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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
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Old 07-11-2005, 07:20 PM   #41
o_drtom
 
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also the bottom part of the tunnel from mid map to under the fd bridge shouldnt be curved, people will catch on it
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Old 07-11-2005, 08:13 PM   #42
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Wow. Where to begin?
Ok, nice try. First of all, I'm not feeling any atmosphere here. The old hl1 cliff skybox isn't cutting it. Make a 3dskybox. Check out the mountians in the congestus thread. Do soemthing like that. Secondly, the whole map burns my eyes. Why did you make it so bright? After 30 minutes of playing this map, I would go blind. Please reconsider the ground texture.
As for the displacements... they seem too flat. Please tell me you just didn't just subdivide them and not do any geometry painting. Another problem with the cliffs is the texture scaling... wayyyyy to low. The tiling of the textures shouldn't be that appearant.
Thirdly, why do the bridges, the fd base region, and some of the cliffs look so understated? Are you sure they match up with the tfc ones? Especially the jutting cliff to the left of the front door. The whole map just looks... diminished.
Also, I was wondering what is going on in this screenshot. I've highlighted the region in question.


Your resup room is looking fantastic though.
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Old 07-12-2005, 06:00 AM   #43
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progressing nicely
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Old 07-12-2005, 06:02 AM   #44
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Why is the "cable bridge" leading from a structured room with walls and a ceiling? It looks very odd and out of place, especially seeing as how the bridge coming from the base isn't even that detailed.
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Old 07-12-2005, 09:29 AM   #45
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i don't know how to make ropes colliding so, the are not solid

Quote:
Wow. Where to begin?
Ok, nice try. First of all, I'm not feeling any atmosphere here. The old hl1 cliff skybox isn't cutting it. Make a 3dskybox. Check out the mountians in the congestus thread. Do soemthing like that. Secondly, the whole map burns my eyes. Why did you make it so bright? After 30 minutes of playing this map, I would go blind. Please reconsider the ground texture.
As for the displacements... they seem too flat. Please tell me you just didn't just subdivide them and not do any geometry painting. Another problem with the cliffs is the texture scaling... wayyyyy to low. The tiling of the textures shouldn't be that appearant.
Thirdly, why do the bridges, the fd base region, and some of the cliffs look so understated? Are you sure they match up with the tfc ones? Especially the jutting cliff to the left of the front door. The whole map just looks... diminished.
Also, I was wondering what is going on in this screenshot. I've highlighted the region in question.
nope, not finished yet , the tunnels there need to become rock tunnels but i've got some problems with that.
and the scale of the textures is 0.5 and not 0.25 (default)
also i haven't decided yet wich textures to use

Quote:
Why is the "cable bridge" leading from a structured room with walls and a ceiling? It looks very odd and out of place, especially seeing as how the bridge coming from the base isn't even that detailed.
the bridge from the base is not detailed becouse i wanted to try out the effect of the bridge in the center first

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its looking good.. are you planning on adding a bit of vegetation in though? it looks a bit bare atm
if i find good badlands models (i don't think so)

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Morrow wrote:
how did you get that nice little glow to everything on the outside (im UberNooB)

probably loading the map in garry's mod
nope, not garry's mod (but i don't know what you mean with glow (if you mean the brightness above the sand, thats becouse of the high brightness of light_environment (about 1200)

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looks really nice

fd bridge is too narrow, needs to be about 25% wider, the supports on the bridge are too big and bulky an the texture doesnt fit the scheme, and as someone said the wires on the bridge need to be pass throughable!! or you mess up alot of concs
bridge is exact the same size of the bridge from TFC badlands, only it looks a bit weard
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Old 07-12-2005, 04:37 PM   #46
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make it wider then :P
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Old 07-12-2005, 04:55 PM   #47
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Couldn't you just make the ropes func_illusionary?
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Old 07-12-2005, 05:11 PM   #48
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Quote:
Originally Posted by Azlan
Couldn't you just make the ropes func_illusionary?
you are old, they are move_ropes and are not solid!!!

func_illusionary is not used anymore, the only reason that its still in the game is to be backwards compatible

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Originally Posted by HAMMER
Legacy support. Use func_brush instead.
+ there are some screens coming (i'm compiling a.t.m.)
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Old 07-12-2005, 05:48 PM   #49
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the preretextured version of badlands looks much better than the actual desert one, but you probably already know that. can't wait for the new screenshots
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Old 07-12-2005, 06:01 PM   #50
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You misunderstood. I don't like the "rooms" leading to the cable bridge. They look out of place and unhappy. And, by unhappy, I mean it make me sad in pants.
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Old 07-12-2005, 06:10 PM   #51
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It has the canyon feeling more than ever now
Next update: interriors



























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Old 07-12-2005, 06:29 PM   #52
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THAT'S what I'm talking about! Good job! I like it, Steve!
However, that ladder looks freakishly thin, and I'm still iffy about that bridge.
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Old 07-12-2005, 06:45 PM   #53
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Very nice job on those changes, it's already looking great.
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Old 07-12-2005, 08:07 PM   #54
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Wow, great improvements. Thanks for listening to everyone, and such.

The cables on the bridge seem to come out of nowhere, or at least something could be done besides that horizontal piece of metal. The cable bridge and each base bridge could use a little beefing up, methinks.

Some of the eternal architecture looks blocky (tho I'm sure some of that is due to textures which I assume will change), so I want to encourage you to try to take advantage of the architecture capabilities of Source.

But well done, and rock on :)
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Old 07-12-2005, 08:10 PM   #55
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That looks way better. Keep it up.
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Old 07-12-2005, 10:13 PM   #56
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I miss the Jabba the Hut style of the original
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Old 07-12-2005, 10:26 PM   #57
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Good going man. Looking so much better than when you first started it.

Any chance of an AVI when you get to an almost 100% finished stage? Please.
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Old 07-12-2005, 11:16 PM   #58
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My my my... this map will support 64 players. Can you have an option for that? It seemed way too empty with just 32 players.

I always remembered badlands as being a very large map with lots of holes in the defense.
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Old 07-13-2005, 12:19 AM   #59
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3d skybox maybe?

You could probably add some of those dead tree models in foliage. It can add monster depth to the sorrounding desert mountains.
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Old 07-13-2005, 10:09 AM   #60
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its nice to see the community come together to help shape a map and improve it for the new age. KUDOS.
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