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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

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Old 06-20-2005, 07:47 PM   #21
o_shadow34721
 
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why do the batts look so small...?

in any case the lighting is good and bright... but perhaps a bit too bright. you dont want it washing out your textures and being so oversaturated especailly indoors.
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Old 06-21-2005, 01:00 AM   #22
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they do look small, and also lower too
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Old 06-23-2005, 12:36 PM   #23
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Ah c'mon the third screenie looks so much more like TFC. Why are you all going for realism, this isn't Counterstrike (or Counterstupid as I call it roflolly!).
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Old 06-23-2005, 03:55 PM   #24
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The whole map looks small. Like something some billionaire would build for his kid on a whim, to model his giant house. Make it bigger! Open it up! Copy the original dimensions!

Oh, and DUST TEXTURES LIKE WHOA!
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Old 06-27-2005, 11:18 PM   #25
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I don't think it's that it's smaller, but that the map feels like it takes place in a ditch, rather than in a series of canyons.

Makes the walls higher!
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Old 06-28-2005, 01:44 AM   #26
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The third screenie has a nice feel to it. Albeit the lighting needs work, and the edges are too soft, it seems similar to the original Badlands.
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Old 06-29-2005, 05:37 AM   #27
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Yah lighting has to be the biggest issue in all maps you have to nail it or else it makes the map look like it was thrown togeather at the last minute (which is far from the truth)


I like the first screen tho i do agree with everyone that Badlands was better in the bright orange canyons. Mind you Source is an upgrade :P

Good luck with proping. To remind you. its called badlands should be some like decapitated Cars in the canyon.. make it look like it drove off a path or something
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Old 07-11-2005, 08:36 AM   #28
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Quote:
Originally Posted by Etzell
The whole map looks small. Like something some billionaire would build for his kid on a whim, to model his giant house. Make it bigger! Open it up! Copy the original dimensions!

Oh, and DUST TEXTURES LIKE WHOA!
just for your information, those are the original demenstions.
only becouse of the displacements it looks a bit larger


next update will contain a bit darker indoor and more "cubic" (or how do i have to call it) rocks
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Old 07-11-2005, 12:48 PM   #29
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screen update

New screenshots with team textures:
(no lighting changed)

The sentry platform at the base entrance:



The base



The central bridge


The yard in front of the base:


Blue resuply


Central bridge (again):
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Old 07-11-2005, 01:08 PM   #30
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Do those wires stop you from walking off the edge? or can you walk through them?
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Old 07-11-2005, 01:22 PM   #31
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its looking good.. are you planning on adding a bit of vegetation in though? it looks a bit bare atm
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Old 07-11-2005, 01:40 PM   #32
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Bridge out of bases looks weedy and thin. Needs more beef.
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Old 07-11-2005, 02:25 PM   #33
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looks good, im unsure how bunnyhoping would fare on the surface but thats abit of a suck-it-and-see thing

all i would say is that the rock enterance to the bases off the bridge looks a little narrow, along with the bridge enterance exit, and the canyon could be a little "deeper" so its not so much like a dried up rive and more like a MONSTEROUS CANYON SCORCHED BY THE GODS.
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Old 07-11-2005, 02:29 PM   #34
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Yeah scale looks a little odd
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Old 07-11-2005, 03:51 PM   #35
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Indeed, a couple things are a bit off. I'd suggest making the vertical rocks more yellow, and lean them back a bit the higher they go, otherwise it looks like a man-made passage way of some sort. The level could also be a little more lightened up, and scale everything up a notch, otherwise it looks just too small.

That aside, the map looks pretty good. It sticks with the TFC style of mapping (bright, clean and simple), which is always a good thing.
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Old 07-11-2005, 05:07 PM   #36
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The repeating textures is kinda annoying, maybe consider increasing their scale and/or rotating them?
I think the bridge looks a little simple: add some detail brushes or displacements to it: make the entrances on each side rounder, make the tops round or add some lights/other features, make the bridge a bit thicker, and make the concrete areas under each side of the bridge be more prominant - come out more towards the center of the bridge, and maybe out horizontally as well.

The entrance to the between-bases bridge looks plain - add some arches, railings, or other dimension to the walls and/or floors.

The bridge to the base looks sort of thin and plain - maybe add a border on the sides?

Blue resupply looks beautiful. You definitely have a solid direction with the map and you are doing well. Keep up the good work
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Old 07-11-2005, 05:40 PM   #37
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I like it just Fine

how did you get that nice little glow to everything on the outside (im UberNooB)

Oh and i like the Bridge with the Cables think it looks Dandy.
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Old 07-11-2005, 05:50 PM   #38
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Quote:
Originally Posted by Morrow
how did you get that nice little glow to everything on the outside (im UberNooB)
probably loading the map in garry's mod
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Old 07-11-2005, 06:41 PM   #39
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looks really nice

fd bridge is too narrow, needs to be about 25% wider, the supports on the bridge are too big and bulky an the texture doesnt fit the scheme, and as someone said the wires on the bridge need to be pass throughable!! or you mess up alot of concs :P
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Old 07-11-2005, 07:05 PM   #40
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Good re-do.

I'd ask you beef up the bridge, and the slopes outside of the bases, make them more slopy.

Also add some height to the outer cliffs.


Otherwise looking good, keep it up.
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