06-11-2006, 01:23 AM | #141 |
Join Date: Mar 2005
Location: California
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This map seems dull to me....I think you need to be a bit more creative with your work....it is not all about curvy walls and all...think, think and make your ideas come true. Good luck
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06-11-2006, 11:04 PM | #142 |
Join Date: Mar 2005
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Where the box is outside, maybe make it a box of explosives that if blown , blows up a grate or the wall behind it revealing a extra route. one side could have the box with explosives, the other side drums with explosives.
but you would have to add a reason for them being there or how they got there, as it is they are in a unaccesible location unless the workers swim to them. |
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06-13-2006, 12:48 PM | #143 |
Join Date: Jul 2005
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I am now in the process of doing a complete redesign.
Main changes will be: Creating custom textures from existing Halflife 2 textures to go with teams. Creating new lighting throughout the map. Give the map a much brighter feel to it. Redesigning water route (Underground style feel with rocks and stuff) (Not seen in screenshots yet) Water tunnel to look as if its colapsing with bolders coming out of walls in tunnel. Giving the level a stone/Metalic theme (If it looks good)... Hope to get these changes done for later in the week maybe next week. |
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06-13-2006, 02:45 PM | #144 | |
Join Date: Feb 2005
Location: Finland
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Quote:
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06-14-2006, 01:57 PM | #145 |
Join Date: Jul 2005
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I like the pilars but they are too square so ill be working on a model which looks right to replace it
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06-14-2006, 03:42 PM | #146 |
Join Date: Dec 2005
Location: Washington D.C.
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From what I see from the pics is that you have done a great job getting all the basic architecture down, but you need to take the architecture a step further. Place a random vent prop in the top corner isnt going to cut it for detail. Add more pillars to the wall, more supports in areas. And more sensible trims in place (on the bridges) Also use less generic textures, take texture with more lines and then align them to the brush so the edges of the brush are more defined. Currently you map is looking to dark and bland lighting wise. Maybe use more color in your lights (more orange), also I come to find that spot lights look alot better then regular light entities. Now im not saying its bad to use white or gray colored lights, just use them where you feel is necassary but dont use them everywhere, add some variation. It will appeal to the eye more, especially if you use complimenting light colors (blue and orange, red and green.) Well continue with the updates and the work, it seems you got the hard part out of the way already and the rest is down hill from here. keep it up.
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06-15-2006, 11:47 AM | #147 |
Join Date: Jul 2005
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I thnk ive said this before in a prior post somewhere but ill say it again.
The current layout of the map is just the base layout. I am going to start work on lighting/models/fine details towards the end. This means i can get the basic design all done and finished. Next task which i am working on is displacements (I cant seem to get rock faces looking real enough and i need it for the water route section). Then after that ill be doing everything else. As far as textures go. All textures in the map are only temporary just so i can get a rough ide. The final textures will be added on the FF release once i have my hands on the textures. Good things come to those who wait... (Sometimes...) |
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06-16-2006, 01:26 AM | #148 |
Join Date: May 2006
Location: Idaho
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Will it be possible to walk across the cables on the bridge?
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06-16-2006, 09:30 AM | #149 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Looks like they're move_ropes, so prolly not.
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06-16-2006, 02:14 PM | #150 |
Join Date: Jul 2005
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they are indeed move_ropes so no you wont be able to walk on them but why would you want to?
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06-17-2006, 12:47 AM | #151 |
Useless
Retired FF Staff
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He dreams of being in the circus.
__________________
Look at all those dead links. |
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06-22-2006, 08:47 AM | #152 |
Join Date: Jul 2005
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Significant changes being made to the outside of the map yet again. Have started to design the lighting and stuff in the ramp room.
Question to whoever might know. In the screenshots of CZ2 does anyone know how those beams of light are done which shine out of each command point...?? Thanks |
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06-22-2006, 10:36 AM | #153 |
Join Date: Dec 2004
Location: Melbourne
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env_beam
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06-23-2006, 09:04 AM | #154 |
Join Date: Jul 2005
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Having problems with displacements. Is it possible to have a displacement as a wall on the outside of the map as when i place it as a wall (Saying the midfield) it leaks I know i must be doing them wrong but i cant see what i need to do.
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06-23-2006, 09:22 AM | #155 |
Join Date: Mar 2005
Location: Europe
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You need a brush behind it, preferably with nodraw on it.
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06-28-2006, 10:45 AM | #156 |
Join Date: Jul 2005
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The progress of ff_flexibility has stopped for a couple of days while i repair my pc. For some reason i managed to currupt my NTUser.dat for my username...
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06-29-2006, 01:07 PM | #157 | |
Join Date: Jul 2005
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THE EVIL BLUES ARE ATTACKING... SO I BEEN TOLD
Quote:
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06-29-2006, 01:43 PM | #158 |
Join Date: Mar 2005
Location: Europe
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Clearly Zydell, I received a PM from him about my sginature, about Comic Sans
Everyone try your best to ignore Zydell's posts, they are just an attempt to exploit your weakness. As you can see, he has already succeeded with a few people, most notably dr.flexyjerkov. |
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06-29-2006, 01:44 PM | #159 |
Join Date: Dec 2004
Location: The Netherlands
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Weakness? weakness? I want people on yellow for their strengths, not their weakness, our combined strengths shall lead us to victory! We shall ride the holy golden llama's on FF_Flexibility one day, mark my words!!!
All I do is offery protection of all those highly skilled innocent people from the evil claws of the blues, in the yellow team they can say whatever they want! |
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06-29-2006, 02:01 PM | #160 |
Join Date: Jul 2005
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heh i never realised these teams meant so much to you both...
well ill stay yellow as i'm happy with it |
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