Vernazza
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Re: Vernazza
Posted by KornyBizkit on Sun Oct 3rd at 3:10am 2004

























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Re: Vernazza
Posted by Tracer Bullet on Sun Oct 3rd at 4:04am 2004


Looks nice but...

DO NOT POST YOUR PICS LIKE THAT!

That horizontal serries is going to get you some serious flak. try a vertical arangement. People will be much more friendly





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Re: Vernazza
Posted by Cassius on Sun Oct 3rd at 4:15am 2004


Ugh - somebody break up this post. I refuse to comment until this is done, and I hope everyone will join me in this.



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Re: Vernazza
Posted by KornyBizkit on Sun Oct 3rd at 4:56am 2004


horizontal? theyre listed vertically for me...ill try adding breaks in, sorry but it looks normal to me.

ok, sorry about that, firefox was aligning them vertically and i didnt think IE would screw it up, fixed.




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Re: Vernazza
Posted by Crono on Sun Oct 3rd at 5:01am 2004


It's because they're using Internet Explorer. (As in Mozilla is showing it breaked)

It might have something to do with the default wrap settings in IE, or IE doesn't apply wrap settings to tags. [addsig]




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Re: Vernazza
Posted by wacokid on Sun Oct 3rd at 7:44am 2004


? posted by Cassius
Ugh - somebody break up this post. I refuse to comment until this is done, and I hope everyone will join me in this.

>>????????????





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Re: Vernazza
Posted by Forceflow on Sun Oct 3rd at 8:31am 2004


I don't have any problems at all ...

the map looks very authentic, good job.
[addsig]




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Re: Vernazza
Posted by Orpheus on Sun Oct 3rd at 9:22am 2004


2 things,

1) what engine you making this for?

2) post some screens with r_speeds on, if its for HL1

the sight lines are way to long, lets hope its for HL2

very clean design though i must say

[addsig]




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Re: Vernazza
Posted by pepper on Sun Oct 3rd at 9:41am 2004


its for half-life rally.
its thunderstorm!!
ore korny has changed the name.

so does this mean your goign to release it soon, after months of waiting.





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Re: Vernazza
Posted by 7dk2h4md720ih on Sun Oct 3rd at 11:50am 2004


If I were you I'd take a couple of those house textures and adjust the colours so you have more variation. Very nice though.




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Re: Vernazza
Posted by ReNo on Sun Oct 3rd at 2:16pm 2004


I'm with A_S on this one - the layout and building designs are nicely done but the entire place looks drab due to lack of colour. The flat lighting is understandable due to the setting but combined with the lack of colour in the textures it makes the map look a bit flat and uninteresting. Perhaps a little more greenery in the gardens of the houses could help also, if you can afford to add in some.

Looks very good despite these shortcomings though, has great potential
[addsig]




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Re: Vernazza
Posted by 7dk2h4md720ih on Sun Oct 3rd at 2:25pm 2004


It's nice how everyone in the entire town share the same type of door. Some people couldn't afford footpaths though and have to walk through the grass to get out of their gardens.




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Re: Vernazza
Posted by G.Ballblue on Sun Oct 3rd at 6:48pm 2004


? posted by Orpheus

2 things,

1) what engine you making this for?

2) post some screens with r_speeds on, if its for HL1

the sight lines are way to long, lets hope its for HL2

very clean design though i must say

HL1 orph, Half-Life ralley. The mod uses micro technology, which means normal size objects are actually super small. For instance, Gordon's foot is about the size of a car in this game -- nothing is "actual size" as to what you're used to. More track, and more r_speeds to have

And damn! That track looks amazing, better than any of the official tracks! Please tell me there's a few interesting things, or "landmarks" to add some spiff to it

[addsig]




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Re: Vernazza
Posted by Spartan on Sun Oct 3rd at 6:51pm 2004


? posted by G.Ballblue
? posted by Orpheus

2 things,

1) what engine you making this for?

