01-09-2007, 04:47 AM | #101 |
Join Date: Mar 2005
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wOot. ty.
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01-09-2007, 10:26 PM | #102 |
Join Date: Jul 2006
Location: Austin, Texas
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02-03-2007, 08:29 PM | #103 |
Join Date: Jun 2005
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updates!
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02-05-2007, 04:38 PM | #104 |
Join Date: May 2005
Location: Changes every few months
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Update:
I have been able to jump over a design hurdle, but I am worried about the polycount. I'll post again (with screenies!) once I finish the architecture and texturing of the base - which should be this week. Catch you soon... |
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02-06-2007, 08:31 AM | #105 |
Join Date: Feb 2005
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I have nothing agaist you or your map
but everytime I see the name, I am reminded of the crappy TFC map named lake In other news, looks good |
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02-20-2007, 06:25 PM | #106 | |
Join Date: Jun 2005
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Quote:
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02-20-2007, 08:02 PM | #107 |
Join Date: May 2005
Location: Changes every few months
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/shrug
I wanted something suscinct, and 'lake' does it for me - hell, its how it is known by now.. and it all focuses around one giant lake. But it could change, i guess. As for the map: right now my hammer is farked, so I can't do any mapping till a steam update saves it. sad. But lake was making decent progress |
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02-20-2007, 09:49 PM | #108 | |
Join Date: Jun 2005
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Quote:
If all else fails you could always try reinstalling the source SDK? |
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03-18-2007, 11:52 PM | #109 |
Religious Stamp Machine
Retired FF Staff
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Good news and bad news.
Good news: Here's the old shiatty version for your browsing pleasure. Bad news: This map has me crawling on the ceiling. I've spent some significant time on it the past week or so, but it just doesn't want to come together. I love some parts of it, but just cant seem to get the interior to be pretty. I'm close to tossing it, as I don't think it will be as interesting/successful as people want, and devoting myself to some other epic mapping endeavour. /grumbly |
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03-25-2007, 08:20 PM | #110 |
Custom mapper
Join Date: Mar 2007
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OK I am willing to help you out here, I can have a look through and make suggestions on how you could improve things. Anything you want me to focus on to make this easier?
EDIT: General impressions are as follows: There are more than 10 sniping positions in the base alone this is bordering on excessive, its also not doing your optimisation any favours, . You can get the light as if its from outside using tools/white textures on the inside with a window texture in front and a window texture facade on the outside too. The layout needs to be simplified so areas like the top sniper nest can be removed and connections between areas can be streamlined. The doors in the front facing lower area can be removed and the ladder to the access to the stairs to the right can be removed. Remove the railings throughout they detract and generally get in the way. Add a SINGLE solid floor to the flag room, and simplify it as its very busy in there at present. The floor throughout should not have things petruding from it, this means details in the flag room and in the front facing large room they interrupt player movement. Add some colour to the lighting, unsaturated yellows and blues you know the drill. Follow a similar colour scheme to the sky guide in the mapping references thread for the ambient and direct lighting of the environment. Some things to think about, I would say this has potential it just needs to be looked at from a wider angle to see the whole picture detail isn't important till its finalised Last edited by own3r; 03-25-2007 at 08:52 PM. |
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03-25-2007, 09:00 PM | #111 | |
Custom mapper
Join Date: Mar 2007
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Quote:
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03-26-2007, 01:27 AM | #112 |
Religious Stamp Machine
Retired FF Staff
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I appreciate the care, but for right now consider ff_lake dead. I've put a lot of work into it over the past month, but its just not coming together. It's not a loss, though, as I have learned much by trying to make it and I have cannabalized many parts of it to other maps I've worked on.
I'm using the same theme for the new map I'm working on, being discussed here. If you still want to contribute, climb on in there. Thanks again, anyhow. |
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