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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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06-01-2006, 10:56 AM | #801 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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06-01-2006, 11:08 AM | #802 | |||||||||
Join Date: Feb 2005
Location: Belgium
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Just a little question: does anyone has some suggetions for a new flagroom?
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Maybe it looks a little weird, but donno if straight walls will look much better! Quote:
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Biggest thing that is getting the player stuck is that generator outside for the floodlights. the whole hole where it's in will be sealed of with a player_clip Cables are not solid. and a lot of other detail is unreachable by the player, look at the generator room at the entrance, the rooms above and below the sideentrance, ... Quote:
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Last edited by o_stino; 06-01-2006 at 11:50 AM. |
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06-01-2006, 05:23 PM | #803 |
Join Date: Dec 2004
Location: Walsall,UK
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Well, the most basic way you could improve the flagroom whilst still retaining the same layout, would be to simply raise the base of the flagpit up so that it is on a level with the entrance around half way up.
Doing this may possibly make it too easy to get the flag moving though, due to the smallness of the actual flagroom and its relatively closeness from there to the front door. So if you were willing to alter the map a little more you could possibly add a well style grate to that flagroom doorway and create a timed button to open it somewhere else in the base. Obviously this allows the flag to still be thrown out , but would give a little more of a challenge. |
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06-01-2006, 06:28 PM | #804 |
Join Date: Feb 2005
Location: Belgium
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hmm, maybe the button can open a grate where you can escape with the flag by going down 2 levels, but this way it whould take much much longer to get out, but nobody will stand in his way becouse that route exits at the left door in the lower part of the canyon, where you see the small building with the green/blue light shining at the door, or only 1 level where you have to get out trough the little tunnel?
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06-04-2006, 02:29 PM | #805 |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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I heard you stino say that you've got same kind of light bug in this map as the warpath map has, check out the warpath thread. I have way to 'fix' it
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06-25-2006, 11:45 AM | #806 |
Join Date: Feb 2005
Location: Belgium
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here's a little screen of the effect i tried, i'm also busy with the flagroom, you can now drop in from above the left entrance (= connection between snipertowers and staircase)
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06-25-2006, 12:26 PM | #807 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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can you apply the dustclouds only to the valley below? just wondering what it would look like
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06-25-2006, 12:28 PM | #808 |
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
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That screenshot has a nice atmosphere I hope the rest of the map is like that.
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06-25-2006, 12:33 PM | #809 |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Hmmm. That effect is something I'd like to use in barren too.
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06-25-2006, 12:45 PM | #810 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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i tried smokevolume, but that is getting to thick at long distances, here you can only see smoke that is max 1024 units away, but if i make the brushes to large the smoke doesn't appear |
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06-28-2006, 05:05 PM | #811 |
Join Date: Mar 2006
Location: Maryland
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Hey stino, havn't been keeping up with this thread but I thought I would chime in and say: it's lookin' hella tight from the screens. Keep up the good work!
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06-30-2006, 12:00 AM | #812 |
Join Date: May 2006
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Just thought I'd post what EXACTLY I was talking about with regards to the cliffs.
Badlands should look similar to this picture I found -> http://www.fortress-forever.com/?a=media&id=ff_uno_1 |
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08-21-2006, 11:14 AM | #813 |
Join Date: Apr 2006
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How's this map coming along?
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08-21-2006, 01:03 PM | #814 |
Join Date: Jun 2005
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Null and void.
Last edited by o_own3r; 10-09-2006 at 02:51 PM. |
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08-21-2006, 07:12 PM | #815 |
Join Date: Aug 2006
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Some small things...
Hey Stino, map looks good so far. I'm sure there is lots to change and tweak and I just want to mention a few things I noticed while running around then map that may be of use to you or not. These are personal opinions and nobody has to agree, just saying thats all.
1. The lowest path on the outside leads to a room with no path into the actual base, it would be nice if it did have one. Otherwise I don't see a reason to be running around down there. (I've never played the original, so this point may be useless) 2. The ropes holding up the bridge in the center of the map should probably be much thicker than what it is now if it is to support that bridge. 3. The lighting fixtures around the base that are sparking seem a bit overdone. I would either reduce the number of fixtures that are sparking, or reduce the number of sparks from each fixture to a much much smaller number like < 1 per second or around there. Anyways, I'm aware your not done your map and lots will change. You may already know bout the things I pointed out or you may want it that way. Whatever the case your map is coming along very nicely and again, these are just my personal opinions. GL! (btw I dont' expect a reply to this, just hope it helps) Last edited by o_ultramarinen02; 08-21-2006 at 07:20 PM. |
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08-26-2006, 01:01 PM | #816 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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10-09-2006, 03:12 PM | #817 | |
Join Date: Jun 2005
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10-09-2006, 05:28 PM | #818 |
Join Date: Jul 2006
Location: Austin, Texas
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that confuses me.
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10-09-2006, 05:32 PM | #819 |
Join Date: Jun 2005
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Its basically identical to the old badlands, but the flag is on a lift which has a button. That lift goes down then you can go out the exit at the bottom.
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10-09-2006, 06:46 PM | #820 |
Join Date: Jul 2006
Location: Austin, Texas
Posts Rated Helpful 0 Times
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personally I think badlands should stay the same. It was very well designed.
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