09-26-2005, 10:43 AM | #41 |
Join Date: Jan 2005
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wow cant wait to play the map
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09-26-2005, 11:19 AM | #42 |
Join Date: Feb 2005
Location: Finland
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I had that black wall bug too. I didnt get it repaired... Good thing that is was just a minor test map.
Nice stuff, keep it up |
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09-26-2005, 03:56 PM | #43 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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Looking good!
This map looked painful to make |
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09-26-2005, 04:37 PM | #44 |
Join Date: Dec 2004
Location: Ohio
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I've never had the guts to do a large outdoor map before, so I don't have a lot to add. ff_harbor_b.jpg, though, could use some more trim and detail. it looks a bit too empty and boxy.
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09-26-2005, 08:38 PM | #45 | |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Quote:
I'd like to add a bunch of the concrete bag and tire stack props to this place, like in the new push screenshots, but I can't find them. They must be CS:S models, right? (Because I know I've used them before in a CS map...) |
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09-26-2005, 09:07 PM | #46 |
Join Date: Feb 2005
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I don't like the rock texture. It's too glossy. Dull it a bit?
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09-26-2005, 09:38 PM | #47 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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and a bit large on the scale too, imo
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09-27-2005, 01:51 PM | #48 |
Join Date: May 2005
Location: Nottingham
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Overall though, that's an incredibly impressive-looking map!
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09-28-2005, 03:05 AM | #49 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Unfortunately, I can't do anything about the glassy rock, unless I use another texture. Maybe I can steal whichever one stino decides on for badlands.
This map was a pain in the ass to make. Actually, I got the idea for this city type setting before I even knew of the city17 type setting for HL2. (The design for this map is years old). Now that HL2 is here, I've got a huge wealth of textures and moddels to use, which made things a lot easier. Also, does anyone have any idea of what to do about the fuxored textures in the lighthouse? |
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09-28-2005, 01:10 PM | #50 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
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09-29-2005, 11:52 PM | #51 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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09-30-2005, 03:09 AM | #52 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
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Wow nice job on this
The map looks big, good I like big maps |
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09-30-2005, 06:20 AM | #53 |
Join Date: Feb 2005
Location: Belgium
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10-02-2005, 01:01 AM | #54 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Big news! I've decided to add a totally new element to the gameplay of the map: A giant rebel who goes around crushing things indiscriminantly. Every once in a while he gets sleepy and has to take a nap:
Lol, just kidding. Real News Update: Soundscapes are a bitch. I may have come up with a solution, but I won't know untill the map compiles again. Other than that I think the maps done (aside from ff entity related stuff). I'm gonna have to have some people look over it for me to get a fresh perspective of course. |
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10-02-2005, 01:42 AM | #55 |
Useless
Retired FF Staff
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Aw, he's so precious when he's sleeping...
...I hope he doesn't crush my inconspicuous warehouse tomorrow...
__________________
Look at all those dead links. |
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10-02-2005, 04:39 AM | #56 |
Join Date: Feb 2005
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RUSSIAN SMASH!
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10-02-2005, 06:39 AM | #57 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Ok, I've shot a note off to Ghroth about how to use soundscapes. Perhaps when he gets back to me and the map has compiled again the map'll be done.
Heh, who am I kidding. I know I'll find like 200 more problems the next time I playtest it. Still! When everyone is distracted by the awesome sounds, they won't notice tiny little texture errors... hopefully... |
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10-02-2005, 06:41 AM | #58 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
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You have no Idea how bad I want tot play this map
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10-03-2005, 05:52 AM | #59 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Yay! Ghroth is t3h smart. The soundscapes work now.
Unfortunately there are too many leaves so random parts of the map randomly aren't rendered, and 75% of the textures in hammer fell off. Talk about a tradeoff. So with a quick restart of my computer and some clever clip brushing, hopefully this map will be right as rain again. |
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10-03-2005, 06:16 AM | #60 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
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Keep working on it. With your custom Hunted map and Dr.s along with the remake of Hunted thats 3 promising Hunted style maps!
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