05-30-2005, 07:53 PM | #21 |
Join Date: Jan 2005
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cool die map zeg.
goed bezig herman :P |
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05-30-2005, 08:51 PM | #22 | |
Join Date: Feb 2005
Location: Finland
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05-30-2005, 08:57 PM | #23 |
Join Date: May 2005
Location: Tennessee
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Looks good! Hey, 4th picture. Maybe if you put the grass texture instead and blend a dirt texture next to the rock wall would look cool? It's a bit blinding you could say . I like it so far though
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05-31-2005, 12:10 PM | #24 | |
Join Date: Feb 2005
Location: Finland
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This is a desert map after all and that big cliff there is going to be chainged, it's not going to be that cubic |
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05-31-2005, 03:23 PM | #25 | ||
Join Date: Jan 2005
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However i do really like the brightness and the look of the map... not sure what that thing in the middle with the stairs is but im sure once the map is complete it will all make sense, liking it, keep it up |
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05-31-2005, 08:26 PM | #26 | |
Join Date: Feb 2005
Location: Finland
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And what comes to the stairs if you mean that long pillar there it's a source engine bug. Forgot to menton it. Good thing you like the brightness, I see ppl here wanting bright maps and Im making one, and I get "constructive critizism" (I know it's typed wrong(if not yay me)) of it. Im not making another night or dark map. This one is bright like J-Lo's ass on a por.... ok I quit there |
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06-01-2005, 01:14 PM | #27 |
Join Date: Feb 2005
Location: E. Yorks - UK
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Map is looking good. Just one comment so far. The part where you say that medics and/or soldiers will conc/rjump to the base may be dificult for newbies to conc off due to uneven surface. Old pro's will hand held for sure but those just learning will have a nightmare laying down a conc on that surface.
What do you think? V |
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06-01-2005, 01:18 PM | #28 | |
Join Date: Jan 2005
Location: Work
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06-01-2005, 02:37 PM | #29 |
Join Date: Feb 2005
Location: Finland
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you can also hold down the concgren button and launch it at your inventory
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06-02-2005, 01:23 AM | #30 |
Join Date: May 2005
Location: Changes every few months
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Solid start. I like the overall design, and I look forward to seeing how the looks come together.
Maybe if you could get a texture to make the water more like oil (and make movement harder to make it more 'viscous') it would be more 'deserty', but it's your call. I think the water works fine. |
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06-02-2005, 02:10 AM | #31 | |
Join Date: Dec 2004
Location: Melbourne
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06-02-2005, 02:12 AM | #32 |
Join Date: Dec 2004
Location: New Zealand
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Where abouts are those trees and shrubbery located in \models\ D:? I've only found some crappy dead trees in \props_foliage\ D:!
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06-02-2005, 02:45 AM | #33 |
Join Date: Jan 2005
Location: Australia
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take screenshots with AA on...
ta |
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06-02-2005, 06:55 AM | #34 |
Join Date: Dec 2004
Location: Melbourne
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cs:s only, im guessing kooch :>
sif map in cs:s! |
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06-02-2005, 09:07 AM | #35 |
Join Date: Feb 2005
Location: Finland
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Cactus and tree and rock models are from de_inferno CS:s map.
valk what do you mean by AA? |
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06-02-2005, 09:44 AM | #36 |
Join Date: Dec 2004
Location: New Zealand
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AntiAliasing my guess.
I'm sure I tried CS:S! Let me have another look >:| <3 |
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06-02-2005, 12:47 PM | #37 |
Join Date: Feb 2005
Location: Finland
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they are located props/de_inferno/ tree.mld or something
props/de_inferno is the correct path anyway |
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06-02-2005, 02:11 PM | #38 |
Join Date: Apr 2005
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the map isn't in the TFC spirit... look like Cowboy & indian mod...
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06-02-2005, 02:29 PM | #39 | |
Join Date: Jan 2005
Location: Work
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06-02-2005, 02:30 PM | #40 | |
Join Date: May 2005
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I think this is something that eveyone as an idea of but everyone also assumes that their idea is "THE IDEAL" interpretation. Sounds like a new topic to me... |
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