07-10-2005, 07:16 PM | #21 |
Join Date: Jun 2005
Location: Saskatchewan
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Yah 1 big room would suck alot. Glad its not that. Didnt think it would be.
but still what if you get Engies putting turrets on the ledge. blocking the path and stuff... or Demo men Remote minning the ledge/doorway and just camping that.. if both teams camp the 1 door it wouldbe a VERY long map lol. Id say Keep it a darker looking map tho. have lighting on the walls a bit. just enough for it to glow on the walls. but keep the center dark and mysterious. Which reminds me i played HLDM the other night for the first tiem and played this custom map. something like pit or some shit. Cool map... could run around up top but could fall into the pit which was full of beams being criss crossed and stuff so your ragdoll when dead would be smashing into them and bouncing around real cool and funny. |
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07-10-2005, 11:11 PM | #22 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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id probably have to make the doorway silo a nobuild area, although then theres the problem of doorways.. lol
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07-11-2005, 11:08 PM | #23 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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ok i havnt had much time on my hands recently, ive been totally rearranging my room and stuff (oh and its sunny outside :D) so havnt got much progress done..
..but i was gonna ask you guys what the best outdoor setting would be? im all for a snow scene myself, make it a siberian style thing with trees covered in snow and a dark haze (without killing fps too much) else i could go for a grass/rock combo, or perhaps a desert thingy, or your bob standard industrial scene? so whats your guys thoughts? |
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07-11-2005, 11:29 PM | #24 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
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Snow theme would be nice
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07-11-2005, 11:58 PM | #25 |
Join Date: Jun 2005
Location: Saskatchewan
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id go with the snow. grass/rock seen to much of.. maybe snow at night? or just starit up snow. but ya Cant recall too many snow TFC maps
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07-12-2005, 12:23 AM | #26 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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ya it was gonna be a night map anyway :D ok a night snow map it is.. now its time to make the blend textures :( /me gets out tutorial book
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07-12-2005, 01:13 AM | #27 |
Join Date: Dec 2004
Location: Melbourne
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snowned.bsp ftw
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07-12-2005, 08:59 PM | #28 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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ok, i STILL havnt started the ground surface yet, but i need some overopinionated people to download the bsp, take a walk round and give opinions of the basic layout of the map
pm me liek |
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07-14-2005, 05:16 PM | #29 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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ok i have some new shots of the ramp room:
http://img335.imageshack.us/img335/2288/silo00065rm.jpg http://img101.imageshack.us/img101/6246/silo00076lp.jpg http://img344.imageshack.us/img344/9753/silo00088nb.jpg sorry for the slow progress and large 1280x1024 images :/ still looks a bit bare to me, but i dont wanna overdo it team textures are yet to be tuned too |
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07-14-2005, 06:10 PM | #30 |
Join Date: Jan 2005
Location: Belgium
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Its looking good, reminds me of well..
dunno why but the greyish theme makes the otherwise nice interior seem dull and empty maybe play with lighting, get some blue lighting features n stuff to make things less dull and the map will look alot more stunning this has potential |
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07-14-2005, 06:36 PM | #31 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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ya i was thinking of lighting the logo up
another note i forgot to add: theres an ambient noise coming from the extractor fans (i need to find a decent fan ambience, might even have to make it myself from the back of a pub or sommin :p) |
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07-14-2005, 06:49 PM | #32 |
Join Date: Jan 2005
Location: Belgium
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You might also want to experiment with small blue lights on the walls that have a blue spot effect on the wall (no volumetric type thing) just normal light that drops down off the wall
just to give some extra atmosphere .. Just trying to give a tip here dont have to do it |
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07-14-2005, 06:53 PM | #33 |
Join Date: Feb 2005
Location: Tennessee
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Is that elevator working? I'm having some issue with mine, so I'd be interested to know the steps you took to make it work.
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07-14-2005, 07:09 PM | #34 | |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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Quote:
theres a first attempt before i read ur post, i'll be playing with blue spot lighting and decals for the remainder of the room i think Azlan: i had problems too, so i used a func_door in the end, with a large negative lip (point it upwards, distance you wanna travel minus the thickness of the brush, was 240u for me) |
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07-14-2005, 10:36 PM | #35 |
Join Date: Dec 2004
Location: Melbourne
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func_tracktrain ftw
http://forum.interlopers.net/viewtopic.php?t=2393 |
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07-14-2005, 11:53 PM | #36 |
Join Date: Jan 2005
Location: Belgium
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Quote:
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07-15-2005, 12:40 AM | #37 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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yes, but its not quite there, ive taken it out, but im still looking for the lighting to go in its place.. :/
on the decal side of things, ive found sweet FA from the hl2 decals that works with it, so im gonna look elsewhere for some. the stains are good, but arnt dark enough thanks for the criticism tho :D |
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07-15-2005, 08:28 PM | #38 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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07-15-2005, 09:05 PM | #39 | |
Join Date: Feb 2005
Location: Finland
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Map looks nice but please, for the love of god chainge your avatar :cry:
from Irc: Quote:
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07-15-2005, 09:06 PM | #40 |
Join Date: Jan 2005
Location: Belgium
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Looking nice, really nice!
but do try to fix the ceiling texture alignment and keep playing with the lighting i like it |
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