Re: Ramparts
Posted by Orpheus on
Mon May 9th 2005 at 10:01pm
Posted
2005-05-09 10:01pm
Orpheus
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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
3012 posts
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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
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874 posts
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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
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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
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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
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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
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874 posts
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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
Posted
2005-10-10 11:58am
Jinx
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874 posts
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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 Jinx on
Mon Oct 10th 2005 at 12:29pm
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.