The frontline force team are moving the mod over to source, a few mappers are re-making some classic maps before we do the new ones.
I have re-made flf_lombardi so far.
Thats for all your comments guys, and I agree with nearly all of them especially the lighting & direction. Not a lot slips past you lot :smile:
I didn't want to scale the map up as bigger maps just dont play well on flf. I set out really to give the map a lick of paint and have mostly achieved this.
I will work on the points you have mentioned and update the shots.
p.s screenshots have been optimised.
Posted by Adam Hawkins on
Sun Feb 27th 2005 at 5:27pm
I like it so far :smile: Perhaps still a bit too much 'legacy' HL1 brushwork that could be spruced up - get rid of some more of the right-angles, and vary the height of the buildings more.
Nice to see FLF is still chugging along...you're almost making me feel guilty for not sticking around! :wink: I'll get myself back on IRC soon so we can have a chat.
I agree with the consensus that there is room for more structural
detail, but from a convincing town point of view I think you've done a
great job. The buildings for the most part look unique and varied, and
the 3D skybox is one of the nicest I've seen so far. There are a few
niggles I'll point out...
Screen 1 - The ultra bumpy edge to the grass meeting the wall looks highly unrealistic.
Screen 2 - The curved pavement looks kinda awkward, and the trim
texture you have used on the side looks really dark in comparison to
the top material.
Screen 3 - The huge flat expanse of wall to the left of the archway looks really dull.
Screen 4/5 - I absolutely love the entire building line on the left of
screenshot 4, but if I'm brutally honest, the church at the back looks
kinda crappy. I think its down the textures used and the lack of light
variation on it rather than the structural design. The road just ending
when it hits that wall looks wrong to me as well, though I've no real
alternative to suggest.
Overall I think you're doing a good job with it, keep it up.
I 3rd/whatever that- check out the CS:S maps and see what sort of extra detail you can add and get away with.
Also, the lighting seems wrong- the sun is almost down, yet the lighting is that of midday (wrong shadows & general ambiance), and the street lights are on!
Looking quite good so far. Like some of the others have said, there is scope to add more visual detail. Things like columns down the side of the wall in pic 1, trims around the pavement in pic 2, wherever you use textures containing window recesses build the recess with brushwork too, and so on.
Yarr, Orph is right :smile: Think of them 56ker's :smile:
Nice shots, BTW - but as with what i've seen with DoD Source, I feel the maps could be scaled up and the world geometry edited a lot to reflect the capability of the Source engine.
Nothing wrong with a port, but a port with noticeable adaptations is MUCH better, IMO :smile:
Oh my God, the DoD:S screenshots are so dissapointing! I really hope there's some better crap then what they're showing so far.
Sorry, I don't have much to say about the map.
Posted by Guessmyname on
Sun Feb 27th 2005 at 9:32am
Sorry about the screenshot size , i will reduce them tomorrow.
I should have known , i read a forum thread about it when joined just before xmas.But with going elsewhere when snarkpit was down I got used to doing bad things
Yarr, Orph is right :smile: Think of them 56ker's :smile:
Nice shots, BTW - but as with what i've seen with DoD Source, I feel the maps could be scaled up and the world geometry edited a lot to reflect the capability of the Source engine.
Nothing wrong with a port, but a port with noticeable adaptations is MUCH better, IMO :smile:
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[*] Posting map screenshots? Please make them at most 800x600 in size, and as small a filesize as possible!
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