2) post some screens with r_speeds on, if its for HL1

the sight lines are way to long, lets hope its for HL2

very clean design though i must say

HL1 orph, Half-Life ralley. The mod uses micro technology, which means normal size objects are actually super small. For instance, Gordon's foot is about the size of a car in this game -- nothing is "actual size" as to what you're used to. More track, and more r_speeds to have

And damn! That track looks amazing, better than any of the official tracks! Please tell me there's a few interesting things, or "landmarks" to add some spiff to it

Then that would mean that those sidewalks are about 1 unit thick. Are you sure about this micro technology thing. It sounds like mapping would be hard and you would get high ass r-speeds.





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Re: Vernazza
Posted by G.Ballblue on Sun Oct 3rd at 7:14pm 2004


? posted by Spartan 34
? posted by G.Ballblue
? posted by Orpheus

2 things,

1) what engine you making this for?

2) post some screens with r_speeds on, if its for HL1

the sight lines are way to long, lets hope its for HL2

very clean design though i must say

HL1 orph, Half-Life ralley. The mod uses micro technology, which means normal size objects are actually super small. For instance, Gordon's foot is about the size of a car in this game -- nothing is "actual size" as to what you're used to. More track, and more r_speeds to have

And damn! That track looks amazing, better than any of the official tracks! Please tell me there's a few interesting things, or "landmarks" to add some spiff to it

Then that would mean that those sidewalks are about 1 unit thick. Are you sure about this micro technology thing. It sounds like mapping would be hard and you would get high ass r-speeds.

I'm positive. And the average sidewalk in hl-ralley is infact about 1-2 (mayber 3) units thick. Anything bigger and the car just bounces right off of it.

[addsig]




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Re: Vernazza
Posted by Orpheus on Sun Oct 3rd at 7:30pm 2004


lets assume blue is right for a moment, if this fella post some screens and the r's are about 500 or less we will know his theory holds water.. line sights that long in normal HL will be 1000+ at least.

/me wants ingame screens with r's turned on.

[addsig]




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Re: Vernazza
Posted by pepper on Sun Oct 3rd at 7:59pm 2004


a footwalk would be about 16-32 units thick!
and the mapping is easy, lots of vm

imagine the road is 128-256 units thick if korny hasnt scaled the textures down.




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Re: Vernazza
Posted by Campaignjunkie on Sun Oct 3rd at 8:02pm 2004


Looks nice enough, but it seems a bit empty. Consider shaving polys off various small details in order to focus on larger ones, like more landmarks. I see a few opportunity for optimization, like in balconies (just make the railing section 1 brush; HL2 maps do it this way in the City 17 areas and no one notices anyway). Speaking of landmarks - maybe like a lighthouse, bridge, waterfall or something? Right now it seems like an empty cookie-cutter ghost town, no offense.

Pretty solid work though. Barring any gameplay problems, I would say you have to just polish and polish to make it look more lively.

[addsig]




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Re: Vernazza
Posted by G.Ballblue on Sun Oct 3rd at 8:24pm 2004


? posted by Orpheus

lets assume blue is right for a moment, if this fella post some screens and the r's are about 500 or less we will know his theory holds water.. line sights that long in normal HL will be 1000+ at least.

/me wants ingame screens with r's turned on.

I am right.

[addsig]




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Re: Vernazza
Posted by KornyBizkit on Mon Oct 4th at 3:29am 2004


A_S is defintately right about the textures, I like to stay under 4mb of textures. although I might consider going up to 8mb so it has more variation and color.

As for the landmarks, this is only the city section of the map, it runs through various farms, over bridges, through tunnels, etc. Also to give it more life, I'll be populating it with plenty of spectators and advertisements.

I would post the r_speeds but they are a little higher now than they will be when the map is finished. This was compiled just to show aesthetics, and was done with fast vis and a large skybox. I would estimate final wpoly to be around 600, with 900 at the very most in 1 or 2 places.

And yes, the sidewalks are only 2 units high and 32 wide.





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