Ramparts

Ramparts

Re: Ramparts Posted by Orpheus on Mon May 9th 2005 at 10:01pm
Orpheus
13860 posts
Posted 2005-05-09 10:01pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
Re: Ramparts Posted by Addicted to Morphine on Tue May 10th 2005 at 3:47am
Posted 2005-05-10 3:47am
3012 posts 529 snarkmarks Registered: Feb 15th 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 2005 at 6:49pm
Jinx
874 posts
Posted 2005-05-10 6:49pm
Jinx
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874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
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 2005 at 2:01am
Imbrifer
32 posts
Posted 2005-06-07 2:01am
Imbrifer
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32 posts 363 snarkmarks Registered: Dec 11th 2004
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 losomega on Sun Jul 24th 2005 at 6:07am
losomega
12 posts
Posted 2005-07-24 6:07am
losomega
member
12 posts 41 snarkmarks Registered: Mar 19th 2005
I'm digging this map:) Keep it up.
Re: Ramparts Posted by ChemicalBurn on Tue Sep 20th 2005 at 2:25am
ChemicalBurn
8 posts
Posted 2005-09-20 2:25am
8 posts 61 snarkmarks Registered: Dec 8th 2004 Occupation: Candy Cook Location: Canada
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.
Re: Ramparts Posted by Jinx on Tue Sep 20th 2005 at 2:30am
Jinx
874 posts
Posted 2005-09-20 2:30am
Jinx
member
874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
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.
Re: Ramparts Posted by Jinx on Mon Oct 10th 2005 at 11:58am
Jinx
874 posts
Posted 2005-10-10 11:58am
Jinx
member
874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
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.
Re: Ramparts Posted by ReNo on Mon Oct 10th 2005 at 12:19pm
ReNo
5457 posts
Posted 2005-10-10 12:19pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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 :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Ramparts Posted by Captain P on Mon Oct 10th 2005 at 12:25pm
Captain P
1370 posts
Posted 2005-10-10 12:25pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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. :smile:
Create-ivity - a game development blog
Re: Ramparts Posted by Jinx on Mon Oct 10th 2005 at 12:29pm
Jinx
874 posts
Posted 2005-10-10 12:29pm
Jinx
member
874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
thanks, Reno, it's good to be back :smile:

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 :wink:

[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 2005 at 2:33pm
BlisTer
801 posts
Posted 2005-10-10 2:33pm
BlisTer
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801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
ReNo said:
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.
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