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Old 02-17-2006, 05:20 PM   #41
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ye i've just noticed that you can only have one camera per map, isnt that a bug...?
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Old 02-17-2006, 06:15 PM   #42
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Quote:
Originally Posted by dr.flexyjerkov
ye i've just noticed that you can only have one camera per map, isnt that a bug...?
Theres a workaround, look at snarkpit or interlopers.
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Old 02-18-2006, 12:34 PM   #43
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Is the workaround for mappers or mod-developers?
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Old 02-19-2006, 08:51 PM   #44
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Significant amount of changes made to the map:
These can be viewed at: http://www.flexy.tnradio.net
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Old 02-19-2006, 08:56 PM   #45
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Oh, right, I run the maplist thread.

Added.
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Old 02-20-2006, 09:36 PM   #46
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Thank you...
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Old 02-25-2006, 08:45 PM   #47
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Changed made as seen from original post.

Images added:


Ramp room

Outside

Need opinions on lighting so i can change it if need be...[/img]
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Old 02-25-2006, 09:45 PM   #48
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Flexibility looks like a very open map. It look like it will be great fun to play for offensive players. Also, the architecture looks very nice. I think overall, the map is turning out very nicely.

One thing I have noticed about other's maps is that, they often put way too much clutter in the map, and while it does make it look nicer, its going to hinder its gameplay rating. If I were to make a map, of which I have before for q3f, I'd keep it simple and wide open. Which is what you seem to have done so far!

Good job mate!

Edit: One thing you might want to work on though, which I'm sure you were going to do anyways, is Team Color themes for your bases.
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Old 02-26-2006, 01:49 AM   #49
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I'll be working on team colours once some decent textures come out, i have made it so all the walls are the right height for textures to fit on to prevent the map looking odd when finished so hopefully all will go well...

+ thanks for the comments...
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Old 02-26-2006, 11:23 AM   #50
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In your ramp room screenshot, you've got all the floors and ramps the same texture. This makes it kind of hard to tell where the edges of the ramps are. Try making the ramps look more like this:



More trim on the floor is in general a good idea, it really helps to break up big flat areas, and highlight edges.

Also, depending on how complete the map is, it would be nice if we could get a plan view layout picture, so we could see the overall gameplay design of the map.
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Old 02-26-2006, 05:35 PM   #51
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Quote:
Need opinions on lighting so i can change it if need be.
wow i like the outside weather man
it makes me feel like i godda need a umbrella
and run 4 shelter, cause we gonna get rain
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Old 02-28-2006, 06:26 PM   #52
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looks quite cool, rr reminds me of bases abit.

the flag could do with something like the monkey flag podium thing imo, so you can do slides over it to grab flag ect?
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Old 03-01-2006, 06:37 PM   #53
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well the flagroom is still in design, im currently working on the flagroom up, hopefully.

By the end the flagroom will probebly end up looking completly different .
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Old 03-03-2006, 08:09 PM   #54
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woody

i get a woody looking at this SS http://flexy.tnradio.net/ff_flexibility_0040002.jpg

looks great!!
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Old 03-03-2006, 09:28 PM   #55
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A woody??? How old are you? 6?
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Old 03-05-2006, 03:45 PM   #56
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For those who are interested, here is the layout of the map so far.

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Old 03-05-2006, 04:45 PM   #57
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Looks really nice flexy
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Old 03-08-2006, 09:42 AM   #58
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The mapname was familiar to me but i had no idea untill i saw the overview. I think that I played it once (vs LoG?) vs a 5D and never again. Make sure that clan won't ever think again about using more than 4 defenders!

Flagroom looks nice
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Old 03-08-2006, 11:47 AM   #59
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the map is very similar to the original version apart from its more open and harder to defend making it more even for both attack and defence...
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Old 03-12-2006, 07:44 PM   #60
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Significant amount of changes to the level
Extra room added which may be a resup once completed.

Have not updated the website itself for a few weeks but new images shown below.

Flagroom so far...




Outside Flagroom so far...


Added room outside Flagroom so far...


Outside (Dark not much lighting yet)
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