Forum: General Discussion
05-06-2006, 11:00 AM
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Replies: 236
Views: 23,784
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Forum: Mapping
04-29-2006, 08:56 PM
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Replies: 22
Views: 2,924
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Forum: Maps
04-26-2006, 08:48 PM
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Replies: 57
Views: 12,176
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Forum: Maps
04-23-2006, 04:47 PM
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Replies: 1,152
Views: 164,292
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Forum: Maps
04-23-2006, 12:19 PM
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Replies: 1,152
Views: 164,292
What I ment about world brushes was.
Say you...
What I ment about world brushes was.
Say you took the badlands.BSP (from TFC) and converted it to a badlands.map. Then loaded it up in Hammer, and looked at the walls in the outdoor area of the...
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Forum: Mapping
04-22-2006, 09:28 AM
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Replies: 4
Views: 2,265
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Forum: Mapping
04-22-2006, 03:44 AM
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Replies: 32
Views: 14,378
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Forum: Mapping
04-21-2006, 06:11 PM
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Replies: 32
Views: 14,378
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Forum: Mapping
04-21-2006, 09:23 AM
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Replies: 32
Views: 14,378
Shots of the Main Hall
Spit shots (in...
Shots of the Main Hall
Spit shots (in order):
http://img106.imageshack.us/my.php?image=spit0011xt.jpg
http://img95.imageshack.us/my.php?image=spit0029py.jpg...
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Forum: Mapping
04-20-2006, 12:23 AM
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Replies: 44
Views: 9,387
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Forum: Maps
04-19-2006, 09:40 AM
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Replies: 1,152
Views: 164,292
Interesting... that would mean that the best...
Interesting... that would mean that the best performance would come from a map made totaly of displacements, put on top of world brushes(for vis action only)
doesnt seem to be how hl2/and-mods did...
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Forum: Maps
04-19-2006, 12:39 AM
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Replies: 1,152
Views: 164,292
Cheaper then world brushes for the same effect...
Cheaper then world brushes for the same effect correct?
AKA, a flat wall, would still be better rendered by a flag world brush... thens a lvl 2 detail dispalcement of the same size?
I scrolled...
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Forum: Maps
04-19-2006, 12:23 AM
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Replies: 1,152
Views: 164,292
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Forum: Maps
04-18-2006, 05:27 AM
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Replies: 1,152
Views: 164,292
to me, it looks totally out of place and just...
to me, it looks totally out of place and just wrong. To my eye, you are over using the displacement... and making it look like the whole map is made out of mud... and that you are going to slip and...
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Forum: Mapping
04-18-2006, 01:09 AM
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Replies: 17
Views: 2,575
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Forum: Mapping
04-17-2006, 10:53 PM
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Replies: 32
Views: 14,378
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Forum: Mapping
04-17-2006, 01:56 PM
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Replies: 32
Views: 14,378
This is more of an "E3" type post, then a...
This is more of an "E3" type post, then a detailed log on everything about the map. So I can get the general feel of what people think (such as, whats with the brick areas!) and get your mouths a...
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Forum: Mapping
04-17-2006, 11:21 AM
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Replies: 32
Views: 14,378
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Forum: Mapping
04-17-2006, 08:09 AM
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Replies: 32
Views: 14,378
Let me clear some stuff up.
The current...
Let me clear some stuff up.
The current thought of "flag room" is not the flag room at all, it is simply a double layer room just inside the entrance of the fort.
In order to keep the look of...
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Forum: Mapping
04-17-2006, 04:22 AM
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Replies: 11
Views: 2,609
Thats trash, Learn2map
Kidding!
Thats...
Thats trash, Learn2map
Kidding!
Thats awesome progress for 2 weeks, heck.. thats good progress for a month.
Read all the tuts on this site, they should help ya out a bit.
I also noticed...
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Forum: Mapping
04-17-2006, 04:03 AM
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Replies: 32
Views: 14,378
*WIP* FF_Spit
[4/18/2006]
I made a retardly large step towards finishing the map today. I got 95% of the layout (all but the 2 respawn rooms) put out in flooring.
I also shaped up the sniper nest, roof, pit...
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Forum: Mapping
04-16-2006, 06:33 PM
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Replies: 312
Views: 49,032
FF_Spit
Hello,
I am working on a remake of the Quake1 TF map "Spit" by Phon.
I am currently ... 20% done and will have some screens up next week of the halls to the flag room, sniper deck and the front...
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