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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% | |
Voters: 142. You may not vote on this poll |
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07-13-2005, 10:46 AM | #61 | |||
Join Date: Feb 2005
Location: Belgium
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any help with the architecture is welcome. Quote:
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here are some screenshots of the flagroom more roundings coming :d |
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07-13-2005, 10:57 AM | #62 | |||||
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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07-13-2005, 02:28 PM | #63 |
Join Date: Jan 2005
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ugh... my favorite ledge to put my sg on for the flag area is gone. =-( Is it possible to put a new ledge in a diff location for defending the flag? It doesnt have to be the same ole same ole place... but someplace against those walls surrounding the flag pit?
By the way, you have done a WONderful job with this map! It looks very playable and purty. I just worry weather or not I will be able to walk along the paths. Some of those look like I would fall right off the edge! LOL! |
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07-13-2005, 02:32 PM | #64 |
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
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where the fuck is the spiral staircase D:
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07-13-2005, 04:22 PM | #65 | |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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07-13-2005, 04:56 PM | #66 |
Join Date: Jun 2005
Posts Rated Helpful 0 Times
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im sure he will add those little details soon!
it looks cool, just that considering its a desert environment, the inside looks a bit like a silo or something, can we have like sand in the corners or a bit more yellowness/orangey light in places ?! |
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07-13-2005, 04:57 PM | #67 |
Join Date: Feb 2005
Posts Rated Helpful 0 Times
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I miss the spiral staircase and the little ledge. It also needs the other SG cove above the entrance...
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07-13-2005, 09:50 PM | #68 |
Join Date: Jan 2005
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I would think that a new rendering of the map would lend itself to some minor changes. I wouldnt mind having the small stuff missing, but I would like to see that we make sure that we account for some of the needs around the original reason it was there. Example: originally there were to alcoves and a light fixture in that fr area... engies would build there. So if we take any of those out, perhaps be sure to include another alcove or ledge in a similar fashon in about that area. You know... like... put the light on the OTHER side. Or instead of the alcove, put a ledge... ya know?
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07-13-2005, 10:04 PM | #69 |
Join Date: Jan 2005
Location: Belgium
Posts Rated Helpful 0 Times
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This map looks FAB!
really Two thumbs up, now get the details tweaked and stuff and this map is gone be ownage |
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07-14-2005, 06:06 AM | #70 | ||
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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nope, exact on the same place, i've just played TFC again and i've noticed that it was missing so ive added it Quote:
can you try to say it in an other way? |
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07-14-2005, 06:12 AM | #71 | ||
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
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07-14-2005, 06:20 AM | #72 |
Join Date: Feb 2005
Posts Rated Helpful 0 Times
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The ladder would render the incoming O totally useless. They'd be totally dicked coming up that bad boy. Sgs would slaughter, rockets would do worse. That's what the spiral staircase is there for!
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07-14-2005, 11:39 AM | #73 | |||
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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i've resized the old textures becouse i needed some space at my host 1.2 MB > 200 KB Here are the new screenshots : Staircase (small) (before i've tried the large one) Sentry spot Large staircase |
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07-14-2005, 01:13 PM | #74 |
Join Date: Jun 2005
Location: Brum.
Posts Rated Helpful 0 Times
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looks brillaint, one minor point i think the jagensess of the big pipe on the big stairs with the warning black/yellow colours looks slightly odd, maybie try making less Jagedness or putting a lip on the egde so it looks more like a structure and not a cut hole
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07-14-2005, 01:19 PM | #75 |
Join Date: Dec 2004
Location: Bournemouth, England
Posts Rated Helpful 0 Times
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That really does look ace, well done
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07-14-2005, 02:21 PM | #76 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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hmm, smoothing groups, does enyone knows how those work?
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07-14-2005, 03:57 PM | #77 |
Join Date: Feb 2005
Location: kidderminster, uk
Posts Rated Helpful 0 Times
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If it's the same in hammer as max, label faces with a number. All those faces with the same number(s) will be smoothed together!
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07-14-2005, 04:15 PM | #78 |
Join Date: Feb 2005
Posts Rated Helpful 0 Times
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IMO, the ladder coming out of the pit is in the entire wrong position. I liked the way it was, where you could climb to the grate that brought you to the base or hide WAY up top.
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07-14-2005, 05:22 PM | #79 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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but for the moment i need some ideas for the architecture of the front of the base oh yes, and stuff like this: i won't bring them back! and here are some new screens: |
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07-14-2005, 05:58 PM | #80 |
Join Date: Jun 2005
Posts Rated Helpful 0 Times
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The canyon in that screen is way too large. There's no upper yard room. It really should be kept to scale with the origional.
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