06-12-2005, 06:48 AM | #1 |
Join Date: Jun 2005
Location: Wisconsin
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*updated*Border Classic
This is ment to be a classic conversion from the Mega-TF Border1, with as few editions as possible.
-------------- UPDATED AUGUST 2ND -------------- Once again, another wonderfull update, including screenshots, that compare the QW:TF and this curernt build. Things Changed Since Last Update: -Changed the lighting(brighter) -Displacements -Look, theres some sort of, wire, thingy, on the walls! AHHH HLEP LOL -Other minor things I can't remember Yet to do/Working on: -3D Skybox -New truck/jeep The original screenshots of the FIRST build of the border1 map conversion, before posting on FF forums and making mass visual changes. http://s91753188.onlinehome.us/maps/screenshots.zip Compare Shots. |
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06-12-2005, 07:05 PM | #2 |
Join Date: Feb 2005
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less yellow
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06-13-2005, 04:34 PM | #3 |
Join Date: Jan 2005
Location: Wichita, KS
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my mom always told me "if you have nothing nice to say, then don't say anything at all". but i think you need some help here so i'll comment.
you need to work things alot different structurally, mainly since the map is mostly all out door. you need to work (or learn) displacements better so you can get a better looking HL2 quality natural terrain. you should use the potential of the HL2 engine and not make it like a quake map. also, the map was made by >V<Someone (one of the most popular TF mappers who also made 2tech4, sewer1, 2mach1, 2nuke2, and helped with the original 2fort) for the original TF (not specifically mega). He's recently gotten back into mapping and has been working on some ETF maps, including a new version of border: http://www.u2-web.com/~telegnos/some...wshots/my.html the shots there of border are hard to see and don't really do it justice, you should dl the map and check it out for some ideas... http://www.u2-web.com/~telegnos/some...etf_border.pk3 lastly, use alot less yellow lighting. its too much. hope these suggestions help. |
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06-13-2005, 04:48 PM | #4 |
Join Date: Feb 2005
Location: Markham, Ontario, Canada!
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Hah that LEGO map is hilarious!
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06-13-2005, 10:01 PM | #5 |
Join Date: Feb 2005
Location: Finland
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Somehow that dark sky and that fire there remainds me of that one climb map.
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06-14-2005, 03:37 AM | #6 |
Join Date: Jun 2005
Location: Wisconsin
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The entire point of this map was to make it as classic as possible, meaning, as original as possible, I've made some changes, mostly with the lighting since I posted last, update it later. I do thank you for the suggestions, I'll most likely rename this to Border Classic and release Border1 as a updated border with good additions such as ETF's border, till then, fixing up 'Border Classic'
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06-16-2005, 10:27 PM | #7 |
Join Date: Jun 2005
Location: Wisconsin
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New screenies of some sort o.0? I think it looks better then before, suppose there are a few things that could be done better.
Once again, they've been BELETED, out of date ;o! scroll down :> |
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06-16-2005, 11:25 PM | #8 |
Join Date: Feb 2005
Location: Finland
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Too dark IMO Add moonlight or something.
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06-16-2005, 11:26 PM | #9 |
Join Date: Feb 2005
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I agree with Donny. A screenshot of blackness isn't that awe-inspiring. Hell, I can do that with HL1!
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06-16-2005, 11:41 PM | #10 |
Join Date: Mar 2005
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I can see it just fine. I don't think it's too dark. Looks brighter than ETF's version I think.
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06-17-2005, 12:39 AM | #11 |
Join Date: Jun 2005
Location: Wisconsin
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I made it slightly lighter, and here comes the comparison shots ! :>
*note* The TeamFortress screenies Brightness/Gamma is maxed all the way so your able to see it well, default is slightly darker then Border Classics' screenies Beleted! To out of date, sick of looking at it ;o! scroll down :> |
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06-17-2005, 02:03 AM | #12 |
Join Date: Jun 2005
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dont make it too light because i remember how it was great to be a beaner and be able to sneak across because of all those dark spots, so dont light it up that much!!!
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06-17-2005, 10:22 AM | #13 |
Join Date: Jun 2005
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you gonna update the architecture/terrain and stuff?? seems a bit pointless to copy geometry from like a 10 year old game into one that can do so much more
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06-17-2005, 07:08 PM | #14 |
Join Date: Jun 2005
Location: Wisconsin
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Obviously you haven't played QWTF, or you wouldn't of called it pointless. This version of the map is called Border CLASSIC. Notice the word classic :>. I may mess with the terrian, but not much.
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06-17-2005, 07:34 PM | #15 |
Join Date: Feb 2005
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Make it look better than a box with holes in it for the fort and a box with lights on it for the truck. You can capture an old feel without it looking foolishly outdated.
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06-17-2005, 11:47 PM | #16 |
Join Date: Jun 2005
Location: Wisconsin
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Yes I know, I've done quite a few little things since I last posted. Post some updates after I feel ready to release them, still a bit muddy here and there :> The fort, rounded off some edges, damaged a few boards, messed with the lighting on the entire map, retextured the border walls, added some stones in the sand, bumped up the ground to give it a more.. rough terrain look I sapose?
I do appreciate everyones comments and criticisms, and I thank you all for it, this map is getting closer and closer to completion. Yet to do: Fix that damn truck, its fugly ;o Tweak the buildings/terrian *I'd really like to make the fort out of individual peices of wood, but I'm not sure how to do that... Help would be well appreciated* Tweak the lighting for its final stage |
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06-18-2005, 01:44 AM | #17 | |
Join Date: Mar 2005
Location: Europe
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Well, as for your map, it looks quite identical to the original. That could be good or it could be bad. Either you are scared to add to it in fear of spoiling it, or you want it to be as close as possible to the original. But it looks good so far. Maybe you could add some extra detail in there.
For example: Pipes running along the cliff faces Some barbed wire on the top of the wall Quote:
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06-18-2005, 05:31 AM | #18 |
Join Date: Dec 2004
Location: Melbourne
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Needs more displacements and maybe a bit brighter (qwtf screenies look atleast 2x brighter o_O)
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06-18-2005, 06:28 AM | #19 |
Join Date: Jun 2005
Location: Wisconsin
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yea yea yea..... that comparison shot wasnt very good, i maxed the brightness and gamma on the QWTF shots heh... make a better one later.. anyway.. some updates... darker updates... rainyer updates, with kick ass ambient sounds you cant hear because its only images LOL..
Yet to do: - Truck......... damn it.. - Fix those damn puddles that arnt showing that no one knows about yet, wait, oh crap. - Maybe something with the buildings.. Not to do: No barb wire over the wall, yes, looks cool, but destroys the function of having a bunch of border hoppers from boosting each other over the wall ;o |
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06-18-2005, 07:36 AM | #20 |
Join Date: Jun 2005
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NEEDS...
3D....... SKY... BOX!!!! Seriously it would look alot better if the cliff tops werent so STRAIGHT! |
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