Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

Reply
 
Thread Tools Display Modes
Old 06-22-2007, 04:13 PM   #21
Darkness24713
Another
 
Darkness24713's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
a update will be soon
Darkness24713 is offline   Reply With Quote


Old 06-22-2007, 04:35 PM   #22
Teh Hwoling Manz
Banned
 
Teh Hwoling Manz's Avatar
 
Join Date: Jun 2007
Location: Stan Mikita's Donuts
Posts Rated Helpful 0 Times
Send a message via AIM to Teh Hwoling Manz
Needs moar lazers.
Teh Hwoling Manz is offline   Reply With Quote


Old 06-22-2007, 04:45 PM   #23
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
You linked to the same screenshot twice, by the way.
Circuitous is offline   Reply With Quote


Old 08-10-2007, 05:31 AM   #24
Darkness24713
Another
 
Darkness24713's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
I know
Darkness24713 is offline   Reply With Quote


Old 08-19-2007, 07:45 PM   #25
Teh Hwoling Manz
Banned
 
Teh Hwoling Manz's Avatar
 
Join Date: Jun 2007
Location: Stan Mikita's Donuts
Posts Rated Helpful 0 Times
Send a message via AIM to Teh Hwoling Manz
Teh Hwoling Manz is offline   Reply With Quote


Old 09-10-2007, 04:58 AM   #26
Darkness24713
Another
 
Darkness24713's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Teh Hwoling Manz
ok thanks for the picture but this isn't a joke thread so please take your jokes else where
Darkness24713 is offline   Reply With Quote


Old 09-10-2007, 05:31 AM   #27
Coronius
Alcoholic Artist
 
Coronius's Avatar
 
Join Date: Mar 2007
Location: Sweden
Posts Rated Helpful 2 Times
Where is your artistic touch here Darkness?

Why arent there any trees comin outa the wall?
Coronius is offline   Reply With Quote


Old 09-10-2007, 06:28 AM   #28
zSilver_Fox
IRL Combat Medic
 
zSilver_Fox's Avatar
 
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic
Gametype: Conca Jumping
Affiliations: ^iv
Posts Rated Helpful 0 Times
Better have the secret course!
__________________
I have a nasopharyngeal and webcam...

First infraction! Flaming!
zSilver_Fox is offline   Reply With Quote


Old 09-10-2007, 09:29 AM   #29
own3r
Custom mapper
 
own3r's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Coronius
Where is your artistic touch here Darkness?

Why arent there any trees comin outa the wall?
Give the guy a break we all learn by messing about it takes a long time to make something good.
own3r is offline   Reply With Quote


Old 09-10-2007, 08:09 PM   #30
Defrag
Retired FF Staff
 
Defrag's Avatar
 
Join Date: Dec 2004
Location: Scotland
Posts Rated Helpful 0 Times
I was expecting an abomination, but you've improved a lot! A LOT. As in, immeasurably so. Good job.
__________________
Fortress Forever.
Level Designer, Gameplay Dude and whatnot.
Defrag is offline   Reply With Quote


Old 09-11-2007, 03:01 AM   #31
NoComply
 
Join Date: Jul 2007
Posts Rated Helpful 0 Times
He has a decent start. I hope that he will put a lot more work into. A lot of the geometry is very boxlike. There aren't many details that make the map interesting. I'm sure it would play fine. Keep at it and when you think a room is done, go work on another part of your map and then come back. You might not like the idea of scrapping some of the stuff you have made to make it more detailed, but it will be appreciated by everyone who plays your map.

Basically, take all of the constructive criticism not as an insult but as a way to improve your map. You need to really think about geometry and your textures too. Some of those are stretched and blurry.
NoComply is offline   Reply With Quote


Old 09-11-2007, 10:27 PM   #32
Darkness24713
Another
 
Darkness24713's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by NoComply
He has a decent start. I hope that he will put a lot more work into. A lot of the geometry is very boxlike. There aren't many details that make the map interesting. I'm sure it would play fine. Keep at it and when you think a room is done, go work on another part of your map and then come back. You might not like the idea of scrapping some of the stuff you have made to make it more detailed, but it will be appreciated by everyone who plays your map.

Basically, take all of the constructive criticism not as an insult but as a way to improve your map. You need to really think about geometry and your textures too. Some of those are stretched and blurry.
You don't know me

geometry? its all curved cause Curves are sexy. Sure your not looking at the TFC map version?
Darkness24713 is offline   Reply With Quote


Old 09-11-2007, 11:02 PM   #33
StatisticZ
My title is... Custom.
 
StatisticZ's Avatar
 
Join Date: Mar 2007
Location: Tri-State Area
Posts Rated Helpful 0 Times
I like it.
StatisticZ is offline   Reply With Quote


Old 09-19-2007, 07:12 PM   #34
Darkness24713
Another
 
Darkness24713's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
http://forums.thecatacombs.net/showt...90#post1566490


UPDATE ABOVE
Darkness24713 is offline   Reply With Quote


Old 09-19-2007, 07:31 PM   #35
Donny
Community Mapper&Idiot
 
Donny's Avatar
 
Join Date: Mar 2007
Location: Finland
Posts Rated Helpful 1 Times
The hallways look bit too stretched.
Donny is offline   Reply With Quote


Old 09-19-2007, 07:47 PM   #36
own3r
Custom mapper
 
own3r's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Looks nice, I think what the other guy was trying to say on the other forum is that it needs some variation in the long walls, openings to an outside area or whatever takes your fancy are good.

Some other ideas would be adding a small room to the middle of a corridor and adding features inside of it like arches and windows, you could do other things like adding computer consoles or anything else as long as it fits in with the rest. These sorts of features need not interfere with gameplay if they are behind a force field or fence or ...?

Its looking excellent its a solid base upon which you can work adding further detail and having a bit of fun. Curves are not the be all and end all of architecture, but they can be used to great effect to emphisise certain features. For example; the room may have sharp jagged shapes mostly, but near the objective there may be lots of curved features. Of course lighting comes into this too, a slightly different saturation (read strength) of colour near the object can cause the player's eye towards it and inform them where to go.
own3r is offline   Reply With Quote


Old 09-20-2007, 01:31 AM   #37
Darkness24713
Another
 
Darkness24713's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Donny
The hallways look bit too stretched.
Stretched how so? texture ? or length?
Darkness24713 is offline   Reply With Quote


Old 12-19-2007, 05:06 PM   #38
DarkieJ
 
Join Date: Sep 2007
Posts Rated Helpful 0 Times
When is this one coming out?
DarkieJ is offline   Reply With Quote


Old 06-22-2008, 07:29 AM   #39
zE
Pew pew ze beams
 
zE's Avatar
 
Join Date: Jan 2008
Gametype: Gathers
Affiliations: pew pew
Posts Rated Helpful 11 Times
: \ want it!
zE is offline   Reply With Quote


Old 04-27-2015, 02:53 AM   #40
Porky Pig
 
Join Date: Jan 2011
Gametype: Capture the Flag
Posts Rated Helpful 0 Times
Someone needs to get on this.
Porky Pig is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:48 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2019, vBulletin Solutions, Inc.