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Old 06-10-2007, 11:55 PM   #101
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Disco time?
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Old 06-11-2007, 05:35 AM   #102
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i like the style of your textures, not everything needs the ultra realistic look.
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Old 06-11-2007, 01:41 PM   #103
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After all aliens probably don't have enough vandals to scratch each and every panel in something as big as he's making. It would take all the chavs (read scum) in Britain about 10 years to trash something as big as this map.
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Old 06-11-2007, 03:24 PM   #104
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Thats one of the things I liked about TFC... complete lack of realism. Like, why the hell would you have two opposing fort-like buildings connected via bridge and waterways IRL?


My biggest gripe with people mapping on the source engine is they try to go for real this, and real that... Use the creativity, and make something COULD be real, or at least looks realistic, yet unlikely. Surreal ftw. I'm looking forward to this map.
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Old 06-18-2007, 12:44 AM   #105
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just wondering, ive been choping away making some good textures. the standard size for the textures i have been using is 256x256... some are larger and some are smaller... but mainly sticking with 256.... is this a bad idea ... or should i make them all higher quality ?
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Old 06-18-2007, 01:19 AM   #106
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i really dont know much about texture crap, but as long as you arent using it on a really big surface with stains on it or whatever. stains/rust on big walls really gets repepative. But from what i c, you dont seem to be using things like that, so dont worry about it too much
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Old 06-18-2007, 01:24 AM   #107
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512X512 probably works best. That way your wall textures will be 1 standard story high. Most valve wall/floor textures are that size so your textures will match them if you make them as big.
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Old 06-18-2007, 04:27 AM   #108
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yea cuz its repepative.





On a side note.. They map is coming along amazingly well. It's nice to see such high quality custom textures being pumped out. I don't care how big the file size is -- I'll definitely be downloading it to at least test it once it is released. Good work.
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Old 06-24-2007, 04:30 PM   #109
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update

well its been a while from my last update, but ive been knocking out textures left and right, it might not look like much, but it takes a long time to build new textures and get the tiling to appear just correctly.. im going to try and get a test compile today to see how i can get it to look now that i have some spots for lights.. here is some nodrawish like pictures for now..

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Old 06-24-2007, 06:35 PM   #110
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Pretty sweet yo.
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Old 06-24-2007, 06:41 PM   #111
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Good progress, how are you intending to fill the gaps on the very large walls?
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Old 06-24-2007, 08:20 PM   #112
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Not to be harsh, but it still looks too blocky to me.
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Old 06-24-2007, 08:34 PM   #113
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I remember playing this map on Unreal Tournament with half gravity. Easily, this was one of the most fun maps and definitely the most memorable maps ever made. This map will be awesome!!

Glad to see its being made!
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Old 06-24-2007, 11:45 PM   #114
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You have a nice sense of architecture but i never believe you're going to have high fps in that room.
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Old 06-25-2007, 12:57 AM   #115
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update2 now w/ light

thanks all , blister: i will try my best to get it playable, atm with light and NO vis its runing great... although it is half the map and nobody on it, but i think i can pull it off.. hell my map for empires used every single gridspace and that mod has crazy models spaming er spawning... and it runs good , anyways heres some shots with light, gota love how it takes 2~ mins to compile , 30 more mins to compile with just 1 light ambient.. its still pritty dark and there is a lot more green lights to add , as soon as i create a texture that i can have a guide to place them..

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Old 06-25-2007, 12:57 AM   #116
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We'll just have to test it out when hes done texturing, see what kind of FPS different machines get.
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Old 06-25-2007, 03:06 AM   #117
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I had shitty fps for the UT version way back on my leet iMac (approx 400 mhz) and still that map fucking rocked.

Likewise, even if this map has shitty fps on my newer leet PC, it will still rock! Good luck!


Oh and someone shoud remake UT's Face II, the one that was for Unreal Tournament. Not any of its predecessors or its sequels. 2Face i think it was called. Fucking fun as hell map!
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Old 06-25-2007, 01:04 PM   #118
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Quote:
Originally Posted by Tyrus
2Face i think it was called. Fucking fun as hell map!
actually i was having thoughts of redoing that one as well. by far one of the most intense ctf maps i have ever plaied... that one i could probably have a better chance of geting more fps while still holding the gameplay down, er the towers might shrink a bit tho
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Good progress, how are you intending to fill the gaps on the very large walls?
well i plan to have some air vents spewing green smoke , also i plan on doing a huge texture and also stretching it just how it is done on the original, so it wont tile that much, also after the bay doors i might cut it and put another texture to mix it up, and for the most part everything above the bay doors will be really really dark so it should work good.. right now im scratching my head tring to find out how i can get a better ambient light going because the light_ambient is not going well because i don't have much skybox going . ill probably just cut the light ambient and go with normal lights with lots of coverage... then when the green lights get in it should be a lot brighter.. lots of textures are done atm and not many more will be needed...
-edit2 the textures i do have left though are going to take a long time eh

Last edited by barronofhellion; 06-28-2007 at 07:34 PM.
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Old 06-30-2007, 05:03 PM   #119
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update3 now with beta light

well not much new textures this update, but more light to see them with...

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Old 06-30-2007, 05:42 PM   #120
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hows the fps doing
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