#5128 posted by Trinca on 2008/09/23 21:54:20
metlslime yes thks
nonentity i care... stfu
So Care Quietly And Stop Shitting In Every Thread
#5129 posted by Lunaran on 2008/09/23 23:08:15
#5130 posted by [Kona] on 2008/09/24 04:00:53
Shitting is a natural human function we must do, some more than others
Creutzenberg
#5131 posted by gb on 2008/09/24 21:39:20
That looks pretty good. Lol @ the German name. It's tempting to do that.
Care Quietly
#5132 posted by pjw on 2008/09/28 05:09:24
That would be good on a shirt, or a bumper sticker. (Seriously.)
@T.C., that looks really nice, but...wow, it's certainly green, isn't it?
Green sky + green light from the sky (I think?) + green weapon markers + green flags + green liquid (I think?), etc.
Maybe at least make the liquid and sky differ, or if it's just the sky light, maybe desaturate it a notch? Or something?
Dunno, maybe it's just me.
TF2 Map
#5133 posted by Zwiffle on 2008/09/28 20:15:22
#5134 posted by Trinka on 2008/09/28 20:36:30
looks fucking sexy petty it�s a map for total shit game tf2 :p
Hmm
#5135 posted by nonentity on 2008/09/28 23:00:09
No.
Also;
Looks nice, especially shots 2 and 5. Don't play TF2, so don't know how the detail level compares to stock/other custom maps, but some of the walls/buildings look a bit sparse (shot 3 is a good example of this). Possibly more prop use would help. I'm aware that there is a limit to how many aircon fans you can place, but windows/inaccessible fire escapes/crates nailed to the side of a building mebe. Other than that, the general look of the level is nice, good intersection of buildings to create a varied hull/play space.
#5136 posted by - on 2008/09/29 05:45:30
Map is far too open, the layout favors scouts and snipers, but doesn't make it fun for them either.
Snipers are powerful only becuase the fog and openness makes any attack angle viable and gives them cover. So either they'll get couter sniped, or it's just shooting fish in a barrel.
Scouts are powerful because all the open area makes it difficult to hit them. But they aren't even going to have fun, as there aren't enough areas of height to jump along or otherwise get advantage.
Most of the other classes are screwed without the choke points, high ground, and tight areas to either fight through or defend.
In my opinion, what needs to be done is to tone down the fog and darkblue light. It is far too hard to see enemies at a distance and tell what team they are. The blue light also gives too much advantage to the BLU team. I'd use a brighter light blue color to still give the 'night time' feel without being overbearing. Fog needs to be thinned quite a bit overall.
http://img409.imageshack.us/my.php?image=mudfarmsuggest1mg2.jpg
http://img510.imageshack.us/my.php?image=mudfarmsuggest2uq4.jpg
http://img401.imageshack.us/my.php?image=mudfarmsuggest3tf6.jpg
http://img401.imageshack.us/my.php?image=mudfarmsuggest4ke0.jpg
Zwiffle
#5137 posted by wrath on 2008/09/29 13:16:33
I agree with Scampie on pretty much everything he said. Trinka needs to be quiet while the grownups are talking. And it's good to see people branching out to other games.
#5138 posted by Real Trinca on 2008/09/29 13:56:34
People should use there own nicks and not other�s people nicks...
i dont give a shit about nothing...
wrath i didn�t wrote that...
so peace!
for who is trying to use my nick, get a life...
#5139 posted by Zwiffle on 2008/09/29 18:22:48
Yeah I agree with Scampbell on a bunch of things too. It's very useful feedback.
Scampbell: What exactly do you mean in the first screen shot about moving the spawn up to the doors?
Thanks for the feedback so far everyone.
Zwiffle
#5140 posted by - on 2008/09/29 22:52:44
I mean cut the room circled, and put the spawn there. The existing doorways from the room cut into the rest of the map and now the exits from the spawn.
#5141 posted by Zwiffle on 2008/09/30 00:25:35
I actually like the circled room, so I might just cut out the regular spawn room and move all the teamspawn there instead.
Re #4954
#5142 posted by Spirit on 2008/10/03 14:17:54
Megaman just linked to that thing i had in mind: http://de-war.de/eurekacarpark.html
So...
#5143 posted by JneeraZ on 2008/10/03 16:51:42
Anybody working on anything cool? Screen shots, plz!
A TF2 Map
#5144 posted by Zwiffle on 2008/10/03 17:03:33
I'm working on it.
Spd
#5145 posted by Zwiffle on 2008/10/03 17:34:14
BTW, finished your map. Not sure what it's about. I'm in #tf today if you want to stop by.
Screenshots?
#5146 posted by madfox on 2008/10/03 19:27:00
I reached three days full vising.
73.80% Elapsed 23h30m, Left 24h16m Total47h46m, 49%.
Nothing happened last two days.
http://members.home.nl/gimli/arcus05.jpg
http://members.home.nl/gimli/arcus06.jpg
http://members.home.nl/gimli/arcus10.jpg
http://members.home.nl/gimli/arcus16.jpg
The map plays well, and I'm just below the max clip and vertices.
Only on fast vis, or I'll wait for years.
Oi
#5147 posted by Lunaran on 2008/10/03 22:13:55
http://members.home.nl/gimli/arcus16.jpg
I think I see the source of your trouble. Tell me those railings are a func_wall?
No
#5148 posted by madfox on 2008/10/04 00:42:37
Railings and lamposts are mdl files I added with wazat voident code.
#5149 posted by JneeraZ on 2008/10/04 01:11:25
Then what's taking days upon days of VIS time? Is your computer older maybe? Nothing else in those shots looks particularly VIS unfriendly...
Well
#5150 posted by madfox on 2008/10/04 01:20:25
The map is rather big (8Mb) and fast vis takes no time.
R_speeds are extremely high.
I used no func walls, and hardly vis blokkers.
Good To See Some Screenies!
#5151 posted by [Kona] on 2008/10/04 02:03:05
hey madfox nice theme and you've got some nice construction here but the texturing could use a lot of work. if you can't get those big bricks ending in the right place, then i'd use much smaller bricks so you don't notice when they get cut in half. in acrus10.jpg for instance, almost every brick gets cut in half at the edge, which ends up looking sloppy. also things like underneath archways and ceilings don't need to be the same brick texture. the railings i think wood look better in wood too.
Sure
#5152 posted by madfox on 2008/10/04 05:10:24
I crawled out of this map construction with my first suceedment of texture alignment. And as it was the first mistake I never saw in mapping
I experience it as a small improvement.
My first goal was to make the map excist without homs or max warnings.
Reason why I had to take advantage of the mdl files.
And as the texture count grows on 72 it still could have some more archivement.
I'm now on a P4 3Ghz and I never had a longer vising count than 8 houres. After boxing the map the vistime just raised dramatical.
And I can't delete that because the map immedeately starts leaking.
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