Factions
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Re: Factions
Posted by G.Ballblue on Thu Jun 29th at 12:13am 2006


As you may have read in the map's profile, this is an experimental map to see if I can bring TFC styled gameplay to Sven-Coop. If it fails, the map will most likely be ported over to actual TFC.

Comment on anything you see; bare in mind that I just opt'd so many screenshots, that I don't quite remember what is what ;D Also, I have java off, and I can't directly see what screenshot is what. There is also a slim chance that I might link you to a dud. And on a final note; HLRSE.net is currently having a little bit of trouble. If the screenshots clunk out, it might be that the site went down.

Some Older Screenshots

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Most Recent Screenshots and Build

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These next shots show a problem I'm having with the 4 func_tanks in the map. It deals with that laser-sight-dot thingy -- it doesn't work! Instead, this happens:

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I know this isn't the editing forum, but after opting all of those screens.. I'd like to keep it all in one thread image
I'm also assuming I linked you to the right images image


So uh, comment on any of the 400 screenshots you see there image My current issue is the w_polys, which are launching in 1400 in some areas!

Comments of all the various types are more than welcome; as usual <img src=" SRC="images/smiles/icon_wink.gif">



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: Factions
Posted by ReNo on Sat Jul 1st at 10:24am 2006


Uhhhh, next time don't post so many screenshots please! You might have kept them to small file sizes but that many is just ridiculous and totally undermines the point of keeping them small <img src=" SRC="images/smiles/icon_biggrin.gif"> Given that the map is 4 versions of the same area with different colour schemes we simply didn't need to see more than one of them.

Map looks not bad. Some nice basic room shapes and a good classic HL feel to it. Some feel a bit too empty though - I'd be tempted to put something in some of those larger rooms. My biggest complain is those cliffs. They are higher than the walls to the sides of them yet when they reach these walls they just stop - it looks bad and awkward. Make them extend along behind the walls, or smooth them down to meet the walls, or curl them back so they continue back behind the bases a bit. I'd encourage you to go with some triangle based cliffs but if you don't then at least do something with them.

Good luck with it <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Factions
Posted by Orpheus on Sat Jul 1st at 11:28am 2006


Gosh darn dangit. Two of the images failed to load. <img src=" SRC="images/smiles/heee.gif">

I actually liked a couple of them. I got a nostalgia lump in my throat looking at them.

I just wish I knew enough about the goals to comment intelligently.

Good luck.





The best things in life, aren't things.



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Re: Factions
Posted by G.Ballblue on Sat Jul 1st at 7:43pm 2006


I actually posted that many shots due to the different colored lighting image I was looking to see if anyone felt that the lighting was too extreme/dull for a particular base, but note taken about the quantity of images image

I believe I can tailor the cliffs up a bit by dropping the height of the ones that "jut out". Luckily, the cliffs are func_illusionaries, so I don't need to worry too much about sewing the architecture up properly. I should be able to futz around with them a bit and get some fairly better results.

Orph: By goals, how do you mean? I'll gladly fill you in (and keep it rather consice) if need be image



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: Factions
Posted by G.Ballblue on Fri Jul 7th at 6:37am 2006


Okay. I promise this chapter won't have fifty billion screens, unlike last time image This is really just a simple update letting everyone know that the scripted_sequences are in apparent working order, but I still have about another 50% of them to add!

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Older Screens
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Most Recent Build

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Sorry for not having any Raded screens, but I've been busy beating my brains out with the scripted sequences... and fixing the Name/Target/changetarget problems with them image

I have also added some cover to the playing field, (oddly, the best architecture is off camera!) and I have slightly tweaked the cliffs a bit. image



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: Factions
Posted by Addicted to Morphine on Fri Jul 7th at 9:37am 2006


I think the cliffs look strange, being too squarish. Why not extend them all the way around, instead of just near the red/blue/green/yellow entrances? The concrete corners look strange without cliffs over them. Also, the top of the rocks seem too flat, don't you think?






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