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Old 01-23-2006, 01:30 PM   #61
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It looks good in archetucure but damn it looks not close in lighting!

Please work harder on lighting it's the most important in a map.
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Old 01-23-2006, 01:56 PM   #62
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I'm sure Stino knows this Ambex. We're not all noobs to mapping.
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Old 01-23-2006, 02:59 PM   #63
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Quote:
Originally Posted by Tennovan
I'm sure Stino knows this Ambex. We're not all noobs to mapping.
those screens are old, from the time before hdr :d, no with hdr its really possible to do, but the file size is huge, really huge. (150 MB) !!!!!! 9 at the 10 times, hl2 wont even get launched
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Old 01-23-2006, 03:19 PM   #64
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150mb WTF?
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Old 01-23-2006, 03:43 PM   #65
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Originally Posted by kam
150mb WTF?
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Old 01-23-2006, 04:05 PM   #66
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Uhh, lol!
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Old 01-23-2006, 04:39 PM   #67
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I fail to see how it can be 150mb.
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Old 01-23-2006, 05:28 PM   #68
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all the errors from winbspc
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Old 01-23-2006, 06:30 PM   #69
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winbspc ? how can i decompile a map that is full of displacements (the map is larger than badlands (wich is already 43 Mb without hdr) and if i compile with hdr, try to calculate, the most of the filesize is caused by vrad. now multiply that with 9 (sometimes more) for hdr ... and with those floodlights that ar destroyable: more lightmaps (1 for every floodlight) ...
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Old 01-23-2006, 06:38 PM   #70
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just pulling yer leg mate no offense intended
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Old 01-23-2006, 06:42 PM   #71
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?? damd, i really want to learn 3dsmax, getting a little to bored of hammer, it keeps crashing/ laggin (more than before)
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Old 01-24-2006, 02:55 PM   #72
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To be honest, this map feels like its stuck somewhere between HL1 and HL2. I mean, you have some nice looking shots, but there's way too much symettry going on in the corridors (and damn, they're long), and the outside parts of the bases aren't as impressive as I'd hope to see with a Source map. Maybe you'll add some larger parts of the bases with a 3D skybox, but I feel like there's not a lot that's making me go "wow!" right now.

So, here are a few things I would work on if this were my map:

1. Get away from the ubiquitous long corridors. No one likes feeling like cattle running down a chute... games are fun because they give players choices. If the only choices they have are go forward or go back, that get's pretty boring.

2. Work on lighting variety. So far this map seems to rely solely on pale yellow light.

3. Improve the rockwork outside. The jagged rocks you have in the field itself look decent, but the actual boundaries of the map seem rather flat on top. Add layered cliffs, add more interesting variation. Look at the newly released cs_militia for how they did the cliffs.

4. Open up the map a bit. TFC's gameplay thrived on large spaces (for concing, rjing, sentry guns, everything really). There doesn't seem to be any room for these things in this map. I'd like to see some large, asymmetrical areas, both inside the base and out. I'd also like to see some more height variation. Make concing a challenge for scouts and medics.

Anyway -- that's my opinion. I feel like maps don't improve when everyone goes "Oh my god, this map is sexy!" So hopefully you can find some use for this.
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Old 01-24-2006, 03:59 PM   #73
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I agree with buckshot. It looks as though you have made some architecture and then made the base layout to fit the architecture. It should be the other way round.

The rocks that are props also stand out too much from the displacements. Try to make the disps more similar to the props.
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Old 01-28-2006, 12:50 PM   #74
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the map looks great high quality there

dont know if its been said before, but would guess its possible, any chance for some mist above the water? would look quite cool imo
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Old 01-28-2006, 05:31 PM   #75
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if theres gonna be sharking in ff, it would be fun as hell to shark down the water in the long hallways
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Old 01-29-2006, 02:01 AM   #76
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Quote:
Originally Posted by Fragile
if theres gonna be sharking in ff, it would be fun as hell to shark down the water in the long hallways
FF will have Sharking
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Old 02-20-2006, 02:20 AM   #77
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Looks great Stino- so you have 2 maps that looks promising still planned?
Underground and Badlands? I loved your first version of Badlands it was so BF2 like, err realistic.

This is just my 2cents but one of the things I loved about HL2 was the details like trees and grass growing up thru cracks in the sidewalk, sound files and decals on the walls etc. I know in TFC details killed FPS and that was more important than looks.
So I love your touches like the Cable wiring on the roof to the lights and the dead tree outside. Add some decals and maybe dare I say furniture in a few selected spots?
OK so I know TFC Purists will cry foul over furniture but but anything you end up using as finishing touchs so each hallway/room in a map looks somehow different from all the others would be awesome.
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Old 02-20-2006, 03:29 PM   #78
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Quote:
Originally Posted by Racer
Looks great Stino- so you have 2 maps that looks promising still planned?
Underground and Badlands? I loved your first version of Badlands it was so BF2 like, err realistic.

This is just my 2cents but one of the things I loved about HL2 was the details like trees and grass growing up thru cracks in the sidewalk, sound files and decals on the walls etc. I know in TFC details killed FPS and that was more important than looks.
So I love your touches like the Cable wiring on the roof to the lights and the dead tree outside. Add some decals and maybe dare I say furniture in a few selected spots?
OK so I know TFC Purists will cry foul over furniture but but anything you end up using as finishing touchs so each hallway/room in a map looks somehow different from all the others would be awesome.
i've just tested ff_badlands beta release and i've got 200 FPs!!!
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Old 05-01-2006, 10:13 AM   #79
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hmm, if i could make textures so the interrrior whould look like this, i think that it will be much better then the tunnels like they are now :d

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Old 05-02-2006, 03:10 PM   #80
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good map
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