09-04-2007, 06:03 PM | #1 |
Join Date: Sep 2007
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FF_Babel
Hi,
A map I was working on for the last couple of weeks. Its about 40% done, but unfortunately i wont be abel to map for the next month Yard (5% Done) Flagroom (~25%) Overview: As you can see, the yard and flagroom still need a lot of work. There will be caves and/or sewers below the bases, but i havent startet making them yet. |
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09-04-2007, 06:10 PM | #2 |
Custom mapper
Join Date: Mar 2007
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Wow. Style looks amazing really nice so far keep it up.
To try and be constructive a bita feedback: The front of the base looks quite strange but thats good, just add some more of the detail on the corners of it, the corners look a bit neglected. Something as simple as coloured uplighting would be a big improvement for a start. |
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09-04-2007, 06:11 PM | #3 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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wow...let me be the first to say i love the overall design and very very nice texturing work. i'm adding this one to my list of "must play's". keep it up, and if you need anything such as custom textures let me know.
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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09-04-2007, 06:11 PM | #4 |
Drum & Bass
Join Date: Mar 2007
Location: ...the fish that doesn't swim is the badger like his shoes without.
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It appears to lean towards offense. Looks like concajump heaven.
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09-04-2007, 06:15 PM | #5 |
Custom mapper
Join Date: Mar 2007
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GO play 2fort.
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09-04-2007, 07:15 PM | #6 |
Join Date: Apr 2007
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i must say that this looks very complex and detailed, lots of good work, and when you say working on the past few weeks im thinking u mean like 8 hour days heh.. some feedback though, on the combine force field floors , imo i think if they were team color orientated it would be even better,
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09-04-2007, 08:33 PM | #7 |
all i see are midair rockets. this map looks fuckin tough and when i say tough i mean fuckin rough
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09-04-2007, 09:05 PM | #8 |
Banned
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pretty good but
moar lazers |
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09-04-2007, 09:26 PM | #9 |
Custom mapper
Join Date: Mar 2007
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You like security maps don't you?
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09-04-2007, 09:35 PM | #10 |
Darknight
Join Date: Mar 2007
Location: England
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Hard to work out exactly what's what from the screens - but damn it looks nice. Good work, man!
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09-04-2007, 11:05 PM | #11 |
Join Date: May 2007
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I made a small CTF map for TFC called Babel. But don't worry, this looks so sexy you got my blessing... HAH! I think the question on everyones mind is layout. I'm anxious to run around it and see possible setups for defense.
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09-04-2007, 11:59 PM | #12 |
Banned
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makes me think of like, Coruscant and Jedi Temples and shit
edit: A nice take on post-modern/art deco fusion. Word. Last edited by Teh Hwoling Manz; 09-05-2007 at 03:29 AM. |
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09-05-2007, 12:44 AM | #13 |
Who the fuck is this guy?
D&A Member
Beta Tester Join Date: Mar 2007
Class/Position: O Preferred Gametype: AvD Affiliations: [AE] Asseaters Posts Rated Helpful 2 Times
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Does ff_babel have any fish?
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09-05-2007, 05:35 PM | #14 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
I am gonna take a shot in the dark here and say that you are using the German install of HL2? d:
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Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
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09-05-2007, 09:37 PM | #15 |
Person
Join Date: Mar 2007
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This map is lookin amazingly fun and unique. The yard kinda kills the excitement though. I understand that it's only 40% done but I hope that the theme for the yard will be as interesting and compelling as the inside of the base has turned out to be...
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09-05-2007, 09:41 PM | #16 |
Join Date: May 2007
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I'd agree: the yard does look like a dozen other TFC maps while the inside seems unusually unique. I'd recommend a moon like theme for the yard similar to Unreal Tournaments "Facing Worlds". But I do love the inside theme. Great Work!
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09-05-2007, 10:51 PM | #17 | ||||
Join Date: Sep 2007
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Thank you for your critics
Quote:
The first version of the map I had planned however seemed even for me to easy for the offence, so there were some changes. Therefor I intent to plant the flag in an area wich cant be reached by concing. For now it looks like this ( Klick ) Furthermore the resuplys are both fairly near to the flag. Quote:
Quote:
Quote:
I havent been working much on the yard. But I like a rectangle shaped yard wich is easy to pass... its just a connection between the bases. The 3D Skybox will be made like mesopotamian architecture... maybe some obelisks in the middel... something like that. Last edited by Fuerst; 09-05-2007 at 11:21 PM. |
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09-05-2007, 11:10 PM | #18 |
Fear teh crowbar.
Retired FF Staff
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Looks amazing, can't wait to see how it plays.
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09-06-2007, 03:01 AM | #19 |
The map looks absolutely gorgeous. I look forward to what you do with the yard.
I think it might be cool if you could get the blue bridges in the red base to be red. Also, is this going to be a security map or a normal ctf map? |
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09-06-2007, 12:52 PM | #20 |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Just because i can a bit more feedback:
http://www.chaosfuerst.com/maps/babe...f_babel_13.jpg In regards to the ramp in this picture, it would be good if the roof were made in to tube like shape so people wouldn't get snared on the edges. To achieve this and preserve your arches you could make the intermediate sections between arches using force fields. http://www.chaosfuerst.com/maps/babe...ff_babel_3.jpg The props inside the walls in the centre of this, what look to be air conditioning vents look very out of place in your map, it would be worth considering alternatives possibly some brushwork. Also still on the same image the spotlights are probably a bad idea from the point of view of blinding the players or at least obscuring their vision. What might work instead is if you interrupted and set into the wall, sloping brushes with up-lighting. |
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