06-10-2007, 06:48 AM | #121 |
Religious Stamp Machine
Retired FF Staff
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Beetle: I advise against using custom textures. They dramatically increase the size of the .bsp, and no one wants to wait for a long DL. my ff_2morforever map has 1 custom texture, and it adds several megs to the DL size. Just be creative with the textures that exist for HL2, and add some more architecture/detail to your buildings!
I love! the layout of your map and the basic architecture. I can tell you are very creative and dedicated to this map, and that is fantastic. It has tons of potential and I am excited about it coming together. I DL'd it and ran around, and here's some feedback: Good use of models! Keep it up. Many of your stairs you made out of blocks, and I'm sure you realize they look a bit out of place or off. Search for models that work, or make displacement or more varied/unique brush stairs/walls/rails/etc. Remember one good way to make buildings more interesting is to add layers to them. Cut some of the buildings in half, add some trim along the bottom. Put some detail architecture on there - pretty trim vertically framing windows (which are also models - search for 'woodwall' for your prop_static's model). Avoid obviously repeating textures on the ground and on walls. If you can see something repeating, that means you should break up that surface. Add some trim, cut it into sections/layers, add indentations in the walls, or make things coming out of them. Also do this to floors - if you have a big open floor, cut it up and put a nicely trimmed square in the center with a different floor texture or grass on it. Again, I'm super excited about this coming together. It will be very interesting and exciting to play. |
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06-10-2007, 04:49 PM | #122 |
Beta than eva'
Join Date: Mar 2007
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Is 13.4 mb big for a map? I won't be using much more custom textures. Its just there aren't a lot of hl2 official textures that are good for terrain that would fit in a cove.
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06-10-2007, 04:51 PM | #123 |
Religious Stamp Machine
Retired FF Staff
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/nod
13.4 isn't that big, but if you start adding detail and more interesting lighting, displacements, etc. the size could grow singificantly. Just roll and see how it goes. Worst case scenario, you change a few textures to textures that come with FF once its out. No problemo |
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06-10-2007, 04:52 PM | #124 |
Beta than eva'
Join Date: Mar 2007
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yea and thats what i plan to do as much as possible. I'm most worried about the last area, as its kinda awkward-looking. Got any ideas with that?
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06-10-2007, 05:08 PM | #125 |
Retired FF Staff
Join Date: Jan 2006
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Since you're not doing the loop I originally had, you no longer need the massive walls behind the cap point. You can redo that whole area to make it look better.
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06-10-2007, 08:09 PM | #126 |
SGM Division ******
Wiki Team
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Thanks for putting in the extra effort to get the texture issues figured out. I'm uploading the map to the server/fast download at this very moment. If/when you release updates I will do my best to get them on the server right away for the community members that come on the server to check out the maps.
ff_thecove is in the rotation so it will come up constantly now. We'll start the process of putting weapons into the map ASAP so we can play test it better. Server IP#: 8.6.8.213:27015 Server Name: www.fortress-forever.com - Community Map Testing Server
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06-11-2007, 05:30 PM | #128 |
Beta than eva'
Join Date: Mar 2007
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mostly past the cliff area. the big base part in general
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06-11-2007, 07:34 PM | #129 | |
Join Date: Apr 2007
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Quote:
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06-15-2007, 02:47 AM | #130 |
HL2CTF DEV
Join Date: Mar 2007
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What your talking about is fast download. This is when you .bz2 the .bsp file and put it on a webserver and the clients can download the map from there. This works rather well because steam automatically unzips .bz2 files and when zipped they are about 1/3 the size of a .bsp
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06-15-2007, 03:04 AM | #131 |
Join Date: Apr 2007
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yea thats what i mean, also the web server thats hosting sends the map 'usually' hell of a lot faster then a game server thats tring to send data to everybody and also send the map at the same time
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07-03-2007, 04:22 AM | #132 |
Beta than eva'
Join Date: Mar 2007
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I'm making progress, but I keep getting pelted with problems. Oh well, I'll figure them out eventually.
trying an new look for the 'last area' base. certain things need to be hidden better :P and the infamous mysterious shadow enjoy. |
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07-03-2007, 10:42 AM | #133 |
Join Date: Mar 2007
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looks cool, though i think the grass displacements should be smoothed just a little more, in some parts it looks just a little blocky
other than that i look forward to seein the finished map |
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07-03-2007, 02:38 PM | #134 |
Black Cyclops
Join Date: Mar 2007
Location: Scotland
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Good progress, I'm liking how this is going.
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07-03-2007, 09:58 PM | #135 |
SGM Division ******
Wiki Team
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Improvements are looking great. I look forward to checking out the next version!
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07-03-2007, 10:35 PM | #136 |
Beta than eva'
Join Date: Mar 2007
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good news, the lighting is fixed. yea.
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07-05-2007, 02:30 AM | #137 |
Collected in my steps
Join Date: Mar 2007
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I love the rock displacements!
Very nice. |
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07-05-2007, 02:37 AM | #138 |
Beta than eva'
Join Date: Mar 2007
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MJ said a while back that playerclipping is gonna be a bitch for this map. I'm kinda roughly doing that now, and I got to say, "What a bitch." Its not hard persay, but I can imagine a demo launching someone and them getting the flag hung on a cliff.
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07-08-2007, 07:08 PM | #139 |
Join Date: Jul 2007
Class/Position: All Gametype: adl Posts Rated Helpful 0 Times
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omg I can post. yeah looks good. i havent ran through it yet though
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07-10-2007, 11:53 PM | #140 |
Alcoholic Artist
Join Date: Mar 2007
Location: Sweden
Posts Rated Helpful 2 Times
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http://i36.photobucket.com/albums/e3...ove_a20002.jpg
On thoose stairs there thats left of the crosshair id take away the wall covering it and make the stairs one unit like: Code:
\ .\ ..\ Instead of: \__ ...\ |
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