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Old 05-23-2006, 11:27 AM   #21
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If you drop a flag in a trap it could be insta-returned to the flagroom. I'm sure there'll be a way to do that.
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Old 05-23-2006, 11:46 AM   #22
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take a look at the map Pharoahs...pretty much the exact same concept

looks good so far
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Old 05-23-2006, 12:30 PM   #23
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I've actually added 2 "secret" passageways but they are pretty easy to find since i don't want the gameplay to be bad or even destroyed because some players know the secrets and others dont wich, i think, would also be unbalanced and unfair

Still have to think about traps though.

I know it feels flat now but it fits the theme a bit and i want to lay the ground first and then add all the details later when im happy with it.

Now i'm playing around with the bottom flagroom to get a good feel to it, not sure if i can get new screenshots or maybe even a video today before i go to my dad.

Last edited by o_lillbrorsan; 05-23-2006 at 01:00 PM.
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Old 05-23-2006, 01:21 PM   #24
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I figured i'd post screenshots now since theres less then 4 hours left until i have to go.
These are taken directly from hammer, the first one shows what i am playing around with from above and the second is the exact same picture but with all the ceiling removed.

http://toffe.kladdpapper.com/ff_egyp...gypt_above.jpg

http://toffe.kladdpapper.com/ff_egyp...ove_noroof.jpg

You can see my test on making a secret passageway on the bottom of the screens, i also tried a detail out wich basicly is a hole in the wall where the sun shines in, small dust flakes falling from the hole and outside a bit, at the bottom theres a medium sized pile wich has built up due to the dust falling in from the hole, looks pretty cool if you ask me

I got this idea that the flag cap for each team could be in the middle on the floor going right through as you can see on those screens.

So i have already changed the layout of the map but i will probably change many of the things on the above screenshots.
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Old 05-23-2006, 01:53 PM   #25
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Are you texturing the top of your ceilings or the outside of walls that face into the void? Like, in the one screenshot where the roof/ceiling brushes are on you've got them textured and all aligned neatly... why?
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Old 05-23-2006, 01:55 PM   #26
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the lighting looks too dull
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Old 05-23-2006, 01:58 PM   #27
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Ah yes, the reason they are aligned perfect and stuff is because they are the same in the bottom and top part, so the roof in the bottom is also the floor on the top, thats why it looks like that when you copy it

Quote:
Originally Posted by kam
the lighting looks too dull
If you mean in the last two pictures its because its in the editor and not ingame, the ones ingame are really bad like i mentioned in the beginning.

Does these spiral stairs on each side fit in or should i do the old style blocky way?
(Don't mind the textures, just a test)
http://toffe.kladdpapper.com/ff_egyp...ove_stairs.jpg

Like you can see, they connect from the bottom corridor that goes right through and connects to the platform at the top wich i have yet to make.

Last edited by o_lillbrorsan; 05-23-2006 at 02:04 PM.
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Old 05-23-2006, 02:06 PM   #28
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the spiral might work depending on the textures on the spiral. the birds eye view doesn't show much.
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Old 05-23-2006, 02:19 PM   #29
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Quote:
Originally Posted by Mulchman MM
the spiral might work depending on the textures on the spiral. the birds eye view doesn't show much.
True, i chose this way of these stairs because it would break the feel of everything being flat.
I haven't decided on the textures yet, have to make it look good you know

Im off to my dad now, i will be checking the forum and work on the layout when i can wich will probably be on the evenings if im not totally passed out

Last edited by o_lillbrorsan; 05-23-2006 at 03:23 PM.
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Old 05-23-2006, 04:14 PM   #30
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If you want to break up the flatness, have a few crumbling walls with some debris all over the place. Random debris is great for distracting people.
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Old 05-23-2006, 08:20 PM   #31
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Its all a bit square, Add a few curves. Also whilst the textures are nice, theres a bit too much of a sandstone overload, break it up a bit more with some of the grey.
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Old 05-23-2006, 11:33 PM   #32
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I think that everything being very square fits the egyptian theme, and having crumbling walls 'n piles of sand and stuff could help it avoid being boxy.
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Old 05-24-2006, 10:53 PM   #33
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I really liek the idea... Im not into CTf but liek this map. I really like the look and feel. Make an escape map, or series, with those textures
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Old 05-30-2006, 07:24 AM   #34
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Came home yesterday so i will continue working on the map now and thank you guys for your input
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Old 05-30-2006, 11:03 PM   #35
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Your textures could use bumpmaps or it'll look like something that was pulled from hl1.
Also round thouse corners up and add more detail on the brushwork even the textures are pretty detailed.
I didnt want to sound like ass though if I did

I have visited a pyramide once and there was no traps :P Only very hot... reminded me of sauna without the steam and stuff.
Only long walk way down into the ground and then few rooms and another ramp down and more rooms. Toobad some religeous arabs had bombed all the walls with their axes so there was no drawnings left
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Old 05-30-2006, 11:57 PM   #36
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maybe for the "traps" you could have something like on voltage/voltage2, a corridor with a button on one end that kills everything inside. maybe have the button trigger 2 walls of spikes to close in from either side or something? or something along those lines would be cool
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Old 05-31-2006, 02:31 AM   #37
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or maybe the roof falls down a block at a time so you can try to out run it
and some fake floor tiles but with a pattern you can learn to get across
OR SOMETHING!
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Old 05-31-2006, 08:04 AM   #38
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Quote:
Originally Posted by kam
or maybe the roof falls down a block at a time so you can try to out run it and some fake floor tiles but with a pattern you can learn to get across OR SOMETHING!
Yeah, that would be awesome for a "alternative" rarely used attack route. Just like on the temple level on goldeneye! Then you get the golden gun no?

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Old 05-31-2006, 08:10 AM   #39
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just play a little tombraider and you'll get lots of ideas for traps
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Old 05-31-2006, 11:16 PM   #40
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Do Mario-esque blocks, where the longer you stay on them the faster they fall. And if you jump onto one, it falls even faster!

That might not work with bhopping, actually.
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