Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

Reply
 
Thread Tools Display Modes
Old 02-16-2007, 07:32 AM   #301
o_tyrus
 
o_tyrus's Avatar
 
Join Date: Dec 2005
Posts Rated Helpful 0 Times
Someone once brought up an idea, in some mapping thread, that has stuck with me and comes to mind when looking at your newer pictures.

That someone made a comment on how lazy people are with structure and gave an extremely obvious example. Why are pipes in every map? Pipes are a simple way to add a little bit of detail to your map, but it is the epitome of non-creativity!

I was once guilty of this design technique...or should I say design flaw.

Although realism is a totally different subject, think about it...why are those pipes there anyways? :0
o_tyrus is offline   Reply With Quote


Old 02-16-2007, 10:42 AM   #302
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
I got a few pipes in my map, mainly outside and a few in the front of the base but i've put them there as i was initially going to give it like an industrial look., In the flag room i was going to have like generators and water stuff outside the windows but not sure now.

Still working on design and now using HL2CTF textures which are helping a lot.

Thinking of putting small circular lights below ladders to kinda light up the way up. (Like the ones you get outside some shops which tend to blind you if you look down at them...)

Theres currently a lift also in the map which i think ill remove as it just looks rubbish, well unless i get it looking right.

Oh i also need to make another re spawn point as the map currently only has one, which isn't really that good. May have one point though which has 2 exits...

More screenshots hopefully tonight when i get home from work...

Last edited by o_dr.flexyjerkov; 02-16-2007 at 10:56 AM.
o_dr.flexyjerkov is offline   Reply With Quote


Old 02-16-2007, 08:06 PM   #303
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
More screenshots

More screenshots of areas which i've yet to show properly.

As you will see, the flagroom still needs some decorating...

Ramp room front on...
http://flexy.tnradio.net/16feb_01.jpg

Looking up from water exit
http://flexy.tnradio.net/16feb_02.jpg

Early stages of water route
http://flexy.tnradio.net/16feb_03.jpg

Empty flagroom
http://flexy.tnradio.net/16feb_04.jpg

Flagroom facing ladders to balcony area
http://flexy.tnradio.net/16feb_05.jpg

Hope you enjoy... Might not be many more screenshots for a while...

Sorry for the image sizes modem users.

Last edited by trepid_jesse; 02-19-2007 at 03:13 PM.
o_dr.flexyjerkov is offline   Reply With Quote


Old 02-16-2007, 08:19 PM   #304
o_sh4x
 
o_sh4x's Avatar
 
Join Date: Jan 2005
Location: Montreal
Posts Rated Helpful 0 Times
I can definately see progress since your first screenshots, gj. Keep it up.

More light would be good imo.
o_sh4x is offline   Reply With Quote


Old 02-16-2007, 09:37 PM   #305
o_own3r
 
o_own3r's Avatar
 
Join Date: Jun 2005
Posts Rated Helpful 0 Times
You could make the light 'stronger' from the roof texture lighting around the team logos. This would improve the lighting in the open areas.
o_own3r is offline   Reply With Quote


Old 02-17-2007, 12:32 AM   #306
o_bumgravy
 
o_bumgravy's Avatar
 
Join Date: Dec 2005
Posts Rated Helpful 0 Times
Lookin good man much preferring this texture style to the wood theme you had going on before. this is shaping up really nicely!!!
o_bumgravy is offline   Reply With Quote


Old 02-17-2007, 01:16 PM   #307
o_luminous
 
o_luminous's Avatar
 
Join Date: Jun 2005
Posts Rated Helpful 0 Times
deffinately needs something in the middle of the fr floor, its just a large expanse atm which looks boring

the map looks really good though atm, beta soon?
o_luminous is offline   Reply With Quote


Old 02-18-2007, 09:23 AM   #308
o_agret
 
o_agret's Avatar
 
Join Date: Jul 2006
Location: Melbourne, Victoria, Australia
Posts Rated Helpful 0 Times
Yep, definately shaping up. Any chance of an alpha release for us to just run around in HL2 DM in?
o_agret is offline   Reply With Quote


Old 02-18-2007, 09:27 AM   #309
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
maybe soon...
o_dr.flexyjerkov is offline   Reply With Quote


Old 02-18-2007, 09:54 AM   #310
o_gambit
 
Join Date: Oct 2006
Posts Rated Helpful 0 Times
very nice man...i gotta say i love your choice of texturing and lighting...looks very good...keep it up dude...
o_gambit is offline   Reply With Quote


Old 02-19-2007, 03:54 AM   #311
o_geokill----->
 
o_geokill----->'s Avatar
 
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
Before I did not like this map but you have gone a long way.
You are getting better with each screenshot.
o_geokill-----> is offline   Reply With Quote


Old 02-20-2007, 08:43 AM   #312
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
Looks very clean. You get a cookie for the trim too.

