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#61 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
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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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#62 |
Join Date: Jun 2005
Location: Texas
Posts Rated Helpful 0 Times
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I'm sure Stino knows this Ambex. We're not all noobs to mapping.
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#63 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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#64 |
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
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150mb WTF?
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#65 | |
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
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#66 |
Join Date: Jun 2005
Location: Yorkshire
Posts Rated Helpful 0 Times
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Uhh, lol!
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#67 |
Join Date: Jun 2005
Location: Carlisle, UK
Posts Rated Helpful 0 Times
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I fail to see how it can be 150mb.
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#68 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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all the errors from winbspc
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#69 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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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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#70 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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just pulling yer leg mate
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#71 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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#72 |
Join Date: Feb 2005
Location: United States
Posts Rated Helpful 0 Times
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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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#73 |
Join Date: Dec 2004
Posts Rated Helpful 0 Times
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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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#74 |
Join Date: Jun 2005
Posts Rated Helpful 0 Times
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the map looks great
![]() 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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#75 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
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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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#76 | |
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
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#77 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
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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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#78 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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#79 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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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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#80 |
Join Date: May 2006
Location: could you give me directions
Posts Rated Helpful 0 Times
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good map
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