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Old 08-15-2006, 07:00 PM   #121
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I can see why
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Old 08-15-2006, 07:19 PM   #122
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What colour is the fog? Looks green, should be yellow/orange.
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Old 08-15-2006, 09:34 PM   #123
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Beautiful. As others have said, desperately in need of a fitting skybox, but i know that will be last to go in. Also, that rock does need a little bit of...you know
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Old 08-15-2006, 10:15 PM   #124
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Quote:
Originally Posted by Jackal
Beautiful. As others have said, desperately in need of a fitting skybox, but i know that will be last to go in. Also, that rock does need a little bit of...you know
...removing?
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Old 08-15-2006, 10:59 PM   #125
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At least turn it upside-down. At the very least. Or build up the displacements around it so it looks less "Watch and be amazed, as I DEFY GRAVITY. Danana nananana dananananana danana danana dananananananana."
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Old 08-16-2006, 12:44 AM   #126
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what the hell are you talking about?
its not defying gravity, its just the very tip of a huge rock buried deep underground.
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Old 08-16-2006, 01:03 AM   #127
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Quote:
Originally Posted by Circuitous
At least turn it upside-down. At the very least. Or build up the displacements around it so it looks less "Watch and be amazed, as I DEFY GRAVITY. Danana nananana dananananana danana danana dananananananana."
exactly!
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Old 08-16-2006, 01:11 AM   #128
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Quote:
Originally Posted by shadow34721
what the hell are you talking about?
its not defying gravity, its just the very tip of a huge rock buried deep underground.
But... the bottom is visibly rounded...
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Old 08-16-2006, 07:12 AM   #129
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I sure hope this makes the final cut.
http://usera.imagecave.com/bumgravy/pic3.jpg
The map is looking very original and cool touches like that just rock.
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Old 08-16-2006, 09:56 PM   #130
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Quote:
Originally Posted by Racer
I sure hope this makes the final cut.
http://usera.imagecave.com/bumgravy/pic3.jpg
The map is looking very original and cool touches like that just rock.
Yep itll be in the final build - its where the attacking team teleport in at the start of the game, after a 60-sec charge time, then some cool effects etc. This is how its looking now:

I moved the evil rock. Its a valve prop by the way. I was gonna delete it but it told me not to:

Still messing about with the fog and stuff, tho i might just take it out. Ill see how i can get tit to look with some more tweaking.
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Old 08-16-2006, 10:01 PM   #131
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Quote:
Originally Posted by Racer
I sure hope this makes the final cut.
http://usera.imagecave.com/bumgravy/pic3.jpg
The map is looking very original and cool touches like that just rock.
Yep itll be in the final build - its where the attacking team teleport in at the start of the game, after a 60-sec charge time, then some cool effects etc. This is how its looking now: http://usera.imagecave.com/bumgravy/fount1.jpg



I moved the evil rock. Its a valve prop by the way. I was gonna delete it but it told me not to:


Still messing about with the fog and stuff, tho i might just take it out. Ill see how i can get tit to look with some more tweaking.

Last edited by trepid_jesse; 01-22-2007 at 03:57 AM.
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Old 08-16-2006, 10:36 PM   #132
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You didn't answer my questions =x.
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Old 08-17-2006, 01:12 AM   #133
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Quote:
Originally Posted by Alligator
Don't even bother replying to jerks BumGravy. I really like how you modified the fog so it looks slightly perfect. I have a couple question to be answered:
1) How's the FPS?
2) Beta .bsp anytime soon?
3) How big is it (mb)?
lol sorry Alligator im easily distracted.

1)I havent done a full compile with VVIS yet because i havent "nodrawed" all the areas behind my displacements yet, so i still have leaks. Currently going through getting everything ive done so far sealed up, so if there are any FPS issues i can address them sooner rather than later. This is my first source map and other than HL2 i havent played anything else on the source engine, so i dont really know about the engine limitations or anything, ive just kind of gone on my HL1 map experience when thinking about VIS blocking and simple stuff like that. If there are any issues with what I have it shouldnt be toohard to rearrange things to bring the framerates up, if the usual optimisations arent enough. Ill let you know how it runs when i get my leaks fixed.

2)What ive done:
CP1
CP2
Starting room
Started on CP3
Whats left:
Rest of Cp3
Spawn room for CP2+3
3d Skybox
Adjust light and fog setting
Minor detailing for 1+2, adding signs etc
Adding all the FF entities, obviously

So depending on how long it takes to make the final and most important cap, and how much optimising i have to do, i should have a beta fairly soon.

3)
The BSP size is sitting at just under 20 meg just now, although thats not really accurate because im still running with leaked compiles.
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Old 08-17-2006, 02:34 PM   #134
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Quote:
Originally Posted by BumGravy
2)What ive done:
CP1
CP2
Starting room
Started on CP3
Whats left:
Rest of Cp3
Spawn room for CP2+3
3d Skybox
Adjust light and fog setting
Minor detailing for 1+2, adding signs etc
Adding all the FF entities, obviously
So where are we seeing most of the pics from?
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Old 08-19-2006, 06:45 PM   #135
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i vote pro-fog in the end.

this map is lookin great, keep it up. oh, and i agree with something said earlier that the blue spheres look a bit out of place. i like them though, so i would like to see more blue spheres integrated throughout the map, to tie them all together. you would probably want to do smaller ones, so the big ones still look important in comparison though
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Old 08-19-2006, 09:46 PM   #136
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Quote:
Originally Posted by wunder
i vote pro-fog in the end.

this map is lookin great, keep it up. oh, and i agree with something said earlier that the blue spheres look a bit out of place. i like them though, so i would like to see more blue spheres integrated throughout the map, to tie them all together. you would probably want to do smaller ones, so the big ones still look important in comparison though
Yeah, the blue spheres look a little out of place if there isn't anything else there that looks like them. Try using similar textures to those that are on the balls around the rest of the map.
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Old 08-21-2006, 09:49 PM   #137
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PICS
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Old 08-22-2006, 02:44 PM   #138
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K



Ive started on the final section now, the last part of the final cap point. These are pics showing the cave exit which leads to the last room for the final cap. After negotiating the caves, the attackers must cross the river and climb the Steps Of Bacon to reach the capture point.

Please bear in mind I still have a lot of work to do i this area, its nowhere near final.
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Old 08-22-2006, 04:11 PM   #139
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Sweet. Can't wait to play this in game after a few months of dustbowl, ha no offense
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Old 08-22-2006, 10:02 PM   #140
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This map is just truely amazing but like you said u still need work since I notice some shadow errors
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