07-06-2005, 12:46 PM | #121 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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same
was mainly a weapons sort of mod: i made this rpg that fired a stealth bomber, which dropped a bomb, which had this really cool explosion made a gatling shotgun from the TFC AC model made the HL1 sentries spawnable and friendly to the model team of the player that built it made a tank of sorts, but the movement physics were rather fucked |
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07-07-2005, 04:21 PM | #122 |
Join Date: Jun 2005
Location: Carlisle, UK
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Work In Progress of Cap Area, desert APC which is a lot smaller in a sort of concrete base. Has antennae and pillboxes built into walls with some vents and general "bunker" stuff. Made the corner building larger as well. From behind the building and rubble ramp. Sun made smaller, doesnt look as good, will take it back to what it was, it really doesnt impact gameplay whatsoever. Yes the displacement isnt touching the ground, i've fixed it. |
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07-07-2005, 04:38 PM | #123 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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looking good :)
only thing i cant say i like is the satellite dish, it sticks out a bit |
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07-07-2005, 05:34 PM | #124 |
Join Date: Feb 2005
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Make that hole in the wall follow the slope of the hill to the cap point, having a shattered wall that has a flat edge looks out of place.
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07-07-2005, 05:46 PM | #125 |
Join Date: Jan 2005
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Hey great stuff, only thing I would complain about is where the cobbles meet on the diagonal, and as for the sun flare I like it nice and strong, gives a certain uniquness to the map, as a slight dominance seem to suit it well.
Im sure after some testing this will be a great map, never were fond of the original so brave choice. Id actually like this style to be a a/d map and use what you have done already as a cmd point, but thats me. |
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07-07-2005, 07:12 PM | #126 |
Join Date: Jan 2005
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it is cumming along nicely
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07-07-2005, 07:44 PM | #127 |
Join Date: Apr 2005
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How did you get the team logos to show up in hammer? I can never get mine to show up. Oh, and nice work.
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07-07-2005, 07:58 PM | #128 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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shove vtf/vmt files in the materials folder, theyre his custom textures
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07-08-2005, 02:00 AM | #129 |
Join Date: Mar 2005
Location: In your pants.
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If you want, I can snap a few shots of your map at some higher quality settings to really show it off. Fire off a PM my way if you're interested.
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07-16-2005, 06:12 PM | #130 |
Join Date: Jun 2005
Location: Carlisle, UK
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Done a bit more work, blue side is very nearly done. Aside from bug fixing and tweaking etc
Going towards red cap point from middle In Blues "ruined" central building looking out the main exit to the Red cap point Looking towards red APC in the destroyed stronghold area. The defences POV from the back of the APC. The lighting needs tweaking, its still too yellow and saturated. |
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07-16-2005, 06:42 PM | #131 |
Join Date: Jan 2005
Location: Montreal
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Looks pretty much like the original, good work!
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07-16-2005, 07:43 PM | #132 |
Join Date: Jan 2005
Location: Belgium
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sweat sweat.. looking very realistic
u could even make this into a CS Source map |
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07-16-2005, 07:43 PM | #133 |
Join Date: Jun 2005
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looks incredible, but id say the apc looks too clean, go edit them textures rust em, darken blah blah, then youve got it !
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07-16-2005, 08:07 PM | #134 |
Join Date: Jan 2005
Location: Davis, CA
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please apply for the dev team. not only do i feel this map needs to be released with FF, but I think you have a very unique and totally professional style that would kick total ass on many maps. This map is incredible, its the best I've seen of any maps, including the official ones.
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07-16-2005, 08:27 PM | #135 |
Join Date: May 2005
Location: Changes every few months
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I'd suggest making the last shot a bit less barren.. the textures are all the same around the APC and it appears that it could use some variation instead of just flat walls and such.
Good job with the rubble displacements. Are the props in the first shot static or physics? |
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07-17-2005, 12:54 AM | #136 |
Join Date: Feb 2005
Location: Finland
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What can I say, I love it
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07-17-2005, 01:40 AM | #137 |
Useless
Retired FF Staff
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That APC looks oddly out of place in the last shot, and the building with the wrecked-up hole still seems kinda thin, although that could just be me.
__________________
Look at all those dead links. |
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07-17-2005, 08:32 AM | #138 |
Join Date: Jul 2005
Location: MN
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Im pumped. Screens look great. Support from everybody. Have some fun with it. Big fan of epicentre, great gaming memories fro mthat map. Keep up the good work dood.
How does it run so far? Have an alpha almost ready maybe? Id definately love to test it with you. As would most in this forum. Definately FF-release worthy, judging by screens. |
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07-17-2005, 11:08 AM | #139 |
Join Date: Jun 2005
Location: Carlisle, UK
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Adding more stuff to the stronghold area to make it less barren and repetitive:
A little alcove area with steamy pipes, barrels etc. Fenced off, purely for graphical reasons. Also added some pipes to the upstairs area, with No Smoking warning signs for extra effect. The otherside has a door into the stronghold with sign. Also added vents to wall and stains on the walls. And now for comments: @xnarf: I asked whether they needed any help and they don't, they have enough mappers at the moment. They've got some real skill in there and plenty of it, I'm sure they don't need any extra people. When the .fgd is released the map will only need playtesting and then probably 1 week from the initial release it will be out. @imbrifer: The top walls curve out slightly, see above for additions. The props in the first shot are static physics. They wont render as prop_statics so they are non moving propo_physics. They replace those chunky blocks of crates, the pile of rubble at the back does the same job. @circuitous: Agreed, the APC does seem out of place. I'm gonna rust it up a bit to make it seem less clean as drtom suggested. I've taken most of the deep yellow env_light tint out and made it more white, I reckon it looks a lot more realistic and better. |
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07-17-2005, 11:47 AM | #140 |
Join Date: Jan 2005
Location: Aotearoa, New Zealand
Posts Rated Helpful 0 Times
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make the fires have some smoke imo, will make it look alot more realistic
my 2c |
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