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Old 03-19-2007, 01:22 AM   #141
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I don't care if anyone/everyone has it - I just want to stick it in my map!
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Old 03-19-2007, 01:24 AM   #142
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since you dont care i'll post link here instead of PMing you


http://www.sharebigfile.com/file/115...rifer-rar.html
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Old 03-19-2007, 01:31 AM   #143
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Thanks again, GambiT, I'll go drop this in the map, and put up some new screenies and such tomorrow.

Keep up the excellent work
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Old 03-19-2007, 01:32 AM   #144
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thanks man...let me know if you or anybody else need something...
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Old 03-19-2007, 02:40 AM   #145
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loving the new lighting, shows the map off much better. in the last pic, the shadows on the floor, are all the floor textures set to lightmap scale 4?
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Old 03-19-2007, 04:11 PM   #146
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A big improvement there, good job
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Old 03-20-2007, 02:09 AM   #147
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Quote:
Originally Posted by Imbrifer
Thanks again, GambiT, I'll go drop this in the map, and put up some new screenies and such tomorrow.

Keep up the excellent work


still waiting....


lol...nah i didnt check them in-game so i'm kinda curious to see how they came out...the green at least....
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Old 03-20-2007, 04:26 PM   #148
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A'ight, I'm worried the colors are now too intense - but they might actually be perfect. I'll let you judge. Here they are:
Go Nuts!

Quote:
Originally Posted by BumGravy
are all the floor textures set to lightmap scale 4?
Err, no, I spaced on doing the lightmapping. I'll fix that. Thanks for spotting it!


EDIT: Oh, and this last shot has been the only thing pissing me off on this map: Why can you see through the wall when looking up from under water? I even have it blocked with world brushes...
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Last edited by Imbrifer; 03-20-2007 at 04:32 PM.
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Old 03-20-2007, 05:18 PM   #149
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i think it looks good...real good man..


although if you want i can darken the green a lil bit
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Old 03-20-2007, 05:30 PM   #150
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some nice improvements over the version i played a few months ago. i still feel the insides could do with a little more contrasting lighting though.
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Old 03-20-2007, 06:12 PM   #151
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Looks alright overall... one thing I really don't like is whatever is right under the window that you can see from yard. Some kind of large trim or something.
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Old 03-20-2007, 06:46 PM   #152
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Big improvements over the previous version, much more interesting and engaging.

Always thought the geometry and layout were just fine for this map, and this adds some nice touches to what will inevitably be quite fun to blow shit up in
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Old 03-20-2007, 07:09 PM   #153
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Quote:
Originally Posted by Imbrifer
EDIT: Oh, and this last shot has been the only thing pissing me off on this map: Why can you see through the wall when looking up from under water? I even have it blocked with world brushes...

Strange it resembles what you see if you have a nodraw brush as a world brush.

Could it also have something todo with a hint brush on the surface of the water?

Have you tried remaking the offending geomitry and or sending it to world? (making it not nodraw or whatever)
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Old 03-20-2007, 07:57 PM   #154
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Please please please stop using plaster textures.

Other than that it looks good.
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Old 03-20-2007, 08:19 PM   #155
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But I <3 plaster textures, and its a welcome change from the concrete jungle that is most FF maps. Kinda.

Anyway, as far as the shot goes, what you're supposed to see is displacements, func_details and so on, but its nothing instead. How strange. I'll try some of your suggestions, so we'll see.

Thanks, all!
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Old 03-20-2007, 08:48 PM   #156
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You can use brick or stone or something too. The textures there now make everything look like cardboard.
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Old 03-20-2007, 08:56 PM   #157
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lol
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Old 03-21-2007, 02:47 AM   #158
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Oh, by the way - should I keep the walls at the top of the base that thick? (Screenie 7). You can't really see the yard from up there, but as I recall people never really sniped from the roof in the first place, and a thicker wall gives more protection to flag cappers.

/shrug
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Old 03-21-2007, 06:39 PM   #159
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Just noticed theres a distinct end to the top of your midfield you may want to increase the size of the cliffs and or add some higher geometry on the base too
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Old 03-25-2007, 04:16 AM   #160
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This may not happen, but I remember back when there were some maps with say Green vs Blue CTF or Yellow vs Red CTF, and that they didn't go over so well because of the color scheme. In playtests, people expressed that it was hard to tell what was going on with the unfamiliar colors; like instinctively they were confused and had to second guess some times. That could be a problem in heated clan matches, ex some player thinking "wtf there is a green guy???"

It might not actually be a problem but I thought it might be worth considering.
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