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
Gameplay remains unchanged. I've also made a number of tweaks more recently as suggested in the comments
FLF 2.0 taking too long to be released so i've made the map available.
Map screenshots:
Screenshots for: flf_siberiankiss (rebuild)


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
Map screenshots:
Screenshots for: flf_siberiankiss (rebuild)


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
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
Posted 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
Posted 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.
Posted 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.
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 :/
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 :/
Posted 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
Posted 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.

