Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

Reply
 
Thread Tools Display Modes
Old 06-11-2006, 12:23 AM   #141
o_alligator
 
o_alligator's Avatar
 
Join Date: Mar 2005
Location: California
Posts Rated Helpful 0 Times
This map seems dull to me....I think you need to be a bit more creative with your work....it is not all about curvy walls and all...think, think and make your ideas come true. Good luck
o_alligator is offline   Reply With Quote


Old 06-11-2006, 10:04 PM   #142
o_racer
 
o_racer's Avatar
 
Join Date: Mar 2005
Posts Rated Helpful 0 Times
Where the box is outside, maybe make it a box of explosives that if blown , blows up a grate or the wall behind it revealing a extra route. one side could have the box with explosives, the other side drums with explosives.
but you would have to add a reason for them being there or how they got there, as it is they are in a unaccesible location unless the workers swim to them.
o_racer is offline   Reply With Quote


Old 06-13-2006, 11:48 AM   #143
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
I am now in the process of doing a complete redesign.

Main changes will be:
Creating custom textures from existing Halflife 2 textures to go with teams.
Creating new lighting throughout the map. Give the map a much brighter feel to it.
Redesigning water route (Underground style feel with rocks and stuff) (Not seen in screenshots yet)
Water tunnel to look as if its colapsing with bolders coming out of walls in tunnel.
Giving the level a stone/Metalic theme (If it looks good)...

Hope to get these changes done for later in the week maybe next week.
o_dr.flexyjerkov is offline   Reply With Quote


Old 06-13-2006, 01:45 PM   #144
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
Quote:
Originally Posted by dr.flexyjerkov
I am now in the process of doing a complete redesign.

Main changes will be:
Creating custom textures from existing Halflife 2 textures to go with teams.
Creating new lighting throughout the map. Give the map a much brighter feel to it.
Redesigning water route (Underground style feel with rocks and stuff) (Not seen in screenshots yet)
Water tunnel to look as if its colapsing with bolders coming out of walls in tunnel.
Giving the level a stone/Metalic theme (If it looks good)...

Hope to get these changes done for later in the week maybe next week.
+ new pillars or no pillars at all?
o_donny is offline   Reply With Quote


Old 06-14-2006, 12:57 PM   #145
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
I like the pilars but they are too square so ill be working on a model which looks right to replace it
o_dr.flexyjerkov is offline   Reply With Quote


Old 06-14-2006, 02:42 PM   #146
o_crackerjack
 
Join Date: Dec 2005
Location: Washington D.C.
Posts Rated Helpful 0 Times
From what I see from the pics is that you have done a great job getting all the basic architecture down, but you need to take the architecture a step further. Place a random vent prop in the top corner isnt going to cut it for detail. Add more pillars to the wall, more supports in areas. And more sensible trims in place (on the bridges) Also use less generic textures, take texture with more lines and then align them to the brush so the edges of the brush are more defined. Currently you map is looking to dark and bland lighting wise. Maybe use more color in your lights (more orange), also I come to find that spot lights look alot better then regular light entities. Now im not saying its bad to use white or gray colored lights, just use them where you feel is necassary but dont use them everywhere, add some variation. It will appeal to the eye more, especially if you use complimenting light colors (blue and orange, red and green.) Well continue with the updates and the work, it seems you got the hard part out of the way already and the rest is down hill from here. keep it up.
o_crackerjack is offline   Reply With Quote


Old 06-15-2006, 10:47 AM   #147
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
I thnk ive said this before in a prior post somewhere but ill say it again.

The current layout of the map is just the base layout. I am going to start work on lighting/models/fine details towards the end.

This means i can get the basic design all done and finished.

Next task which i am working on is displacements (I cant seem to get rock faces looking real enough and i need it for the water route section).
Then after that ill be doing everything else.

As far as textures go. All textures in the map are only temporary just so i can get a rough ide. The final textures will be added on the FF release once i have my hands on the textures.

