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Old 07-17-2005, 02:18 PM   #141
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looking awesome man

keep up the great work.

my only problem so far is that there might be too much gravel on the ground there.. like that seems like it would be annoying to run through... I guess thats the point though
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Old 07-17-2005, 02:33 PM   #142
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you can put a player clip over the gravel.
it will not look to good if you run over it, but it will improve the effects of concs
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Old 07-18-2005, 03:29 PM   #143
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I presume you're talking about the gravel where you conc/rocket jump over the fence to the flag point?

Its a displacement and its barely bumpy, enough not to be flat but its not going to affect it that much.
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Old 07-18-2005, 07:58 PM   #144
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omg this keeps on looking better and better.
i think this could be the next 2fort/well off fortress forever :P
good work there.
ps are you going to release a avi off the map anytime soon??
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Old 07-24-2005, 04:05 PM   #145
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Finally got one side semi done so I finally could flip and retexture. Middle area needs a lot of work but it shows off the textures nicely.



As I said, it needs work, more displacements, rubble, cover, signs etc.
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Old 07-24-2005, 04:19 PM   #146
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Its shaping up nicely.
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Old 07-25-2005, 12:21 AM   #147
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Needs AA and AF!
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Old 07-25-2005, 05:15 AM   #148
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Looking great! Keep up the good work!
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Old 07-25-2005, 09:02 AM   #149
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Quote:
Originally Posted by kaMIKazE
Needs AA and AF!
Have it


Not a huge amount of difference IMO, wires look better but thats really it. But that could be my card.
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Old 07-25-2005, 10:42 AM   #150
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much neater
AF does the most difference imo
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Old 07-25-2005, 11:12 AM   #151
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With the 2 bases it looks bloody ace, nice one.
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Old 07-26-2005, 02:48 AM   #152
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one of the nicest ports so far
this and congestus are very tidy jobs
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Old 07-29-2005, 10:34 AM   #153
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Been busy setting up my new PC, so now everything is on the highest setting possible and with great frame rates (hellooooooooo 100fps)



Testing out some particle fx on the burning stuff, looks much better than the default smoke from fires. You can't really see it from that angle, the lower portion is lit up by an env_particlelight. Heres a better pic of the test I did with it



Edit: Another thing I need an opinion on is the 3D skybox, I started adding stock HL2 building to it...then realised when I ran it they stand out like a sore thumb as the map has no HL2 architecture styles in it, so I guess either the skybox has no buildings or a make my own in the red/blue bricks style to blend in!
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Old 07-29-2005, 11:30 AM   #154
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Looks great, pretty much the best map i've seen so far!

Just one thing, the traffic light works? does it change colors or it's only red?
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Old 07-29-2005, 11:46 AM   #155
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someone was picked to beta test FF :p

thats looking amazing :D but that 20 limit sign looks a bit out of place :/
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Old 07-29-2005, 12:33 PM   #156
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Quote:
Originally Posted by Mervaka
thats looking amazing but that 20 limit sign looks a bit out of place :/
That sign caught my eye too... ain't it blocking traffic lights quite well? Maybe I'm paying too much attention to insignificant things like that as the map is coming along very nicely and there's not much you can complain about.
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Old 07-29-2005, 12:41 PM   #157
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Traffic light is red on one side, green on the other, one way underpass you see :P

Yeah, the 20 is a bit eye catching, i'll see what others there are that are relevant.
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Old 07-29-2005, 12:47 PM   #158
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maybe just change the yellow on the sign to a dull white, and dull the red a bit, its just the colours that stick out
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Old 07-29-2005, 12:49 PM   #159
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You could also take that round sign and fix it to the wall below traffic lights for example. Now that I bothered to start, why not ask more? Are those lights going to change now and then?
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Old 07-29-2005, 01:01 PM   #160
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I've changed it to a Pedestrian crossing sign, switched its side and added the markings on the floor. Added some crates (I hate crates but yeah, go old school style). I guess I could make the lights change, shouldn't take too much work and would be a nice touch.
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