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Old 05-24-2007, 07:44 AM   #41
Drakir
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Nice touch with the rocks and planks! I agree that the first planks looked better.

For the middle part of the map, when i made the original. I just placed something there. It really didnt matter what it was as everyone was just concing over it anyway. For classes that couldnt conc i made the water as some sort of protection as its harder for snipers to see players under the watersurface.

So it was all designed from a match perspective really. Every area has its purpouse from a tactics point.
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Old 05-24-2007, 08:08 AM   #42
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Quote:
Originally Posted by Drakir
For classes that couldnt conc i made the water as some sort of protection as its harder for snipers to see players under the watersurface.
This doesn't work so well anymore.
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Old 05-24-2007, 05:06 PM   #43
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it doesnt really look like it , but for some reason the flag directory reminds me of a vending machine... nice work also
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Old 05-30-2007, 05:45 AM   #44
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Quick update:

No new screens, but some will be coming soon (once I am happy with the lower pit). I have been frustrated as of late while working on this map due to bump mapping of blended textures and light emitting textures, but I have finally figured everything out (for some reason Steam must be restarted to see the updated version of a blended texture in-game) and am ready to continue full-steam ahead with the map.

I have reverted the FR ramp and platform back to the 'disordered' look, and am now working to get rock and dirt textures that I am happy with. Also, I am experimenting with different lighting and team-color integration in the bottom pit. Any suggestions are always helpful.
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Old 06-02-2007, 10:25 AM   #45
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Updated first post; new screens, many new areas started

Quick link to one of the new previews:
Middle-Level looking towards the Cap
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Old 06-02-2007, 01:42 PM   #46
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Nice style you've got there, you could break with tradition with the roof though. Something like tall shaft extending into the sky or something, anything to avoid the bars across the hole in the ceiling.
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Old 06-02-2007, 05:09 PM   #47
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Looking good. The only thing I don't like is the ramp.
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Old 06-02-2007, 09:25 PM   #48
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looks cool, but the lighting seems to be a little bit patchy, doesnt quite sit right to me :\
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Old 06-02-2007, 10:59 PM   #49
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IT looks....like ....the map is running on the HL engine :L...
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Old 06-02-2007, 11:07 PM   #50
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nice, looks good.

The lighting is sort of funky, i just cant place what it is tho
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Old 06-03-2007, 12:01 AM   #51
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Quote:
Originally Posted by SirTiger
IT looks....like ....the map is running on the HL engine :L...
Try to be more constructive, eh?

Like Mr. Tiger said, add some curves. In the "quick link" pic maybe add come curved corners at the beginning of the corridor up top. Just little stuff like that.

Other wise, looks good.
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Old 06-03-2007, 12:02 AM   #52
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Quote:
Originally Posted by SirTiger
IT looks....like ....the map is running on the HL engine :L...
That seems a bit harsh. A little more detail into what you mean would be appreciated (why it looks that way to you, and what you think needs to be changed). I'll try adding some picture-in-picture screenshots of the original TFC pitfall so you can make an informed decision.

EDIT:

By the way, I am not too big a fan of the HL2 'if it can be curved, it must be curved' mentality.

TFC (HL1) Middle-level Looking towards Cap


FF (HL2) Middle-level Looking towards Cap


TFC Bottom-level/Pit | FF Bottom-level/Pit

Last edited by squeek.; 06-03-2007 at 12:46 AM.
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Old 06-03-2007, 05:41 AM   #53
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I think it looks fantastic. About the lighting, the patchiness mentioned above is probably from having so many different sources of light around the ceilings. Maybe reduce the number of these and increase the overall level of light? Or change it from the current strobes to a different type. Personally, I would try to do the constant neon glow (but stick with white light) thing around the edges that blister does in his map. As an aside, I know nothing about mapping and am just commenting from a non-technical standpoint.
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Old 06-03-2007, 06:49 AM   #54
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I love it! I think the lights are just the way it should giving the map awsome feel. Brushwork is also better than good.
Dont worry about SirTiger's comment, he has been smoking more than he can handle obviously.

One thing tho, I dislike the light models you used there on your last image inside the pillars. Always when I see that model I remember my zombie maps in some trashy apartment. Something that I dont expect seeing in 'futuristic' base. This might just be me though.
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Old 06-03-2007, 07:13 AM   #55
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Quote:
Originally Posted by Donny
One thing tho, I dislike the light models you used there on your last image inside the pillars. Always when I see that model I remember my zombie maps in some trashy apartment. Something that I dont expect seeing in 'futuristic' base. This might just be me though.
The light model in the flagroom will most likely be changing. I just need to think of some way to integrate a better-looking light fixture with the metal-grating.
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Old 06-03-2007, 10:07 AM   #56
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The pit looks very nice indeed I really like how the lighting casts on the rocks job well done. Some randomised wood work on that plank/ramp?
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Old 06-03-2007, 11:40 AM   #57
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Have you turned up the lightmap scales on the textures ? This will make the individual light sources look more defined and improve the shadows.

But yeah Im liking this map so far, ignore the negative crits cos it's looking well good.
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Old 06-03-2007, 12:07 PM   #58
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Quote:
Originally Posted by BumGravy
ignore the negative crits cos it's looking well good.
Criticism makes things better whether you like it or not.
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Old 06-03-2007, 01:18 PM   #59
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Useful criticism makes things better, not completely incorrect, needless criticisms. "MoORrE CurVEVS" and "Looks like HL1" are not useful, considering nodnarb thinks every map needs curves.
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Old 06-03-2007, 04:30 PM   #60
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Map looks super, let's see a screenshot of outside the base!
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