I've made some decent progress on this map, so I thought I would show a bit of what I had so far for feedback. It will be a standard ctf map with mirrored bases. It's my first Source map and my first TF map, so I wanted to make something pretty standard that I knew would play decent and that I knew I could reasonably finish. There is still a lot to do in terms of lighting, detail, and maybe some retexturing. I find myself underestimating what I can do in Source, at least in terms of polies; I'm used to being an r_speed nazi from HL1's engine lol.
No download yet, maybe in a few weeks when I have some work done on the flagroom as well.
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Re: Ramparts
Posted by Jinx on Mon Oct 10th at 11:58am 2005
Posted by Jinx on Mon Oct 10th at 11:58am 2005
Re: Ramparts
Posted by ReNo on Mon Oct 10th at 12:19pm 2005

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Posted by ReNo on Mon Oct 10th at 12:19pm 2005
As you rightly state, you've fallen into the trap a lot of people
coming over from HL1 do by ignoring more subtle detail. Your large
scale architecture is pretty cool (though I'm not sure what to make of
that curvy roof section in the outdoor shot - poor texture to use on it
IMO and needs a trim OR more gradual curve between it and the walls it
curves down too) but you need to get in finer details. Looking like a
cool start though - and its good to see you back mapping again mate
" SRC="images/smiles/icon_smile.gif">
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Re: Ramparts
Posted by Captain P on Mon Oct 10th at 12:25pm 2005

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Posted by Captain P on Mon Oct 10th at 12:25pm 2005
I really like the outside style, but the inside has that typical
monotone thing to it. Undetailed and so generic. It also doesn't get
along with the outside, which looks like some sort of eastern palace or
such.
Get some decent textures for this one, and use more props for detail and then you've got a really good style going on.
" SRC="images/smiles/icon_smile.gif">
Get some decent textures for this one, and use more props for detail and then you've got a really good style going on.
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Re: Ramparts
Posted by Jinx on Mon Oct 10th at 12:29pm 2005
Posted by Jinx on Mon Oct 10th at 12:29pm 2005
thanks, Reno, it's good to be back
We'll see about the detail. I have a feeling I'm probably going to end up going back and rebuilding a lot of stuff with more polies once I get a rough draft of the map down. As far as small details... somehow a lot of that stuff doesn't 'fit' in a fortress map to me. At least, you really don't want stuff laying around that will get in the way of building sentries, gameflow, etc. And most fortress maps are pretty explicitly.. fortress maps lol. Still, there are other ways of adding detail and wasting polies, so I'll see what I can come up with
[edit] I knew there was a reason I posted here. On the FF forums people were orgasmic over it, here I get more constructive feedback.
We'll see about the detail. I have a feeling I'm probably going to end up going back and rebuilding a lot of stuff with more polies once I get a rough draft of the map down. As far as small details... somehow a lot of that stuff doesn't 'fit' in a fortress map to me. At least, you really don't want stuff laying around that will get in the way of building sentries, gameflow, etc. And most fortress maps are pretty explicitly.. fortress maps lol. Still, there are other ways of adding detail and wasting polies, so I'll see what I can come up with
[edit] I knew there was a reason I posted here. On the FF forums people were orgasmic over it, here I get more constructive feedback.
Re: Ramparts
Posted by BlisTer on Mon Oct 10th at 2:33pm 2005
Posted by BlisTer on Mon Oct 10th at 2:33pm 2005
? quoting ReNo
that curvy roof section in the outdoor shot - poor texture to use on it IMO and needs a trim OR more gradual curve between it and the walls it curves down too
i agree with this, that roof looks really wrong. most other textures are good, provided you make a consistent theme. i like the indoor shot (dont forget to fix those trim texture misalignments). also, i dunno about the usual FF dimensions, but some edge-walkways dont seem wide enough.
These words are my diaries screaming out loud
Re: Ramparts
Posted by Orpheus on Mon May 9th at 10:01pm 2005

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Posted by Orpheus on Mon May 9th at 10:01pm 2005
I liked the looks of this the first time I saw the screens. Can't wait for the beta/alpha to make an appearance. *hint,hint*
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Re: Ramparts
Posted by Addicted to Morphine on Tue May 10th at 3:47am 2005
Posted by Addicted to Morphine on Tue May 10th at 3:47am 2005
Saw this over at the fortress forever forums (I go by Buckshot Enema over there) and I'm glad you decided to bring this to the snarkpit. Like Orph said, I'd love to have a runaround once you've made enough progress.
Re: Ramparts
Posted by Jinx on Tue May 10th at 6:49pm 2005
Posted by Jinx on Tue May 10th at 6:49pm 2005
Thanks for the encouragement, guys. and hi buckshot lol. I used to be more of a regular here in my HL1 mapping days, I just have less time now :/ I just updated the first/last screenies, you might have to refresh your cache to see them.
Re: Ramparts
Posted by Imbrifer on Tue Jun 7th at 2:01am 2005
Posted by Imbrifer on Tue Jun 7th at 2:01am 2005
Solidarity, Jinx. Keep up the good work, this looks as if it will be quite the party once its in the play stages. I look forward to seeing how you do the lighting and how you texture things.
Re: Ramparts
Posted by ChemicalBurn on Tue Sep 20th at 2:25am 2005

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Posted by ChemicalBurn on Tue Sep 20th at 2:25am 2005
Looking very nice so far. Although you might want to start texturing a little as you go, and not wait entirely for FF's release. I was using dev textures when first porting monkey_l, and ended up starting over from scratch once I was using textures.
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Re: Ramparts
Posted by Jinx on Tue Sep 20th at 2:30am 2005
Posted by Jinx on Tue Sep 20th at 2:30am 2005
After a few months of other chaos in my life, I'm starting back up again on this map. First thing will be getting some basic fill-in textures, ChemicalBurn. It effects brush sizing and spacing, so.. yeah I'm thinking I really shouldn't put it off too long lol.
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