Industrial Pictures
#1133 posted by DaZ on 2004/06/08 19:26:26
taken from an abandoned cement works near were I live...
http://www.planetquake.com/dazdranz/cementworks.shtml
Inspiration for mappers mainly... Very STALKER in style.
Err
#1134 posted by R.P.G. on 2004/06/08 19:32:44
Shouldn't that go in the Inspiration and Reference thread?
Good Point
#1135 posted by DaZ on 2004/06/08 22:03:00
just had to find the damn thread... Need a search function :D
Voodoo...
#1136 posted by distrans on 2004/06/09 00:34:55
...your humility is an inspiration. Keep up the good work.
Beta 7!
Another beta is out! This is quite a bit improved IMHO, it can be found at http://chop.ond.se/chop3tourney1/ as usual.
Thank you for your comments as well distrans.
Erm
#1138 posted by starbuck on 2004/06/09 18:17:36
Inspiration for mappers mainly... Very STALKER in style.
i also have many pictures which are Stalker in style. Probably not the same kind of stalker though.
But she was so pretty.
Rofl...
... to the mao :D
#1140 posted by Vodka on 2004/06/10 08:16:46
Starbuck, post in the 'inspiration' thread
Goodbye?
Guess my goodbye was aimed more at tf, as func msgboard has helped me alot during the making of this map, and it wouldn't be the same without this thread.
It can be found at http://chop.ond.se/chop3tourney1/ once again. Added a new route and I ALPHABLENDED the terrain outside. (New small screenshots as requested)
That's The Way Voodoo
#1142 posted by VoreLord on 2004/06/16 02:56:31
Hang in there, Func_'s a good place to be 99% of the time. Generally a cool bunch of people, and IMO, some of the best mappers around, for any Game. Looking forward to the final version of your map. Looks good
Update Again
This thread has slacked off a bit I've noticed? Once again an update, with some touch ups and fixes, and another new route.
http://chop.ond.se/chop3tourney1/ as usual.
Nice
#1144 posted by VoreLord on 2004/06/19 22:20:10
You do know about the missing sound file for the lift, and the missing textures? like those 2 pipes in the 3rd screenshot, and on the larger of the 2 pipes near the yellow armour, that run around in the wall cavity.
#1145 posted by Zwiffle on 2004/06/19 22:24:48
Looking a lot better voodoo, the lighting has improved A LOT imo. The 1st and 5th pics blew my mind away, the details are also starting too look a lot better. keep up the good work
!
#1146 posted by necros on 2004/06/19 23:23:45
hey cool! i thought you were leaving? i'm glad your not though. your map is starting to look pretty good. the lightning is much much better now and i like the funky light design on the wall.
Thanks
Thank you for your comments, sorry about the missing texture, will be corrected!
Updated The Link Now
Fixed the missing textures(I think!) and the link now points to the fixed texture version, dl if you feel like it.
Looks Much Better
#1149 posted by starbuck on 2004/06/20 05:49:46
than it did at first. Shows that just working on it a bit more can change a map from being just 'ok' to actually being good, congrats.
Generally i still get a feeling the theme isn't fully coherent, not enough continuing underlying elements to hold it together as well as some maps. But... its not worth redoing stuff for, the next map will be better still anyway.
The one thing i would suggest is making sure you have some variation in height in areas which are open to the sky... it looks like its all the same height in some places... you could raise the wall over the doorway for example, or add a few towers behind the edge. Good work though, carry on!
Yes,
#1150 posted by VoreLord on 2004/06/20 07:23:25
The lift sounds and the pipe textures are there now, just some missing textures, sought of outside the map, behind the lift area.
Missing Textures?
Thanks starbuck, will try to add some variation in height!
I am not sure which area you are are describing, would be very happy if you felt you could take the time to take a screenshot of which areas are missing textures?
Missing Textures
#1152 posted by VoreLord on 2004/06/21 02:56:00
If you stand facing the lift, with the yellow armour behind and to your left, you have 3 openings/windows, to the outside on your right, if you look out the opening/window, closest to the lift, you should see what I am talking about. I will send you a screenshot, but I can't do it now, but will in about an hour from the time of this post.
The only other problem for me is there seems to be a lot of dead ends, hindering the flow. One in particular can be problematic, at least with bots. If you are down in the section below the lift, where the mega health is, and a bot decides to hang about at the top of the lift (which they tend to), the lift will remain up, and you are stuck down below with no way out.
Screenshot
#1153 posted by VoreLord on 2004/06/21 04:12:08
Voodoo, I sent off the screenshot to the email address you used to register with. I dropped the quality of the jpeg down alot to make the file size smaller.
there seems to be a lot of dead ends Sorry about that, there are only 2, but being a small map it felt like a lot :). But after playing some more, it's not to bad. Except for the little prob with bots mentioned before
Vodoo...
#1154 posted by JPL on 2004/06/21 04:16:31
Rather good screenshots... Cool lightning effects and archtecture..
Keep it up !!
Thanks For All.
Thank you for the screenshots and everything, if you play the map in cpma you can pull a doublejump off of the little box-thing on the opposing side from the elevator. Don't know how to fix the bot being bad with the elevator, but will botclip some and make sure they act better with the YA and stuff as soon as I get it back from pjw.
Thank you for your compliments jp, is your name taken from SiN's main character? I think his name was JP Lambert? Or maybe it was JC Denton? :D Can't remember :/
Voodoo...
#1156 posted by JPL on 2004/06/21 10:51:26
No, this is my real name: Jean-Philippe LAMBERT... I don't use pseudo... and I didn't play SiN game.. sorry ;-)
Bye
Ah
Ah, parleur francais? Je francais se mal :D
Guess the sin dudes name was JC Denton then :D
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