Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

Reply
 
Thread Tools Display Modes
Old 07-06-2005, 12:46 PM   #121
mervaka
A Very Sound Guy!
Fortress Forever Staff
 
mervaka's Avatar
 
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
same
was mainly a weapons sort of mod:

i made this rpg that fired a stealth bomber, which dropped a bomb, which had this really cool explosion

made a gatling shotgun from the TFC AC model

made the HL1 sentries spawnable and friendly to the model team of the player that built it

made a tank of sorts, but the movement physics were rather fucked
mervaka is offline   Reply With Quote


Old 07-07-2005, 04:21 PM   #122
o_ginger lord
 
o_ginger lord's Avatar
 
Join Date: Jun 2005
Location: Carlisle, UK
Posts Rated Helpful 0 Times


Work In Progress of Cap Area, desert APC which is a lot smaller in a sort of concrete base. Has antennae and pillboxes built into walls with some vents and general "bunker" stuff. Made the corner building larger as well.



From behind the building and rubble ramp. Sun made smaller, doesnt look as good, will take it back to what it was, it really doesnt impact gameplay whatsoever. Yes the displacement isnt touching the ground, i've fixed it.
o_ginger lord is offline   Reply With Quote


Old 07-07-2005, 04:38 PM   #123
mervaka
A Very Sound Guy!
Fortress Forever Staff
 
mervaka's Avatar
 
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
looking good :)

only thing i cant say i like is the satellite dish, it sticks out a bit
mervaka is offline   Reply With Quote


Old 07-07-2005, 05:34 PM   #124
o_etzell
 
o_etzell's Avatar
 
Join Date: Feb 2005
Posts Rated Helpful 0 Times
Make that hole in the wall follow the slope of the hill to the cap point, having a shattered wall that has a flat edge looks out of place.
o_etzell is offline   Reply With Quote


Old 07-07-2005, 05:46 PM   #125
o_headz
 
o_headz's Avatar
 
Join Date: Jan 2005
Posts Rated Helpful 0 Times
Hey great stuff, only thing I would complain about is where the cobbles meet on the diagonal, and as for the sun flare I like it nice and strong, gives a certain uniquness to the map, as a slight dominance seem to suit it well.

Im sure after some testing this will be a great map, never were fond of the original so brave choice. Id actually like this style to be a a/d map and use what you have done already as a cmd point, but thats me.
o_headz is offline   Reply With Quote


Old 07-07-2005, 07:12 PM   #126
o_elvis2049
 
o_elvis2049's Avatar
 
Join Date: Jan 2005
Posts Rated Helpful 0 Times
it is cumming along nicely
o_elvis2049 is offline   Reply With Quote


Old 07-07-2005, 07:44 PM   #127
o_demasu
 
Join Date: Apr 2005
Posts Rated Helpful 0 Times
How did you get the team logos to show up in hammer? I can never get mine to show up. Oh, and nice work.
o_demasu is offline   Reply With Quote


Old 07-07-2005, 07:58 PM   #128
mervaka
A Very Sound Guy!
Fortress Forever Staff
 
mervaka's Avatar
 
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
shove vtf/vmt files in the materials folder, theyre his custom textures
mervaka is offline   Reply With Quote


Old 07-08-2005, 02:00 AM   #129
o_osiris
 
o_osiris's Avatar
 
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
If you want, I can snap a few shots of your map at some higher quality settings to really show it off. Fire off a PM my way if you're interested.
o_osiris is offline   Reply With Quote


Old 07-16-2005, 06:12 PM   #130
o_ginger lord
 
o_ginger lord's Avatar
 
Join Date: Jun 2005
Location: Carlisle, UK
Posts Rated Helpful 0 Times
Done a bit more work, blue side is very nearly done. Aside from bug fixing and tweaking etc


Going towards red cap point from middle


In Blues "ruined" central building looking out the main exit to the Red cap point


Looking towards red APC in the destroyed stronghold area.


The defences POV from the back of the APC.

