02-15-2006, 05:25 AM | #1 |
Join Date: Mar 2005
Location: California
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ff_nml
Well hello, it's Alligator again attempting to port a TFC map for FF. I have been working a lot on my mapping skills by practicing during my spare time and reading tutorials to understand the fundamentals of mapping. I am currently working on this map, assdm, and theegg (krustys idea). I have not much to show you for nml since I barely started mapping it. So far I only have the flag room pretty much completed (unless suggestions/ideas come upon). It took me a day or two to finalized what I currently have for nml (no man's land). I am going with a WW2ish theme; have many ideas in mind. Although I don't have much completed, I wanted to get the mapping-progress-thread going on. I am looking for the following to make this map more enjoyable and balanced:
*ideas *suggestions *comments *themes *constructive criticism *etc It is currently running with HDR (kinda messed my concrete floor into almost-black look - will fix when I have time) with Day of Defeat Source. Well, lets give your human eye a preview...enjoy: That's pretty much all I have to say for now. |
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02-15-2006, 11:03 AM | #2 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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What's the shape of this map? Like, what rooms are we looking at?
Also, are you using a prop texture on that concrete floor that's turning black? (The trim is cool btw) |
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02-15-2006, 11:15 AM | #3 |
Join Date: Dec 2004
Location: Walsall,UK
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Good luck with the map. One tip though, Do not follow the original maps layout completely, it was basically unplayable from an attacking perspective due to the choke points.
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02-15-2006, 12:03 PM | #4 |
Join Date: Dec 2004
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Hoii Afx, no work today?
More specifically, the stupid ladder to the fr bit. Its just impossible to get the flag up a ladder like that. Also I think you are using DODS content? Thats a bad thing because its not free so not everyone will be able to see it. And if you put the files in the bsp valve may decide to sue you. We have a couple of veichles as props in FF so you can use the tank and then replace it with one of ours at a later date |
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02-15-2006, 09:36 PM | #5 |
Join Date: Jan 2005
Location: Davis, CA
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not bad... but why is a crosswalk leading into a garage door?
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02-15-2006, 11:09 PM | #6 |
Join Date: Mar 2005
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When taking screen shots, do it in spectator or atleast with a smaller gun. some of the shots are half-way blocked by that weapon. You are definately off to a good start.
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02-15-2006, 11:29 PM | #7 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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i like the brick texture used in the first shot. it works well. cant say i like the yellow/black stripes used in the second though :/
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02-15-2006, 11:31 PM | #8 |
Join Date: Feb 2005
Location: Philadelphia, PA
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hey! thx for using some of my textures! I like what you did with them....keep going i think it be much better! Try working with couldnodraw and dev textures before you start texturing and finalizing the map.
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02-16-2006, 12:09 AM | #9 | ||||||
Join Date: Mar 2005
Location: California
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02-16-2006, 03:07 AM | #10 | |||||
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
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Wow, everything I mentioned got posted already; told you so.
Except no one has mention those blue spot lights that don't look so well Quote:
I told him to put burn rubber around the garage and the tank but in HDR the ground textures turns black so who knows if it would show up Quote:
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Good job on the textures btw -------------------- Quote:
As for the stairs, It will be turn into a ramp. Also make the pathway between the elevator entrance and the resupply room wider? Any different suggestions to end choke points? |
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02-16-2006, 12:56 PM | #11 | |
Join Date: Dec 2004
Location: Walsall,UK
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