Good things come to those who wait... (Sometimes...)
o_dr.flexyjerkov is offline   Reply With Quote


Old 06-16-2006, 12:26 AM   #148
o_dark applepolisher
 
Join Date: May 2006
Location: Idaho
Posts Rated Helpful 0 Times
Will it be possible to walk across the cables on the bridge?
o_dark applepolisher is offline   Reply With Quote


Old 06-16-2006, 08:30 AM   #149
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
Looks like they're move_ropes, so prolly not.
o_nezumi is offline   Reply With Quote


Old 06-16-2006, 01:14 PM   #150
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
they are indeed move_ropes so no you wont be able to walk on them but why would you want to?
o_dr.flexyjerkov is offline   Reply With Quote


Old 06-16-2006, 11:47 PM   #151
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
He dreams of being in the circus.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 06-22-2006, 07:47 AM   #152
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
Significant changes being made to the outside of the map yet again. Have started to design the lighting and stuff in the ramp room.

Question to whoever might know.
In the screenshots of CZ2 does anyone know how those beams of light are done which shine out of each command point...??

Thanks
o_dr.flexyjerkov is offline   Reply With Quote


Old 06-22-2006, 09:36 AM   #153
o_kam
 
o_kam's Avatar
 
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
env_beam
o_kam is offline   Reply With Quote


Old 06-23-2006, 08:04 AM   #154
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
Having problems with displacements. Is it possible to have a displacement as a wall on the outside of the map as when i place it as a wall (Saying the midfield) it leaks I know i must be doing them wrong but i cant see what i need to do.
o_dr.flexyjerkov is offline   Reply With Quote


Old 06-23-2006, 08:22 AM   #155
o_player
 
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
You need a brush behind it, preferably with nodraw on it.
o_player is offline   Reply With Quote


Old 06-28-2006, 09:45 AM   #156
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
The progress of ff_flexibility has stopped for a couple of days while i repair my pc. For some reason i managed to currupt my NTUser.dat for my username...
o_dr.flexyjerkov is offline   Reply With Quote


Old 06-29-2006, 12:07 PM   #157
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
THE EVIL BLUES ARE ATTACKING... SO I BEEN TOLD

Quote:
My dear Dr. Flexyjerkov

I have recently found out about the evil blues, they are trying to set you up!!!! They are hacking your computer and they want to put hacks in your Fortress Forever maps so you will get caught and banned from FF for eternity!!!!

This is totally unacceptable, join the great yellow team and we shall protect you from these evil people, I cried every day you were innocently banned from TFC, history may not repeat itself and your maps should be protected from these evil people!!

Please contact me ASAP so I can help you out!!!
I decided to not put who i recieved this PM from as the evil blues may attack him also...
o_dr.flexyjerkov is offline   Reply With Quote


Old 06-29-2006, 12:43 PM   #158
o_player
 
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
Clearly Zydell, I received a PM from him about my sginature, about Comic Sans

Everyone try your best to ignore Zydell's posts, they are just an attempt to exploit your weakness. As you can see, he has already succeeded with a few people, most notably dr.flexyjerkov.
o_player is offline   Reply With Quote


Old 06-29-2006, 12:44 PM   #159
o_zydell
 
o_zydell's Avatar
 
Join Date: Dec 2004
Location: The Netherlands
Posts Rated Helpful 0 Times
Weakness? weakness? I want people on yellow for their strengths, not their weakness, our combined strengths shall lead us to victory! We shall ride the holy golden llama's on FF_Flexibility one day, mark my words!!!

All I do is offery protection of all those highly skilled innocent people from the evil claws of the blues, in the yellow team they can say whatever they want!
o_zydell is offline   Reply With Quote


Old 06-29-2006, 01:01 PM   #160
o_dr.flexyjerkov
 
o_dr.flexyjerkov's Avatar
 
Join Date: Jul 2005
Posts Rated Helpful 0 Times
heh i never realised these teams meant so much to you both...
well ill stay yellow as i'm happy with it
o_dr.flexyjerkov 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 12:32 AM.


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