07-04-2005, 08:51 PM | #41 |
Join Date: Mar 2005
Location: In your pants.
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07-04-2005, 08:58 PM | #42 |
Join Date: Jun 2005
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in theory cocmaps should look the shit cause you dont have to worry about spam, or lighting or visiility or getting caught on scenery and architecture thats not within the jump
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07-04-2005, 09:17 PM | #43 |
Join Date: Jan 2005
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Im prolly known for my anti rock 'n' grass viewpoints but if you are remaking concmap_r for the love of shatner use rock and grass, with some displacements, keep the basic jusp style very close but detail it up lots and lots.
Also you say you are going to rename it to concmap_bleh or whatever it was, so why say its a concmap_r remake then and not just make new designs, seem to me like your trying to use concmap_r name to get attention for your map that looks nothing like concmap_r. Rock 'n' grass history has its place and when used correctly can look very nice indeed. But as such a classic map as concmap_r this is somewhat mapping blassphemy not keeping to the original style. Just offering some advice. |
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07-04-2005, 09:38 PM | #44 |
Join Date: May 2005
Location: Tennessee
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Well said, Headzy :). I'm agreeing, go with rock and grass but detail it up.
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07-04-2005, 11:31 PM | #45 |
Join Date: Jan 2005
Location: Aotearoa, New Zealand
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conc_sand was a conc map made for tfc which had _alot_ of detail put into it (Koochy tends to do that) and it was still fun
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07-05-2005, 08:03 AM | #46 |
Join Date: Jan 2005
Location: Arkansas
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Just remember to put more than one spawn point at the start. In fact put 15.
I hate being telefragged, especially when you are trying to race someone to the end. |
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07-05-2005, 11:39 AM | #47 |
Join Date: Jan 2005
Location: Australia
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let a mapper remake conmap_r
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07-05-2005, 12:40 PM | #48 |
Join Date: Jun 2005
Location: Brum.
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as long as it dosent lag i couldnt give a fuck what tfc looked like, once again im not playing DOOM3. In a world where a 10 fps drop can ruin your game its gonig to take a while for people to actually have the hardware worthy of getting the fps you need.
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07-05-2005, 06:42 PM | #49 |
Join Date: Jun 2005
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yea but this is FF not tfc fresh, if it all looked this shit wed just stick with tfc
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07-06-2005, 06:09 AM | #50 | |
Join Date: Jan 2005
Location: Arkansas
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Quote:
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07-06-2005, 06:15 AM | #51 | ||
Join Date: Feb 2005
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Quote:
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07-06-2005, 06:54 AM | #52 |
Join Date: Jun 2005
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2fort is as detailed as 99% of tfc maps of its time; this FF concmap is less detailed than most of those tfc maps, thats not good
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07-06-2005, 01:15 PM | #53 |
Join Date: Jan 2005
Location: Arkansas
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Just because its a map on a new engine doesn't mean it needs to be "pimped out" especially on a conc map. Once again I'll use CS and CS:S as examples. Look at the redone CS:S maps compared to their older brothers. Hardly anyone likes the remakes. They are almost complete different maps on their own. Why bother making a REMAKE if you are going to change everything? What exactly do you want in detail from a concmap?
You usually have four walls, and a hole up top that would be your destination. You want a damn forest blocking your way just so you can say "Look at the trees, these graphics are superb!" |
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07-06-2005, 02:53 PM | #54 | |
Join Date: Mar 2005
Location: Down here
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Quote:
HL1 even supports r_detailtextures as of a year or so, but it hasn't really been used for reasons that are beyond me. Some screenies to demonstrate what I'm talking about (HL1 - Natural Selection): Screenie 1. Screenie 2. The guy who took these obviously didn't have any AA\AF enabled, but I can tell you it looks A LOT better than normal textures when they are enabled. |
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07-06-2005, 02:57 PM | #55 |
Join Date: Jun 2005
Location: Brum.
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[FACT] FUCK YOU TOM. FUCK YOU TO HELL. [/FACT]
all im saying is yeah, make the maps nice and LUSH, however conc maps have a large history of being UGLY and SQUARE, thats the way they have always been, they are PURE FUNCTION, asthetics have no place here. |
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07-06-2005, 03:00 PM | #56 |
Join Date: Mar 2005
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a few of the remakes don't look anywhere near as good as the original maps. not that this should come as a surprise to anyone, because all the originals were made by the pro's for an engine that they were very familiar with.
concmaps however, have all been community made things, with early maps like concmap_r being simple boxes with very little in the way of eye candy. rocks and grass were the original textures because of the labourious way that lining up textures had to be done in the older versions of worldcraft. not because of any 'theme'. anyone using the same bland shapes and textures today is either too lazy to care, or doesn't have the skill yet to know any better. either way, the end result will look like something that should have been released 6 or 7 years ago. SoBe Green, strafe/glide around the trees, prime your 2nd conc late but drop it early. |
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07-06-2005, 05:00 PM | #57 |
Join Date: Jun 2005
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i like fisheye !
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07-06-2005, 10:13 PM | #58 |
Join Date: Jan 2005
Location: Arkansas
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Me and Travis agree on something.
*writes down date and time* |
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07-07-2005, 10:37 AM | #59 |
Join Date: Jun 2005
Location: Brum.
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lol yeah Green, we should all wear little badges to comemorate this day and make it a public holiday.
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07-07-2005, 02:30 PM | #60 |
Join Date: Jan 2005
Location: Boston
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long time concer here.
I definately want to see a concmap_r remake and I think the only way for me to be 100% satisfied is if, as headz said, you stick witht he rock + grass theme. This doesn't have to look plain and ugly. I look at eat's uno pictures and I get chills just thinking about how concmap_r could look if done right like that. Good luck mappers! |
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