07-17-2006, 09:00 PM | #81 |
Join Date: Feb 2005
Location: Europe, Front Yard
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Keep that dark feeling alright, but please redo the interiors. I think the interiors look as bad as the outdoors look good (very).
And yeah, the outdoors look like something that would be hard to optimise. |
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07-18-2006, 12:02 PM | #82 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I really like situations when there is a big contraste between the feeling inside and outside of a map, like when it's gloomy outside and nice and bright inside. You might actually get people hunkering over at their keyboards to protect themselves from the rain when they run outside their base :D
This is exactly the sort of thing HDR is usefull for too *glares at valve* |
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07-18-2006, 04:36 PM | #83 |
Join Date: Apr 2005
Location: Sweden
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WHy are they not releasing it? cause some other dev team might take it and use it on their engine or something?
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07-18-2006, 08:32 PM | #84 |
Join Date: May 2005
Location: Changes every few months
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Thanks for the encouragement, everyone. I changed the outside a bit - I removed the ground-level sniper slit in the walls around the base. The second and third levels will still have it, there will be one on the far right of each base (by the 2nd door) and you can always go out on the roof and 'bust a nut' as kids say these days. I really like the slight changes I've made to the outside of the base, and I think you all will really dig it too.
I've done most of the outside (green and yellow teamcoloring included), I'm just struggling with coming up with an indoor theme. I'm thinking lots of pipes & grates.. I'll probably use the same (or a very similar) spawn room, and I'll make sure the 'flag room' is still vertical. |
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08-04-2006, 12:00 AM | #85 |
Join Date: May 2005
Location: Changes every few months
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So I have a question. I am going through the map right now, and trying to decide whether to keep the architecture of the spawns (the cave-like feel) or whether to do something completely new. It is shown best in these two shots (upstairs & downstairs, respectively):
Additionally, I want to know if people want me to keep the cave-fence feel of this large room outside the flagroom: Based on comments, I will move forward in some direction. |
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08-04-2006, 08:36 AM | #86 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Both locations look good, the cave-y spawns look particularly well done. The large room is a bit dark and a bit grey, but looks good other than that.
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08-04-2006, 10:04 AM | #87 |
Join Date: Jun 2005
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Before you do anything else look at this lighting tutorial, it will look so much better if you try some of the ideas
http://www.snarkpit.net/editing.php?...game=HL&id=209 The tutorial is about having light colours which compliment the textures, i think your map would be amazing if you lit it better, grey is not a good colour. The light_environment needs to be coloured aswell probably with a slight yellow or orange with a light blue ambient light. |
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08-05-2006, 08:22 AM | #88 |
Join Date: Jul 2006
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The side view of the base looks pretty cool. Will there be a nice place to snipe though?
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08-05-2006, 06:31 PM | #89 |
Join Date: Jun 2006
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I'm really digging those top two screen shots Imbrifer. The fence\cage like feel seems a little excessive. Maybe re-do the ceiling with less fencing and add in concrete beams or something.
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08-06-2006, 11:16 AM | #90 |
Join Date: Feb 2005
Location: Finland
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Try chainging the metal door textures to that yellow-red one and see what you'd think. This would help erasing some of the greyish feel.
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08-06-2006, 12:43 PM | #91 |
Join Date: Feb 2006
Location: East Coast, USA
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Like everyone else said, I think the geometry and theme looks great, but the lighting could stand to be improved.
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09-21-2006, 09:45 PM | #92 |
Join Date: Jul 2006
Location: Austin, Texas
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still working on it?
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09-22-2006, 01:40 AM | #93 |
Join Date: May 2005
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Oy, add some lighting me thinks!
Team colored lights, and you can use them to sort of use them to cast a gloomy-eerie glow to the outside. Sorta like, shutdown. |
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09-22-2006, 02:47 AM | #94 |
Join Date: May 2005
Location: Changes every few months
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I want to finish Lake.
Trouble is, there are going to be about 30 (not exaggerating) CTF maps when FF is released - between the top-notch ones the FF team is making and the rest made by the community (some high quality, some not). Right now I am more interested in making maps which have more unique objectives (remaking CJ2, making maps like sky, attrition or a 'grinder' map) to help push the FF community in that direction and explore all the infinite objectives you can have - this has never been possible before. So right now Lake is sitting on the couch. Will I get back to it? Probably eventually, I like the changes I made. Will it be in the next couple months? No. |
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09-22-2006, 03:13 AM | #95 |
Join Date: Jul 2006
Location: Austin, Texas
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ok
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09-22-2006, 05:21 AM | #96 |
Join Date: Mar 2005
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I like the caged look cause its unique and those spawns look great, besides they are spawns. Release "Lake" when FF comes out or you will feel a cold coming on that you cant get rid of till its released, this the old lady in New Orleans told me to be true.
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09-23-2006, 07:22 AM | #97 |
Join Date: Feb 2005
Location: Belgium
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you could try to put a special objective in lake, i think you'll be able to do a lot of things with a normal ctf map without changing al ot of the layout
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09-27-2006, 01:02 AM | #98 |
Join Date: Jul 2006
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It's only been a year and 4 months.
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01-07-2007, 05:29 PM | #99 |
Join Date: May 2005
Location: Changes every few months
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Quick update:
I have resumed work on Lake, thanks to you whiny bastards. But seriously, all the outside areas are the same, but I have changed the appearance of the front of the base, and redesigned the interior (though the basic layout is the same) I've touched up the 2-floor respawn and the wide entry room (to save on VIS) but theyre basically the same. And don't worry, the 'flag room' is still vertical. Everything else totally went under the knife - for the better, I must say. Hell, I even changed the objective from CTF to a rock2 style incineration of everyone in the base. Way it will work is you will have to climb to the top floor, flip the 'seal base' switch, then climb down, run into the flagroom and hit a button, then everyone in the base gets incinerated. Unless you're under water. I will post screenies once I am satisfied with something to show. |
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01-08-2007, 10:14 AM | #100 | |
Join Date: Feb 2005
Location: Finland
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Quote:
Good! Also, dont use so much grey this time Please! |
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