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Old 05-23-2005, 07:12 AM   #1
o_imbrifer
 
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Take a gander at 'lake'

This is the CTF map I have been working on recently. I'd say its a little under half done - some of the major brushwork remains, but I'm also moving on to the details (detail work, props, retexturing), and the skybox has yet to be done. I wanted community input, however, so...

Here are the pics:
First floor lobby
Side view of the base
Flagroom entrance
The Flagroom
Roof to Flagroom
Flagroom to Roof


It is a relatively small map (by FF standards) built for LAN play. It will have the 'lockdown' feature as discussed in these forums (unless it doesn't work out). I am attempting to make it a rainy Fortress map, so we'll see how that goes.

Anyhoo, criticize away...
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Old 05-23-2005, 07:14 AM   #2
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http://www.snarkpit.net/editing.php?...ame=HL2&id=158

use that please... those are HUGE pictures
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Old 05-23-2005, 07:25 AM   #3
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Optomized.

Thanks, Fjorn
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Old 05-23-2005, 09:40 AM   #4
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The base is pretty monochrome. It might be the mood you're aiming at, but it's not so easy on the eyes when every indoor surface is just a slightly diffferent shade of grey from the next.
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Old 05-23-2005, 09:45 AM   #5
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crap, that really looks good. love that sick industrial style.
it is a *tad* too dark, i love dark but imo that's too much for a practical and fluid gameplay - i'd add some very bright and harsh spotlights similar to "Flagroom to Roof" around the map.
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Old 05-23-2005, 10:30 AM   #6
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exterior of the base looks great
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Old 05-23-2005, 11:01 AM   #7
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I love the overcast sky and the rain. Goes well with the rest of the exterior.
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Old 05-23-2005, 03:01 PM   #8
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cool rain
love the mapstyle m8
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Old 05-23-2005, 03:29 PM   #9
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Looks promising
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Old 05-23-2005, 03:57 PM   #10
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Is it raining inside in that last shot?

Like I said over at Snarkpit, once they release red/blue textures I'm sure the base wont look as drab.
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Old 05-23-2005, 07:14 PM   #11
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Thanks for the feedback, everyone. And yes, it's raining in that last shot.

As far as the spotlight suggestion, I was thinking about making Red and Blue (respective to bases) spotlights outside each base aiming up at the base. I could see that becoming a horrible disaster, however, so I'll have to investigate it carefully.

I worry a bit about the map being too dark overall - I think I'll lighten it up just a tad, but I still want the rainy overcast theme. And thanks, everyone, for the comments about the exterior. I think that the wall textures I'm using outside right now work very well, and I'll probably keep them.

Since I feel very well recieved by the community here, I'll post some more shots:
Water entrance looking at the base
Roof looking towards water entrance
First floor near spawn
Second floor
Rough ovearhead of the map layout

And now I'm going to break a norm and show the ugliest parts of my map right now:
Flagroom Still figuring out what to do with the walls
Second floor of spawn 1 Still figuring out detail and lighting
On the way from the roof to the flagroom again Working on how to make the end of the tunnel pretty.
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Old 05-23-2005, 09:10 PM   #12
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Piping and generators (there are models for these in HL2) might be a nice way to spice up the end of the tunnel
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Old 05-23-2005, 09:19 PM   #13
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tasty :d
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Old 05-23-2005, 11:58 PM   #14
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Love the cloudy/foggy/rainy atmosphere
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Old 05-24-2005, 12:01 AM   #15
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cool a flagroom with a vertical aspect. i like it - there arent enough like this.
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Old 05-24-2005, 02:19 AM   #16
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Looks interesting, but you really need to accent your architecture with some nice lighting; at the moment the architecture is being lost in a sea of grey
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Old 05-24-2005, 03:18 AM   #17
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Yah, colored piping would add a lot of feeling to the drabness of the stark grey textures. A little bit brighter wouldn't hurt too bad either but don't mess with the outside, I think thats near perfect.
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Old 05-24-2005, 04:00 AM   #18
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one of the best community maps i've seen

add some lighting. and should be set.
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Old 05-24-2005, 07:55 AM   #19
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Thanks again for the positive and helpful feedback, everyone.

Right now I'm toying with the inside lighting - changing the 'light' entities to 'light_spot' entities or 'point_spotlight' entities and such. I also retextured the main room and I like it more (assuming I can get the lighting right), so once I make enough changes for a 'tada', I'll post some 'before' and 'after' screenies.

As for the piping, computers, water, rocks, rooms, etc. behind glass/grates/other barriers, I've put rocks behind grates in three places - so I think it might be out of the map's style to use glass, and I want it to be industrial yet refined as all Fortress maps are, so doing grates well would be tough - but I'll try in some spots. I'll look in to adding some non-gray piping where it may appear appropriate, and I'll keep working on the lighting.
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Old 05-24-2005, 10:17 AM   #20
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Really liking it - keep up the good work, the atmosphere outside the base looks perfect, i love those days when its like that outside---- but then i want to go into my house where its nice and warm....... so i think im saying i personnally would preffer a slightly "warmer" inside, only example i can think of in a current TFC map is rock2 its not exactly "warm" inside but i think you could implement that sort of style without breaking this map anyway, just a suggestion - obviously the FF textures and what not are not out yet and it sounds like ur doing a lot of work to improve the inside

Keep it going
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