06-01-2006, 12:08 PM | #21 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Seconded.
But I'm holding out for the dustbowl sand and rock. |
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06-01-2006, 02:32 PM | #22 |
Join Date: Mar 2006
Location: Austin, TX
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looks like enclave
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06-01-2006, 04:49 PM | #23 |
Join Date: Feb 2005
Location: Belgium
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donny, maybe you can have some sort of transport trough your map like vehicles or a little train? i found a way to get realistic train wagons moving on a rail, but it depends on the netcode from ff how it will behave in multiplayer, if i try it in css, it's shocky like hell when you stand on it, but i don't seem to have problems with that in hl2dm.
anyway short wagons, 4 wheeled, no bogies, are cheaper than long wagons, 8 wheeled, 2 bogies is a little heavier for the physics. |
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06-01-2006, 06:08 PM | #24 |
Join Date: Feb 2005
Location: Finland
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Few years back I'd have liked to make map with train going trough the map but I dont like to import one in this map. It would ruin it
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06-01-2006, 06:23 PM | #25 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
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06-01-2006, 08:47 PM | #26 | |
Join Date: Feb 2005
Location: Finland
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Have you even played warpath? This map is like that, you dont have to walk from red HQ to blue HQ if you have points 2, 3 or 4 capped (when 5 you win and everything starts all over) |
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06-02-2006, 06:07 AM | #27 |
Join Date: Feb 2005
Location: Belgium
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like i said, i don't know how your map is, but if you look at that overview, the map looks bigger than warpath :s
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06-02-2006, 11:01 AM | #28 | |
Join Date: Feb 2005
Location: Finland
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Quote:
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06-03-2006, 04:21 PM | #29 |
Join Date: May 2006
Location: Idaho
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I like the way this map looks. Just be careful on how you make cap 3 work out; it's what will make or break the map. You don't want a half-skilled soldier and/or fattie in there to be able to stop 'everything' that goes through there. Maybe leave some room for some nice conc jumps in there?
Another neat possibility for this map would be to be able to bypass the interior of the factory and walk straight from cap4 to cap2. |
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06-03-2006, 09:51 PM | #30 | |
Join Date: Feb 2005
Location: Finland
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Quote:
EDIT: Drunken monkey typo edit. Last edited by o_donny; 06-04-2006 at 05:54 AM. |
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06-04-2006, 07:47 AM | #31 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I really think that several organised players should be able to maintain controll of point 3. With point 3 so exposed in warpath it made controll fluctuate back and forth too quickly, which made the map a bit frustrating. If cap 3 can actually be held down by a team (although, haha, of course hopefully not just by 1 or 2 well placed hws/sgs) I think it'd make gameplay move a lot more smoothly...
... so, er, make it so you can hold cap3 if you get some people together. I also think it'd be cool to have a shortcut from 2 to 4. It'd make it so people can attack 3 from both sides |
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06-04-2006, 12:10 PM | #32 |
Join Date: Feb 2005
Location: Finland
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Like with alternative ways to get in? (3rd cap had 3 ways on warpath)
Edit: Oh right this was what you meant I'll think of something. |
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06-04-2006, 01:50 PM | #33 |
Join Date: Feb 2005
Location: Finland
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UPDATE #1 04.06.2006 (dd.mm.yyyy)
Note: Textures aint final. Brushes you will see arent completely final! This computer cant run with every whistle on, so the map doesnt look so good on that side This is the red spawn. I'll wait for the FF offical and proper team textures so dont ask or menton it. And I know about the light bug there, and Im fixing it Oh and I dont like the skybox either. EDIT: And Donny was mightier than the light bug! http://img224.imageshack.us/img224/3...ren00027uo.jpg Last edited by o_donny; 06-04-2006 at 02:22 PM. |
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06-04-2006, 02:36 PM | #34 |
Join Date: Jan 2005
Location: Montreal
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ish..
We can't really see much in the screenshots... but it doesn't look good sorry :\ Now for the constructive part: You should build displacements all in 1 peice as much as you can, and use the same dimensions of brushes so that when you turn your your brushes into displacements, the little rectagular shapes meet togheter. Also, it looks like your displacements are way too high for nothing. It blocks the sun too much or something. |
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06-04-2006, 04:37 PM | #35 |
Join Date: Feb 2005
Location: kidderminster, uk
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even if they're just wip shots, for the love of god, aa.
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06-04-2006, 04:52 PM | #36 | |
Join Date: Feb 2005
Location: Finland
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And I wanted to give this map that feeling that the rocks are blocking the sun. Stealth type classes could have bit more cover in the shadows and it wouldnt look like happy happy sunny land. This is the feel I want to create and I will create. And Btw, if the walls wouldnt be up high you could see the other area from there and outside, conc users would be pretty much screwd. |
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06-05-2006, 01:09 PM | #37 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I can't quite tell from your screenshot, but make sure that the tops of your cliffs aren't all the same height. Make them lumpy or jagged or whatever.
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06-05-2006, 03:58 PM | #38 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
Last edited by o_stino; 06-05-2006 at 04:05 PM. |
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06-05-2006, 05:03 PM | #39 | |
Join Date: Feb 2005
Location: Finland
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Well I dont have that bug (yet ) so I dont know how to 'fix' it. :P Anyways I have terrible soummer job now and Im pretty fucking tired when I come home so I may not be working on this map in this or next week. |
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06-05-2006, 05:06 PM | #40 |
Join Date: Mar 2005
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Donny you have started on a new map? What happened with ff rust you were working on..
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