07-11-2005, 08:01 PM | #61 |
Join Date: Jun 2005
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avi on lan eh?
ive gotten to play around on congestus :P...everything is very much the same and hes doing a great job in fact when he compiles it we will make an avi for it coming out within 7 days |
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07-11-2005, 08:30 PM | #62 |
Join Date: Jan 2005
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looking foward 2 it
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07-25-2005, 07:02 AM | #63 |
Join Date: Feb 2005
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The AVI is currently rendering the (hopefully) final version.
Expect it soon. |
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07-25-2005, 07:50 AM | #64 |
Join Date: Jan 2005
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cool
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08-01-2005, 07:31 AM | #65 |
Join Date: Jan 2005
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I didnt read all of the posts before posting this, so i dont think any of this really applies anymore...
i play congestus alot, i know the map inside and out, i know everything about it, i like that your remaking it, but to be honest with you, from what ive looked at, it doesnt really feel like congestus. sure, it may be because of the hl2 engine... but the flagroom feels too small, and the ladder coming up from the hole in the floor, theres no tiny ramp to spike D: the cap point does feel a little close to the flag (as mentioned earlier).. Suggestions - Make the map a little more offensive/trick concing friendly (thats how the map originally is imo) - Space out some things a tid bit more. - The battlements needs some more spacing (it looks like the lower ceiling is what you need to crouch under..) id appreciate if you take these into consideration |
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08-20-2005, 05:49 AM | #66 |
Join Date: Jun 2005
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he got it right ive playe tested it, seen his hammer and everything, its right
he knows what he is doing dont worry |
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08-20-2005, 05:58 AM | #67 |
Useless
Retired FF Staff
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That size problem you're seeing is probably an issue with how HL2 handles the default field of vision/player height/movement speed/etc. A lot of maps look small or awkward in screenshots, but look perfect in-game. This is most likely one of those situations.
__________________
Look at all those dead links. |
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08-20-2005, 06:35 AM | #68 |
Join Date: Feb 2005
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The only thing I changed was widening the tunnel by 1.5x its original width. All the proportions are the same.
Of course, this doesn't necessarily mean they'll preform the same since in FF since it will most likely feature slightly different concing mechanics... however that's not my department. |
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08-20-2005, 04:59 PM | #69 |
Join Date: Jan 2005
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when will we be able to walk into your map??
like in an .bsp |
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08-20-2005, 08:24 PM | #70 |
Join Date: Feb 2005
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Perhaps soon.
I'm currently playing around with different wall textures since the current ones don't really satisfy me... we'll see. |
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12-14-2005, 04:22 AM | #71 |
Join Date: Dec 2005
Location: Detroit, MI
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beautiful <3
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12-14-2005, 11:30 PM | #72 |
Join Date: Dec 2005
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in the first picture new_3 looks the best. but on the second, i find new_2 looks the best.
sorry if that doesn't help lol. |
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12-14-2005, 11:57 PM | #73 |
Join Date: May 2005
Location: Changes every few months
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Shadow, are you done with this map (except, obviously, for the FF entities)?
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12-15-2005, 12:02 AM | #74 |
Join Date: Feb 2005
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i was done, but recently ive looked back on it and been diasspointed with what ive created. ive drawn up some new concept art and am making the changes currently. When they ere complete, ill try and release a beta version of each to see what you guys think.
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12-16-2005, 03:56 AM | #75 |
Join Date: Jun 2005
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i made him change it after i played emulation
all spawns now feature lazers, good luck sitting in respawn, snipers btw the lazers only kill snipers |
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12-16-2005, 07:31 PM | #76 |
Join Date: Feb 2005
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looking at it, im trying to eliminate css textures as well as spice up some of the current ones, im also planning to work in some team coloring theme since it was so prevalent on the original map and i want to build up some of the buildings just a little bit more.
looking back it wasnt too bad for a first map ever made in hammer. however, it could stand some considerable improvements. and yes, emulation has changed my life. every face will now feature a random texture, all nodraw will be elimitied, ill carve random objects through each other, add random props floating in the air, and above all add LAZERS to all the spawns/flag/basement/batts to kill those NEWBY SCOUTS |
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12-17-2005, 01:42 AM | #77 |
Join Date: Jun 2005
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cant forget snipers either spawn in the lazer spawn or that floating box that they cant shoot out of but anyone can shoot in in the yard
what a classic |
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06-17-2007, 05:25 PM | #78 |
Religious Stamp Machine
Retired FF Staff
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*Digs up this thread*
So uh.. this map r0x0rz.. whats going on with it? Is Shadow still alive? |
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06-17-2007, 05:28 PM | #79 | |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
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06-17-2007, 05:53 PM | #80 | |
Custom mapper
Join Date: Mar 2007
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Quote:
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