@ Tyrus: Pipes are in every map 'cause that's the prop that valve gave us. Making new props requires learning how to model. There are other props (like broken c17 building rubble, dock pilings, and so on) but besides lighting fixtures the pipes are the thing that fit best in most fortress style maps.


...Nothing is stopping people from breaking the entire concrete bunker mold though.
o_nezumi is offline   Reply With Quote


Old 03-17-2007, 09:41 AM   #313
dr.flexyjerkov
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
New pictures of flagroom



dr.flexyjerkov is offline   Reply With Quote


Old 03-17-2007, 11:37 AM   #314
luminous
 
luminous's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
im really liking how this is turning out, get the rest of hte map lookin like the FR and it will be really cool
luminous is offline   Reply With Quote


Old 03-17-2007, 06:29 PM   #315
Loader
>_<
 
Loader's Avatar
 
Join Date: Mar 2007
Location: Portsmouth, England, UK
Posts Rated Helpful 0 Times
Fr still looks empty. Adding random boxes doesn't really appeal to me.
Loader is offline   Reply With Quote


Old 03-17-2007, 07:57 PM   #316
own3r
Custom mapper
 
own3r's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
I have a few ideas which could help:

Break up long stretches of wall like the on the left of the second shot.

To break them up you can do several things:
  • Add an indentation into the wall
  • Add a (near) vertical ceiling support, possibly aswell as an indentation and you can player clip this easily.
  • Add some windows, these could be simply to the skybox or it could be one of the tools/white textures
  • Add some inaccessable areas, could be corridors you can't go down or a doorway to an outside area you can see from a window


Go wild add anything you feel would go well with the place in the map and the style your going for

EDIT
Yeah remove the boxes, this is FF so no clutter its pure gameplay.


Lighting:


Add lighting sources

windows or ceiling lights are good

Lamps should be accomanied with light_spots lighting the surface they are on preferably, like those lights by the ladder in the first picture.
own3r is offline   Reply With Quote


Old 03-17-2007, 08:19 PM   #317
dr.flexyjerkov
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Well the boxes were only a temporary thing, i want the flag room to have some sort of storage look to it, maybe a stack in the corner to hide behind but not sure yet.

All i know is that i dont want them to be movable.

I want to add windows around the top and this new stucture support idea as shown in the middle of the flag room i want to implement throughout the map just not sure how yet.
dr.flexyjerkov is offline   Reply With Quote


Old 03-18-2007, 08:32 AM   #318
Nezumi
Retired FF Staff
 
Nezumi's Avatar
 
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O
Gametype: Doubble Mode
Affiliations: Cassiotone Nation
Posts Rated Helpful 1 Times
If you do leave any box props in, make sure they're prop_dynamic_override so they don't move or break.
__________________
TG: pretty much you have no idea how much i fuckin own at this game.
TG: i bested no less than three flaming tornados and broke a huge wizard.
Nezumi is offline   Reply With Quote


Old 03-18-2007, 06:04 PM   #319
Imbrifer
Religious Stamp Machine
Retired FF Staff
 
Imbrifer's Avatar
 
Join Date: Mar 2007
Location: Mad City, WI
Posts Rated Helpful 0 Times
Send a message via AIM to Imbrifer
Ooh, pretty flag room. The floor seems to go on forever. Try mixing up the floor - you have the 'caution tape' edges, the rough metal flooring, but then add something else - metal tiling, concrete, etc. on an inside 'square' or something. That would definitely break up the monotony.
__________________
Community Mapper
2morforever, 4play, attrition, gap, fragger
and ff_training.
Imbrifer is offline   Reply With Quote


Old 04-17-2007, 08:58 PM   #320
own3r
Custom mapper
 
own3r's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
From what I gathered on CTFCL you have made some nice progress, got any juicy updates for us?
own3r is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 08:03 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.