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Old 06-26-2005, 07:37 PM   #61
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Nicely done. Will you be bringing over all of the ledges where you hop down and shoot people from behind? The sun looks great, and the overall feel of it is good. It's not too dark, not to bright, it just reminds me of WON TFC (When I used to play Epicenter frequently.)
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Old 06-27-2005, 04:23 AM   #62
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Nicely done
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Old 06-27-2005, 05:56 AM   #63
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not sure if this was answered yet, but are those zauis' FF textures you are using or something else?
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Old 06-27-2005, 08:33 AM   #64
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I did use Zauis textures for the base logos but everything else I customised myself. They are stock HL2 ones tinted red/blue and I have converted the old signs (Red Cap point >) to Source as well, but they are low quality.

Edit: I'll released them at some point if someone wants them?
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Old 06-27-2005, 12:10 PM   #65
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Quote:
Originally Posted by Circuitous
The APCs were put there to quell the resulting riots and looting that took place after the earthquake... once that was handled the two factions that put the riots to rest decided to have a nice game of CTF.
hehe - reminds me of this comic
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Old 06-27-2005, 10:00 PM   #66
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I'd love them gingerlord! The more FF textures the better!
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Old 06-27-2005, 11:54 PM   #67
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It's looking nice, but I think I like the first texture you used for the floor in the respawn room more than the new one.
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Old 06-28-2005, 02:23 PM   #68
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Anyone up for having a portable generator (you know like the one on the beach in HL2) instead of the APC? APC's take up too much space at the right size. Plus look a tad odd.

Maybe when you cap the generator once, it starts up, second time lights nearby flicker on, third time all the lights come on and light up your teams icon above the generator.

After the third cap map resets, maybe with icons in spawn showing how many caps you have. I think it would be a refreshing update, has the resetting people like, but not constantly. Also has visual signs of it in spawns and differing spawn areas, blue teams gen maybe just spluttering whilst reds is spluttering more and has flickering lights.
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Old 06-28-2005, 02:59 PM   #69
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from memory, i think the APCs were put in to make it easier to defend the CP, else a scout can conc/bhop in effortlessly
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Old 06-28-2005, 06:28 PM   #70
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Quote:
Originally Posted by TheDarkOne
It's looking nice, but I think I like the first texture you used for the floor in the respawn room more than the new one.
I actually have to agree on this

This floor

Looks better than

this floor.
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Old 06-28-2005, 06:38 PM   #71
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Yeah, the first texture matches the surroundings, whereas the second texture is a little too perfect compared to the walls.
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Old 06-28-2005, 06:48 PM   #72
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i dunno, i quite like it
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Old 06-28-2005, 08:47 PM   #73
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indeed i realy like the bottom 1
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Old 06-28-2005, 09:37 PM   #74
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The bottom one looks far too tiled, as opposed to the top one which looks realistic.
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Old 06-28-2005, 10:38 PM   #75
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Thank the lord. Somebody who has mapped BEFORE doing a remake...Thank you! Everytime somebody does a remake its their first time mapping and everything blows. Looks like you know what your doing with source too. I don't really like the poles sticking up out of spawn from the outside. Awkward angle. But beautiful man. Superb.
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Old 06-28-2005, 11:24 PM   #76
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Quote:
Originally Posted by MikeQuist
Thank the lord. Somebody who has mapped BEFORE doing a remake...Thank you! Everytime somebody does a remake its their first time mapping and everything blows. Looks like you know what your doing with source too. I don't really like the poles sticking up out of spawn from the outside. Awkward angle. But beautiful man. Superb.
omg someone around here is smart.

btw the top texture looks a whole lot better, then bottom one is too dark for a room with it's ceiling blown out
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Old 06-29-2005, 05:55 AM   #77
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Awsome looking map bro. *stiffy* its amazing and wickid. i just started getting into mapping. so i wouldnt be able to make that old map yet lol (the 4+ years old) any who just wondering if you have been running alot of the brushes "behind the scenes" as a NODRAW texture? as its looking like its a really big map with tons and tons of textures and entity


must be one long assed compile time but super worth it. Fortress Forever taking maps from the public? well from the Community. not like were the public
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Old 06-29-2005, 05:59 AM   #78
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Quote:
Originally Posted by Morrow
Fortress Forever taking maps from the public? well from the Community. not like were the public
No, we're not the public. We're all very special, in our own ways. I start fires, how about you?
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Old 06-29-2005, 06:03 AM   #79
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i wave my weiner at cars.... oh and im addicted to Coca-Cola.


But no were not so much the public as the game isnt out yet. and we are taking part in contributing ideas, suggestions and what not. we are part of a community. we are like Fortress Forever Citizens...... in City 17 none the less. Why we should get medals. or get paid for this.. tho we are getting payed. only have to wait come release. oh and i heard from somewhere that our Checks are in the mail.
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Old 06-29-2005, 06:17 AM   #80
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Quote:
Originally Posted by Morrow
any who just wondering if you have been running alot of the brushes "behind the scenes" as a NODRAW texture? as its looking like its a really big map with tons and tons of textures and entity
I'm not sure what Ginger is doing, but on my remake of mortality, all textures that the player can not see are NODRAW textured at the moment.
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