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Old 05-31-2006, 09:29 AM   #121
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Quote:
Originally Posted by Donny
...and you'll see my horrible mouse skill!
Very true :P
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Old 05-31-2006, 11:24 AM   #122
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Quote:
Originally Posted by Donny
Somehow I dislike the pillars in the bridge.

BUT

I have an idea for you. Make a bridge just like that but with extra.
In the middle there would be an ( o ) (the ()'s are the ledge of the bridge and in the middle there is a pillar which has a room inside that has 2 enterances on the sides (not on the base side) from which you can climb up from the water incase you got owned and you fell into the water.
Why?
1. It's original (remember the credit me though, since this was my idea, if you use it. I was planning to use it myself but I dont have any ctf maps or anything to use it on, so I give it to you. (yes this is offical announcemt of the ending of ff_rust or ff_baseflag because they became so big.)) and 2. I hate (and some others perhaps) when I get rocketed' or granaded' in 2fort in to the water as hwguy and I have to swim all the way down and drown in to the water if Im low on health.

feel free to use it.

Edit: Incase you dont understand what I mean I can draw it on paint and you'll see my horrible mouse skill!

i don't know if you know it, but i've found a map on this forum with that idea
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Old 05-31-2006, 03:45 PM   #123
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pillars on bridge will get in the way of fast gameplay imo.
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Old 05-31-2006, 04:35 PM   #124
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Quote:
Originally Posted by Donny
I have an idea for you. Make a bridge just like that but with extra.
In the middle there would be an ( o ) (the ()'s are the ledge of the bridge and in the middle there is a pillar which has a room inside that has 2 enterances on the sides (not on the base side) from which you can climb up from the water incase you got owned and you fell into the water.
Why?
1. It's original (remember the credit me though, since this was my idea, if you use it. I was planning to use it myself but I dont have any ctf maps or anything to use it on, so I give it to you. (yes this is offical announcemt of the ending of ff_rust or ff_baseflag because they became so big.)) and 2. I hate (and some others perhaps) when I get rocketed' or granaded' in 2fort in to the water as hwguy and I have to swim all the way down and drown in to the water if Im low on health.
Go play gasworks from HLDM, they've got 3 or 4 of those. While your placement is different, the idea itself isn't.
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Old 06-08-2006, 10:17 AM   #125
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Changes!

I've been rebuilding some of the lighting in the level just to make it look a little nicer. on the bridge i am now using flourecent tube lighting instead of the blob lights which were originally used.

More changes to be made in time, going to start adding piping around the level and work on the main lighting layout. Maybe add light trails

Will submit some screenshots once i've done enough to it...
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Old 06-08-2006, 10:55 PM   #126
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Outside lighting has been re done and currently working on a more 3d looking wall to give the map some curves.

Outside lighting
OLD

NEW


Outside Wall (Curved)


Enjoy and please comment, good and bad...

Myself i like my new wall design but still unsure on the lighting but as i said. Comments please
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Old 06-08-2006, 11:02 PM   #127
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Wonky! I like it.
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Old 06-09-2006, 02:56 PM   #128
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The walls look a lot more interesting now.

What kind of prop is that box, btw?
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Old 06-09-2006, 03:24 PM   #129
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it is a:
prop_physics
model: models/props_junk/wood_crate001a.mdl
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Old 06-09-2006, 09:30 PM   #130
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So it's gonna get blown around as the game progresses? Why?
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Old 06-09-2006, 11:05 PM   #131
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its damage is set to like nothing so it gets destroyed in like 1 shot... :P
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Old 06-09-2006, 11:11 PM   #132
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I guess that's better.
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Old 06-10-2006, 12:33 AM   #133
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You should either make it a prop_physics_respawnable, a prop_dynamic_override or remove it imo.

If it's not going to have much of an impact on the game you don't need it sitting there hogging up resources initially.

It might be fun to have a box to toss around though so if you're keeping it you should make it respawn.

Or you could make it not physically simulated :P
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Old 06-10-2006, 04:38 PM   #134
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You should still so something with the pillars even the walls look now nice as hell.
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Old 06-10-2006, 08:57 PM   #135
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New screenshots of a few extra changes:

Outside


Front Door


Lobby(resup small)


Lobby(Main Resup)
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Old 06-10-2006, 08:59 PM   #136
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It's really dark.

Could you make it less dark?
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Old 06-10-2006, 09:10 PM   #137
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the inside is dark as hell....work on the lighting bro
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Old 06-10-2006, 09:13 PM   #138
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Quote:
Originally Posted by Circuitous
It's really dark.

Could you make it less dark?
I agree. That place shouldnt be since you cannot tell a good diffrence on team colours.
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Old 06-10-2006, 09:17 PM   #139
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only just started inside so i'm really just showing the layout of the lobby so far.

Lighting will be done in time...
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Old 06-10-2006, 11:04 PM   #140
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This map needs some sort of theme, take it from hl2 if you have to but it looks too generic at the moment. Thats later on get the basics down first.
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