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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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Old 06-01-2006, 10:56 AM   #801
o_stino
 
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Quote:
Originally Posted by Formaldehyde
I really like how it looks at night. But not so dark, maybe at dawn or something.
forgot to mention something, those night screens where edited with photoshop to make it a little more visible :d
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Old 06-01-2006, 11:08 AM   #802
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Just a little question: does anyone has some suggetions for a new flagroom?

Quote:
Originally Posted by Formaldehyde
I really like how it looks at night. But not so dark, maybe at dawn or something.
forgot to mention something, those night screens where edited with photoshop to make it a little more visible :d

Quote:
Originally Posted by Own3r
From a purely gameplay flow prespective this map needs so serious work. The walls should definatly not stick out at the bottom, it narrows already narrow halls and it looks terrible.
Yeah, walls should not stick out at the bottom, the walls at the bottem are a little WIDER than in the original.
Maybe it looks a little weird, but donno if straight walls will look much better!

Quote:
Originally Posted by Own3r
The bridges:

The side rails dont allow you to jump over them ruining the gameplay
thats why i added that striped sidewalk, in 2 jumps you are over them

Quote:
Originally Posted by Own3r
The side rails clip with the player going onto the central bridge,
same with the other bridge, but becouse i haven't used clip brushes anywere for now.

Quote:
Originally Posted by Own3r
The team logos on the briges should be made higher, above the top of the ceiling, so concing players do not clip with it.
if they hit the logo's they will hit the ceiling of the tunnel when the logo's are gone.

Quote:
Originally Posted by Own3r
Every detail you have added needs to be clipped, the player should never get stuck on useless detail Use player clips!
This includes pipes on walls, everything.
most of the pipes that are small on the wall are not solid/should be clipped, but again, i havn't used a single clip brush for the moment.
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:
Originally Posted by Own3r
The cliffs on the interior stair case should not clip with the player!
You should be able to walk trough them? don't get what you mean here.

Quote:
Originally Posted by Own3r
The flagroom exit needs to be made larger is it too small and spamy at present.
Flagroom is bigger than original

Quote:
Originally Posted by Own3r
From an aesthetic point of view:

The hazzard texture really does suck, ditch it as soon as possible its massivly over used and looks cheap. Any other texture will do just not the hazzards.

The sparks should not be used as much you have used them too much


This is harsh, honest critisim, not an attack.
and this area of the map does still need a lot of work, more than you mentioned above

Last edited by o_stino; 06-01-2006 at 11:50 AM.
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Old 06-01-2006, 05:23 PM   #803
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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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Old 06-01-2006, 06:28 PM   #804
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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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Old 06-04-2006, 02:29 PM   #805
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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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Old 06-25-2006, 11:45 AM   #806
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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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Old 06-25-2006, 12:26 PM   #807
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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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Old 06-25-2006, 12:28 PM   #808
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That screenshot has a nice atmosphere I hope the rest of the map is like that.
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Old 06-25-2006, 12:33 PM   #809
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Hmmm. That effect is something I'd like to use in barren too.
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Old 06-25-2006, 12:45 PM   #810
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Quote:
Originally Posted by Mervaka
can you apply the dustclouds only to the valley below? just
wondering what it would look like
i can only make small volumes of dustclouds
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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Old 06-28-2006, 05:05 PM   #811
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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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Old 06-30-2006, 12:00 AM   #812
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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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Old 08-21-2006, 11:14 AM   #813
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How's this map coming along?
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Old 08-21-2006, 01:03 PM   #814
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Null and void.

Last edited by o_own3r; 10-09-2006 at 02:51 PM.
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Old 08-21-2006, 07:12 PM   #815
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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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Old 08-26-2006, 01:01 PM   #816
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Quote:
Originally Posted by ultramarinen02
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)
its still beta, i'm trying to find a way to get that lower route connected to the flagroom. and maybe you're right about that bridge , you're definatly right about the sparks , but i'm still seaching for the best flagroom.
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Old 10-09-2006, 03:12 PM   #817
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Quote:
Originally Posted by stino
its still beta, i'm trying to find a way to get that lower route connected to the flagroom... but i'm still seaching for the best flagroom.
An idea has come to mind:
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Old 10-09-2006, 05:28 PM   #818
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that confuses me.
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Old 10-09-2006, 05:32 PM   #819
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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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Old 10-09-2006, 06:46 PM   #820
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personally I think badlands should stay the same. It was very well designed.
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