04-10-2006, 06:30 PM | #81 | |
Join Date: Feb 2005
Location: Belgium
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04-10-2006, 08:21 PM | #82 |
Join Date: Dec 2004
Location: Melbourne
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Curving every wall corner isnt a huge step up in detail from hl1 and isn't 'efficient' detail (by that I mean you could use the the same amount of faces and make it look better cos polycount isn't everying).
You need to get inspiration from photograph, books and other maps/games, see how they create detail with brush work and texture variation. Textures do effect the kinda of brush work you can get away with though... |
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04-10-2006, 08:38 PM | #83 |
Join Date: Jul 2005
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Once i start adding piping around the map and other models etc i think it'll look a lot better but currently working on main structure still and ill think of some new ideas for shape of the map.
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04-11-2006, 07:31 PM | #84 | |
Join Date: Feb 2005
Location: Belgium
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04-18-2006, 03:21 AM | #85 |
Join Date: Apr 2006
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honestly...i think this is the best looking preview of an FF map i've seen so far. some of the maps have so much detail and such I think some people are forgetting what tfc is and are trying to make HL2 type maps.
Maybe i'm alone in saying this...but what I want to see in FF maps are much of the same things i saw in my favorite tfc maps. wide hallways to bhop in, flat floors to bhop on, and a shitload of ramps to slide up. i hope the mappers keep these things in mind while they are creating their masterpieces. keep in mind--alot of the time simpler is better, and thats what tfc is: simple and fun |
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04-18-2006, 03:23 AM | #86 |
Join Date: Jun 2005
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look @ knobber and aardvark aswell tercel
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04-18-2006, 03:29 AM | #87 |
Join Date: Apr 2006
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yeah those types of maps are what i want to see but even in aardvark...what the hell is the point of the boat being there in the pond. it looks nice but this isnt a fucking kodak magazine its an internet game. i only see stupid doodads like that hindering gameplay
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04-18-2006, 03:33 AM | #88 |
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You'll be flying over it most of the time anyway.
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04-18-2006, 10:20 AM | #89 | |
Join Date: May 2005
Location: Oxford, UK
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EDIT: hmm, I've just had another thought... maybe you don't understand how that map is supposed to play (ie offy can conc jump, water skim, and ramp slide in TF nowadays ya know?), in which case read this, and you'll clearly see the boat outside will never get in the way (I'm not dumb, I wouldn't put something like that there if it did get in the way at all!) Last edited by o_caesium; 04-18-2006 at 10:28 AM. |
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04-18-2006, 06:04 PM | #90 | |
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04-18-2006, 06:06 PM | #91 | |
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04-18-2006, 06:13 PM | #92 | |
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04-18-2006, 06:30 PM | #93 | |
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04-18-2006, 08:46 PM | #94 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I think you might be a bit too worried Tercel. Gameplay and aesthetics can be fairly easily separated so they don't bother eachother. (Much of the time anyway)
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04-19-2006, 03:57 PM | #95 |
Join Date: Jul 2005
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A quick image upload of the new outside design
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04-19-2006, 04:21 PM | #96 |
Join Date: Apr 2006
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i love it--the extra long bridge will definately make for some intense yard flag defense. keep up the good work
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04-19-2006, 05:40 PM | #97 |
Join Date: Jul 2005
Location: Washington DC
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inside looks cool.
outside - meh, must everything be like 2fort? sooo many maps with a bridge going over some sort of water. you have time. be creative. |
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04-19-2006, 05:59 PM | #98 |
Join Date: Jul 2005
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Just because it has a bridge dont make it 2fort, but ill consider other ideas...
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04-19-2006, 08:01 PM | #99 |
Join Date: Apr 2006
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omg sweetest idea ever
just completely take out the bridge so you have to conc over the water or you're fucked. orgasm |
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04-19-2006, 08:14 PM | #100 |
Join Date: Jun 2005
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or you could try adding some taraign?
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