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Old 09-27-2005, 07:51 AM   #41
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dont ditch it, its looking really good
tinker with it over the coming months, but at the moment its a good solid effort
alot better than most released here
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Old 09-27-2005, 11:11 AM   #42
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Quote:
Originally Posted by omegay
yeah yeah i know it's completely lacking in detail and looks identical
It's not identical but it looks nearly the same. Hell look that crossover by FF. It's got balls and it doesnt look like exact copy hl1 to source.
This map is not exact copy but it hasnt got the balls. You gotta make it have the balls.
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Old 09-27-2005, 01:09 PM   #43
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lmfao @ donny

omegay, don't abandon the map! you're doing a good job. we're not saying that you have done anything wrong, just that you aren't done with it yet- it needs a little more flair and detail is all. just keep up the good work! and if you get a bit burnt on the map, you can always put it to the side for a little while and work on something else, too.
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Old 09-27-2005, 03:00 PM   #44
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Quote:
Originally Posted by Nezumi
Oh
My
God.

It's David Byrne's giant suit. Defrag, that's all I have to say. Nothing more.
I often wonder how much it would fetch if he ebayed it.

Also regarding the map: The little trim around the water/rr area has been removed, and this was a fun part of gameplay in 2mesa3. I often piped the RR when a flag was dropped, then skirted around the little ledge, hiding and ready to det
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Old 09-27-2005, 03:07 PM   #45
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omegay! you can't stop now. there's no turning back.
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Old 09-27-2005, 09:18 PM   #46
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Quote:
Originally Posted by Defrag
Also regarding the map: The little trim around the water/rr area has been removed, and this was a fun part of gameplay in 2mesa3. I often piped the RR when a flag was dropped, then skirted around the little ledge, hiding and ready to det
it's actually there; at least, partly, on the sides. you can see it in one of the screenshots. it doesn't totally go around the entire wall because i was to lazy to make it fit around the curves in the walls... but it's on the sides, for now.

and abandoning it wouldnt wouldn't be because of the criticism, not at all, heh. right now my life is... fucked up, best way to describe it... and i just simply don't have the time to go back and entity-whore it to death. i'd feel bad just quickly finishing it and releasing it and not having it do justice to one of the best maps in tfc, so i'll probably just end up letting someone else do it.
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Old 09-28-2005, 07:10 AM   #47
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release as is D:

http://www.ozfortress.com/showthread.php?t=16791
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Old 09-29-2005, 12:19 AM   #48
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Noo dont abandon it no! You cant do that nooo!
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Old 09-29-2005, 12:52 PM   #49
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.bsp pls
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Old 09-29-2005, 03:20 PM   #50
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pass it on to someone else
you homogay
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Old 10-12-2005, 03:01 AM   #51
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Yes!

Quote:
looks awesome
I could not agree with you more.
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Old 12-03-2005, 06:09 AM   #52
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screenshots 12/3/05

bm_1
bm_2
fr_1
fr_2
fr_3
respawn_1
respawn_2
respawn_hallway_1
respawn_hallway_2
respawn_hallway_3
rr_1
rr_2
water_1
water_2
water_3
water_4

followed a few suggestions and reorganized the lighting in the flagroom; added the respawns, respawn hallways, water tunnels, and the interior of the battlements. i tried to entity/model-whore a little more, but not much. fuck models. minimalism is the best, sorry.
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Old 12-03-2005, 11:35 AM   #53
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looks good but why is the whole map in blue and white colours?

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Old 12-03-2005, 11:58 AM   #54
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lol hard out curves and trims. I like the blue lights.
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Old 12-03-2005, 12:32 PM   #55
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I must say this is looking great, and I love 2mesa!
Some critique:

bm_1 - I like how you've added 'insets', can you shorten this somehow?

bm_2 - Ladders look a bit out of place, nice grate thingy.

fr_1, fr_2, fr_3 - The flagroom looks really sweet, good job!

respawn_1, respawn_2 - Nice and curvey.
Could you shape the room in such a way that you can easily tell the left side apart from the right side?

hallway_1 - Just one front door? I say stick with two entrances like in the original!

hallway_2, 3 - Looks alright, a bit repetitive, try to shorten the corridors somehow

rr_2 - It looks like you've increased the gap where the water is?

water_1 - The grate walls aren't really fitting for a water tunnel IMO.

water_2 - This looks great.

water_4 - This looks so QUAKE! Perhaps the opening in the floor is a bit cramped?
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Old 12-03-2005, 01:24 PM   #56
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Quote:
Originally Posted by kam
lol hard out curves and trims. I like the blue lights.
meh 2
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Old 12-03-2005, 05:29 PM   #57
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Quote:
Originally Posted by Ambex
looks good but why is the whole map in blue and white colours?

because it's the blue base! but i'll probably put some sort of team-colored texture with, say, a blue/red stripe in that recessed part of the wall detail (like in the lower hallways)

Quote:
Originally Posted by bokko
bm_1 - I like how you've added 'insets', can you shorten this somehow?
nope, i can't shorten it, but it's not as long as it seems. it's probably extremely close to the length of the hallway in 2mesa3 right now, possibly even shorter.

Quote:
Originally Posted by bokko
respawn_1, respawn_2 - Nice and curvey.
Could you shape the room in such a way that you can easily tell the left side apart from the right side?
you can tell them apart by one having a doorway that leads to the water exit, also some of the texturing is a bit different in that respawn too. i just didn't take any screenshots of the other respawn, but there is a difference.

Quote:
Originally Posted by bokko
hallway_1 - Just one front door? I say stick with two entrances like in the original!
there will be two entrances--the two parts with the gray wall and no recessive part is where the doors will be, not that center part

Quote:
Originally Posted by bokko
hallway_2, 3 - Looks alright, a bit repetitive, try to shorten the corridors somehow
i can't really shorten them, but again, it doesn't seem as long as it looks. i do have something planned to make them a little more interesting when i start implementing the yard (which will be very soon)--i.e., an opening in the side of the wall that leads out to a view of the "mesa".

Quote:
Originally Posted by bokko
water_1 - The grate walls aren't really fitting for a water tunnel IMO.
i actually disagree, i like how it looks... the bigger question is, when did lights become waterproof?

Quote:
Originally Posted by bokko
water_4 - This looks so QUAKE! Perhaps the opening in the floor is a bit cramped?
as soon as you said this i agreed, so i went and fixed it just now. there's a bit more walking room by the water exit now.

---

right now i'm going through and just touching up randoming things. i added some pipe props in the grate thing above the respawn, and that huge bland gray/dark wall thats right above flag platform is now spiced up. i still think the battlements hallway is a bit bland, but i'm not sure what else to do with it. i hate the ceiling texture found in the ramproom and other places (like in the battlements hallway, parts of the flagroom, etc), but I haven't found a suitable replacement yet.
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Old 12-04-2005, 12:13 PM   #58
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This map looks totally awesome, in generally all respects, except for one thing.

The HL1 trim texture needs to go. It's most visible in this shot. It's low res and looks totally out of place.
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Old 12-04-2005, 03:49 PM   #59
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thought of making the lifts into air vents like in 2mesa4? has the same effect (ish) except makes it a bit faster and doesnt rely on a good server/fps to get a conc good enough to ge tu up to top
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Old 12-04-2005, 04:29 PM   #60
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Nice job, can't wait to see this version and the view of the "mesa"
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