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Game: Frontline Force (HL)
Added Sun Nov 28th 2004

Map Description

This map has a discussion topic which can be visited here

I totally rebuilt my older map of the same name that was for official release in version 2.0 of Frontline Force. It's still set in a Siberian warehouse-y environment, only there's more detail and much nicer textures this time round smiley Gameplay remains unchanged. I've also made a number of tweaks more recently as suggested in the comments smiley FLF 2.0 taking too long to be released so i've made the map available.


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[author]
Posted by Adam Hawkins on Sun Nov 28th 2004 at 3:40pm


This is a a discussion topic for the map "flf_siberiankiss (rebuild)" by Adam Hawkins which can be found here

Map description:

I totally rebuilt my older map of the same name that was for official release in version 2.0 of Frontline Force. It's still set in a Siberian warehouse-y environment, only there's more detail and much nicer textures this time round smiley Gameplay remains unchanged. I've also made a number of tweaks more recently as suggested in the comments smiley FLF 2.0 taking too long to be released so i've made the map available.

Map screenshots:

Screenshots for: flf_siberiankiss (rebuild)
[author]
Posted by Adam Hawkins on Thu Mar 25th 2004 at 9:03am

I agree they could be moved up a few units - i'll sort that in the next build (and the colour) as i'm pretty sure the FLF team will have a few issues that need taking care of too smiley
0 starsPosted by Orpheus on Thu Mar 25th 2004 at 1:45am

lift the light spots up a tad, and decrease the intensity, they will be just fine, altering the color to match the source couln't hurt either... otherwise.. nice screens.. gets my "2 thumbs up" award smiley
0 starsPosted by ReNo on Wed Mar 24th 2004 at 1:21am

Errr, they aren't sourceless, there are clearly light fixtures up there which would, logically, give off a decent amount of light below. I think the bright spots help break up the texture - without them the texture would be evenly lit throughout and look too repetitive. <br> <br>Oh and the map looks awesome inside, but outdoors could use some work. Much to much repeating brick out there, need some variety somehow.
0 starsPosted by Gorbachev on Tue Mar 23rd 2004 at 7:00pm

The spot entity lights really retract from that otherwise nice looking hall in the 3rd shot. Use texture lighting from the top and not sourceless entities.
[author]
Posted by Adam Hawkins on Tue Mar 23rd 2004 at 9:01am

It's not quite that light in-game. I had to ramp up my gamma a lot due to a bug I was experiencing in the latest beta of 1.9, and forgot to knock it back on down :/
0 starsPosted by esechre on Tue Mar 23rd 2004 at 6:03am

looks really nice adam. The first screen, i think the lighting looks a bit bright and flat. (Flat because i dont see much lighting variation but that doesnt matter too much) It looks like night but i can see everything perfectly, not even any dark shadows in corners. The 2nd and 3rd shots are really good, i like the texture use. The detail is really nice, all simple things but add to make a really interesting map. Great job smiley
0 starsPosted by Perin on Tue Mar 23rd 2004 at 1:48am

Nice looking map overall. The lighting is good and the detail is good. One thing I would consider doing is adding some more detail to the empty hall; whether it is pipes, crates, doors, wheels, garbage, more debris, etc. Other than that, great looking map.
0 starsPosted by wckd on Mon Mar 22nd 2004 at 11:30pm

ooooh, it's very nice.
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