The lighting needs tweaking, its still too yellow and saturated.
o_ginger lord is offline   Reply With Quote


Old 07-16-2005, 06:42 PM   #131
o_sh4x
 
o_sh4x's Avatar
 
Join Date: Jan 2005
Location: Montreal
Posts Rated Helpful 0 Times
Looks pretty much like the original, good work!
o_sh4x is offline   Reply With Quote


Old 07-16-2005, 07:43 PM   #132
o_epothon
 
Join Date: Jan 2005
Location: Belgium
Posts Rated Helpful 0 Times
sweat sweat.. looking very realistic

u could even make this into a CS Source map
o_epothon is offline   Reply With Quote


Old 07-16-2005, 07:43 PM   #133
o_drtom
 
o_drtom's Avatar
 
Join Date: Jun 2005
Posts Rated Helpful 0 Times
looks incredible, but id say the apc looks too clean, go edit them textures rust em, darken blah blah, then youve got it !
o_drtom is offline   Reply With Quote


Old 07-16-2005, 08:07 PM   #134
o_d3pth charge
 
o_d3pth charge's Avatar
 
Join Date: Jan 2005
Location: Davis, CA
Posts Rated Helpful 0 Times
please apply for the dev team. not only do i feel this map needs to be released with FF, but I think you have a very unique and totally professional style that would kick total ass on many maps. This map is incredible, its the best I've seen of any maps, including the official ones.
o_d3pth charge is offline   Reply With Quote


Old 07-16-2005, 08:27 PM   #135
o_imbrifer
 
o_imbrifer's Avatar
 
Join Date: May 2005
Location: Changes every few months
Posts Rated Helpful 0 Times
I'd suggest making the last shot a bit less barren.. the textures are all the same around the APC and it appears that it could use some variation instead of just flat walls and such.

Good job with the rubble displacements.

Are the props in the first shot static or physics?
o_imbrifer is offline   Reply With Quote


Old 07-17-2005, 12:54 AM   #136
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
What can I say, I love it
o_donny is offline   Reply With Quote


Old 07-17-2005, 01:40 AM   #137
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
That APC looks oddly out of place in the last shot, and the building with the wrecked-up hole still seems kinda thin, although that could just be me.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 07-17-2005, 08:32 AM   #138
o_leetard
 
Join Date: Jul 2005
Location: MN
Posts Rated Helpful 0 Times
Im pumped. Screens look great. Support from everybody. Have some fun with it. Big fan of epicentre, great gaming memories fro mthat map. Keep up the good work dood.

How does it run so far? Have an alpha almost ready maybe? Id definately love to test it with you. As would most in this forum. Definately FF-release worthy, judging by screens.
o_leetard is offline   Reply With Quote


Old 07-17-2005, 11:08 AM   #139
o_ginger lord
 
o_ginger lord's Avatar
 
Join Date: Jun 2005
Location: Carlisle, UK
Posts Rated Helpful 0 Times
Adding more stuff to the stronghold area to make it less barren and repetitive:



A little alcove area with steamy pipes, barrels etc. Fenced off, purely for graphical reasons. Also added some pipes to the upstairs area, with No Smoking warning signs for extra effect.



The otherside has a door into the stronghold with sign. Also added vents to wall and stains on the walls.

And now for comments:

@xnarf: I asked whether they needed any help and they don't, they have enough mappers at the moment. They've got some real skill in there and plenty of it, I'm sure they don't need any extra people. When the .fgd is released the map will only need playtesting and then probably 1 week from the initial release it will be out.

@imbrifer: The top walls curve out slightly, see above for additions. The props in the first shot are static physics. They wont render as prop_statics so they are non moving propo_physics. They replace those chunky blocks of crates, the pile of rubble at the back does the same job.

@circuitous: Agreed, the APC does seem out of place. I'm gonna rust it up a bit to make it seem less clean as drtom suggested.

I've taken most of the deep yellow env_light tint out and made it more white, I reckon it looks a lot more realistic and better.
o_ginger lord is offline   Reply With Quote


Old 07-17-2005, 11:47 AM   #140
o_jerm
 
Join Date: Jan 2005
Location: Aotearoa, New Zealand
Posts Rated Helpful 0 Times
make the fires have some smoke imo, will make it look alot more realistic

my 2c
o_jerm is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 07:27 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.