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Old 09-11-2006, 12:08 PM   #201
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how about a skylight/window type thing on the roof of the RR instead of the logo?
also texture repetition on the wall is pretty obvious :\
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Old 09-11-2006, 01:05 PM   #202
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How can i really make texture repetion less obvious though? as the texture on the wall is the same texture.

May still consider changing the team logo on ceiling in ramp room but not sure how....
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Old 09-12-2006, 09:19 AM   #203
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AQUARIUM!
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Old 09-17-2006, 10:29 PM   #204
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Originally this map was a design of the old map ff_flexibility but as the map has slowly progressed it has slowly moved away from the original map design.

Redesigning flag room. Will resemble a mix of monkey_l/SD2 and openfire if you can really imagine it. Hard to explain but you will see in time...
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Old 09-17-2006, 10:35 PM   #205
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Old 09-18-2006, 01:01 AM   #206
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lol, hopefully soon, *crosses fingers*
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Old 09-18-2006, 07:41 AM   #207
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Well at the moment i am still struggling with the aspect of lighting as the flourecent lights just look shit.

New changes:
Got a secret passage to the top of the ramps after the ramp room. Good for throwing grens down and killing team mate below...

Also changed designed of the room above the ramp room. (More open but the exit is designed as a choke point. Probebly quite hard to pass if a soldier is standing there.

Flagroom still under developement and way that water route leads to flag room.
Doodle i did of flagroom in MSPAINT! I'm sure you'll understand it...
Flagroom:

Last edited by o_dr.flexyjerkov; 09-18-2006 at 11:21 AM.
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Old 09-18-2006, 11:18 AM   #208
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It still looks a bit plain flexy, I see what you have tried to do with that big "C" in the ceiling :P But it looks a bit blocky to be honest, the area looks like it needs more flair.

The architecture needs to have a more wild insane look, and some well placed team lighting within it.
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Old 09-18-2006, 11:53 AM   #209
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i realise that and am still working on the details of the map such as lights which i know suck at the moment. I am hoping with the release of FF that there will be nicer lights and textures...
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Old 09-18-2006, 01:19 PM   #210
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Well done flexy, you are officially better than the FF team. You admit what needs to be improved

The map design looks ok from what I can gather from that paint image, but it needs something special to elevate it from the crowd. Something new and challenging! Like the flag room could be a big dragon and the flag would be in his mouth!! and when you take the flag he roars and breathes out fire killing the flag carrior!!!
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Old 09-18-2006, 07:32 PM   #211
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Very nice idea but to be honest i aint no pro. My mapping is average and i do what i can . But ye... I wont release it until im happy with it and i've been working on it since november and still not happy
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Old 09-18-2006, 08:41 PM   #212
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ok you two are friends or someone is..... nevermind.
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Old 09-18-2006, 08:44 PM   #213
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dunno, depends wot sacred it is...
if from FAB then i know him
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Old 09-18-2006, 10:52 PM   #214
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of course its sacred from FAB!
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Old 09-19-2006, 01:21 AM   #215
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Quote:
Originally Posted by sacred
Well done flexy, you are officially better than the FF team. You admit what needs to be improved
They don't? Since when?
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Old 09-19-2006, 08:17 AM   #216
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News update: Working on new flagroom design lastnight. Its going to be about the same size as ramp room when completed. The bridge still needs some customizing and a better style.

Also the water route exit will look somewhat like monkey and come out of the lower level as shown in picture above...

Oh and sacred how about a fire grill under the flag so when the flag gets taken .5 of a second later flames burst out the floor :P. Stupid i know...

Do any mappers feel like the maps they make dont look half as good as other peoples work?
I cant help but feel that everytime i look at others work then look back at mine. I spose its a good thing as i know i wont release it until its perfect.

Last edited by o_dr.flexyjerkov; 09-19-2006 at 08:35 AM.
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Old 09-19-2006, 10:21 AM   #217
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That is good flexy, you just need to put more time into it, and more details into it Its those little touches that make all the difference, like walking down a corridor that isnt just a long box, but a long egg-shaped corridor!

I always think this map by defrag shows it off well. Lots of small details that add to the atmosphere of the map.

0.5s pfft will need some testing but i think it should be lower than that! Burn those nasty buggers for grabbing our flag!
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Old 09-19-2006, 10:48 AM   #218
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I wouldnt have it so it cooks anyone to touch the flag but i mean sets off if ur too slow with getting away with the flag + it stops spys feigning on the flag else they get cooked lol.

To be honest its not to much of a bad idea. Like have a switch to disable the gas or something.
Still working on the base design though. Even though its taken me months. You should look at how it used to look heh.

Original flagroom design (Yuk):
http://flexy.tnradio.net/hl2.jpg
http://flexy.tnradio.net/ff_flexibility0023.jpg

Outside (Even worse):
http://flexy.tnradio.net/water.jpg

Ill try get hold of the first screenshots when i get home.

Last edited by o_dr.flexyjerkov; 09-19-2006 at 10:54 AM.
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Old 10-06-2006, 07:54 PM   #219
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It's changed a lot since my initial ideas of the flagroom but below you can see a VHE sneak peak heh.

Its coming along slowly...



The little green boxes give you an idea on scale...
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Old 10-07-2006, 05:00 AM   #220
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Good work - you've definitely shown signs of monstrous improvement over time. Be sure to make those curves either func_details or displacements so they dont beat the shiat out of peoples r_speeds, and put up VIS blockers between rooms to optomize. But I like your rooms, for sure.

Does the bridge look the same? Thats what I have the most 'erk' with. Just looks weird with those long holes in the center.. maybe make it arch up a bit? I like what you did with the blue logo on the celing, too.

As I said, keep up the good work, and show some more ingame screens
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