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Old 05-18-2007, 02:11 AM   #1
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ff_powerhouse

Heres are some screenshots from a map in development, its based on a map called Turn On for TFC I did years back...

Click for the full size image.







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Old 05-18-2007, 03:02 AM   #2
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It needs some trim and curves!

Other than that it looks good so far.
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Old 05-18-2007, 03:02 AM   #3
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What's the game type?

S'pretty boxy and flat. Interesting concepts, just needs to be livened up some. Raise up the sidewalk, make the ground a little uneven, vary up the textures...
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Old 05-18-2007, 03:18 AM   #4
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Well yeah, I mean its still in dev... !

Its CTF-variant: Red and Blue base flags are protected by a forcefield only one of which can be active at a time, the forcefields are switched on and off at The Powerhouse.

As for the look, well it has some long vis when in the streets so I cant go to crazy with the architecture.
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Old 05-18-2007, 08:05 AM   #5
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Why is someone asking for curves in an industrial / realistic map? Look outside. No curves. There's a time and a place.
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Old 05-18-2007, 11:11 AM   #6
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to shorten the vis would it be possible to break it up a bit by making the map in a kind of L shape?

texturing could use some work in some places, also maybe little details like walls which have been blown open? such as up in the 2nd picture to the left of the flag place, that could look cool if there had been an explosion or something?
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Old 05-18-2007, 02:18 PM   #7
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Quote:
Originally Posted by Defrag
Why is someone asking for curves in an industrial / realistic map? Look outside. No curves. There's a time and a place.
Make turns in the roads curvy.

If you look at hunted there are some curves. It just needs some variation of depth, I guess is the word.
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Old 05-18-2007, 03:39 PM   #8
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Quote:
Originally Posted by nodnarb
Make turns in the roads curvy.

If you look at hunted there are some curves. It just needs some variation of depth, I guess is the word.
Yea, well Defrag, he may not need curved roads in that pic, but as you can see, the dotted-line roads kinda cross where they shouldn't. It should at least be a blank piece of concrete where the two dotted lines intersect. That's not that big of a detail though.

edit: Good concept though, Noggin.
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Old 05-18-2007, 06:55 PM   #9
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Quote:
Originally Posted by Beetle
Yea, well Defrag, he may not need curved roads in that pic, but as you can see, the dotted-line roads kinda cross where they shouldn't. It should at least be a blank piece of concrete where the two dotted lines intersect. That's not that big of a detail though.

edit: Good concept though, Noggin.
Thanks for the feedback (all of you)...

As for the roads, I noticed in the Valve maps that they cut intersecting roads diagonally, that is something u generally want to leave till the end when the map layout isnt going to change. I also agree with Luminous, Ill probly go thru the map later on and destroy it a little.

The same can be said for texturing, especially if u rebuild/reconstruct parts of the map a lot.

Last edited by Noggin; 05-18-2007 at 07:04 PM.
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Old 05-18-2007, 07:29 PM   #10
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Looks good. I like the gameplay idea

I suggest you make it L shaped or something to break down vis distance, and then make some uber-good trim (not curves, this is downtown/housing just a lot of depth variation in the buildings and trim)

And make that bridge in the back on that last screenie (i think its a bridge) have a lot of good articture, because from what I see from the screenie, is it will be seen throut most of the map
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