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Old 06-10-2007, 06:48 AM   #121
Imbrifer
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Beetle: I advise against using custom textures. They dramatically increase the size of the .bsp, and no one wants to wait for a long DL. my ff_2morforever map has 1 custom texture, and it adds several megs to the DL size. Just be creative with the textures that exist for HL2, and add some more architecture/detail to your buildings!

I love! the layout of your map and the basic architecture. I can tell you are very creative and dedicated to this map, and that is fantastic. It has tons of potential and I am excited about it coming together. I DL'd it and ran around, and here's some feedback:

Good use of models! Keep it up. Many of your stairs you made out of blocks, and I'm sure you realize they look a bit out of place or off. Search for models that work, or make displacement or more varied/unique brush stairs/walls/rails/etc.

Remember one good way to make buildings more interesting is to add layers to them. Cut some of the buildings in half, add some trim along the bottom. Put some detail architecture on there - pretty trim vertically framing windows (which are also models - search for 'woodwall' for your prop_static's model).

Avoid obviously repeating textures on the ground and on walls. If you can see something repeating, that means you should break up that surface. Add some trim, cut it into sections/layers, add indentations in the walls, or make things coming out of them. Also do this to floors - if you have a big open floor, cut it up and put a nicely trimmed square in the center with a different floor texture or grass on it.

Again, I'm super excited about this coming together. It will be very interesting and exciting to play.
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Old 06-10-2007, 04:49 PM   #122
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Is 13.4 mb big for a map? I won't be using much more custom textures. Its just there aren't a lot of hl2 official textures that are good for terrain that would fit in a cove.
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Old 06-10-2007, 04:51 PM   #123
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/nod

13.4 isn't that big, but if you start adding detail and more interesting lighting, displacements, etc. the size could grow singificantly. Just roll and see how it goes. Worst case scenario, you change a few textures to textures that come with FF once its out. No problemo
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Old 06-10-2007, 04:52 PM   #124
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yea and thats what i plan to do as much as possible. I'm most worried about the last area, as its kinda awkward-looking. Got any ideas with that?
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Old 06-10-2007, 05:08 PM   #125
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Since you're not doing the loop I originally had, you no longer need the massive walls behind the cap point. You can redo that whole area to make it look better.
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Old 06-10-2007, 08:09 PM   #126
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Thanks for putting in the extra effort to get the texture issues figured out. I'm uploading the map to the server/fast download at this very moment. If/when you release updates I will do my best to get them on the server right away for the community members that come on the server to check out the maps.

ff_thecove is in the rotation so it will come up constantly now. We'll start the process of putting weapons into the map ASAP so we can play test it better.

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Server Name: www.fortress-forever.com - Community Map Testing Server
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Old 06-11-2007, 05:19 PM   #127
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Beetle, which area is the 'last area'?
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Old 06-11-2007, 05:30 PM   #128
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mostly past the cliff area. the big base part in general
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Old 06-11-2007, 07:34 PM   #129
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Quote:
Originally Posted by Imbrifer
Beetle: I advise against using custom textures. They dramatically increase the size of the .bsp, and no one wants to wait for a long DL.
if the server knows what they are doing, they just host it on a web site not off the server, and only takes about 8~10 seconds to download a custom map with all new textures/sounds, i play cs all the time and if a server doesnt have there bsp on a web server i dont even play there... or go download it off the net...
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Old 06-15-2007, 02:47 AM   #130
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What your talking about is fast download. This is when you .bz2 the .bsp file and put it on a webserver and the clients can download the map from there. This works rather well because steam automatically unzips .bz2 files and when zipped they are about 1/3 the size of a .bsp
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Old 06-15-2007, 03:04 AM   #131
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yea thats what i mean, also the web server thats hosting sends the map 'usually' hell of a lot faster then a game server thats tring to send data to everybody and also send the map at the same time
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Old 07-03-2007, 04:22 AM   #132
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I'm making progress, but I keep getting pelted with problems. Oh well, I'll figure them out eventually.

trying an new look for the 'last area' base.



certain things need to be hidden better :P


and the infamous mysterious shadow


enjoy.
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Old 07-03-2007, 10:42 AM   #133
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looks cool, though i think the grass displacements should be smoothed just a little more, in some parts it looks just a little blocky

other than that i look forward to seein the finished map
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Old 07-03-2007, 02:38 PM   #134
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Good progress, I'm liking how this is going.
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Old 07-03-2007, 09:58 PM   #135
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Improvements are looking great. I look forward to checking out the next version!
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Old 07-03-2007, 10:35 PM   #136
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good news, the lighting is fixed. yea.
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Old 07-05-2007, 02:30 AM   #137
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I love the rock displacements!

Very nice.
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Old 07-05-2007, 02:37 AM   #138
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MJ said a while back that playerclipping is gonna be a bitch for this map. I'm kinda roughly doing that now, and I got to say, "What a bitch." Its not hard persay, but I can imagine a demo launching someone and them getting the flag hung on a cliff.
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Old 07-08-2007, 07:08 PM   #139
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omg I can post. yeah looks good. i havent ran through it yet though
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Old 07-10-2007, 11:53 PM   #140
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http://i36.photobucket.com/albums/e3...ove_a20002.jpg

On thoose stairs there thats left of the crosshair id take away the wall covering it and make the stairs one unit like:

Code:
\
.\
..\

Instead of:

\__
...\
Snice it seems like you could have some shitty moments when you'd accidently bhop into the wall and loosing momentum because you'd have to aim for one of the parts of the stairs to do the double jump or trimp or whatever you call it.
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