Factions

Factions

Re: Factions Posted by G.Ballblue on Thu Jun 29th 2006 at 12:13am
G.Ballblue
1511 posts
Posted 2006-06-29 12:13am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
As you may have read in the map's profile, this is an experimental map to see if I can bring TFC styled gameplay to Sven-Coop. If it fails, the map will most likely be ported over to actual TFC.

Comment on anything you see; bare in mind that I just opt'd so many screenshots, that I don't quite remember what is what ;D Also, I have java off, and I can't directly see what screenshot is what. There is also a slim chance that I might link you to a dud. And on a final note; HLRSE.net is currently having a little bit of trouble. If the screenshots clunk out, it might be that the site went down.

Some Older Screenshots

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Most Recent Screenshots and Build

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These next shots show a problem I'm having with the 4 func_tanks in the map. It deals with that laser-sight-dot thingy -- it doesn't work! Instead, this happens:

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I know this isn't the editing forum, but after opting all of those screens.. I'd like to keep it all in one thread :heee:
I'm also assuming I linked you to the right images :heee:

So uh, comment on any of the 400 screenshots you see there :razz: My current issue is the w_polys, which are launching in 1400 in some areas!

Comments of all the various types are more than welcome; as usual :wink:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Factions Posted by ReNo on Sat Jul 1st 2006 at 10:24am
ReNo
5457 posts
Posted 2006-07-01 10:24am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Uhhhh, next time don't post so many screenshots please! You might have kept them to small file sizes but that many is just ridiculous and totally undermines the point of keeping them small :biggrin: Given that the map is 4 versions of the same area with different colour schemes we simply didn't need to see more than one of them.

Map looks not bad. Some nice basic room shapes and a good classic HL feel to it. Some feel a bit too empty though - I'd be tempted to put something in some of those larger rooms. My biggest complain is those cliffs. They are higher than the walls to the sides of them yet when they reach these walls they just stop - it looks bad and awkward. Make them extend along behind the walls, or smooth them down to meet the walls, or curl them back so they continue back behind the bases a bit. I'd encourage you to go with some triangle based cliffs but if you don't then at least do something with them.

Good luck with it :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Factions Posted by Orpheus on Sat Jul 1st 2006 at 11:28am
Orpheus
13860 posts
Posted 2006-07-01 11:28am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Gosh darn dangit. Two of the images failed to load. :heee:

I actually liked a couple of them. I got a nostalgia lump in my throat looking at them.

I just wish I knew enough about the goals to comment intelligently.

Good luck.

The best things in life, aren't things.
Re: Factions Posted by G.Ballblue on Sat Jul 1st 2006 at 7:43pm
G.Ballblue
1511 posts
Posted 2006-07-01 7:43pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I actually posted that many shots due to the different colored lighting :heee: I was looking to see if anyone felt that the lighting was too extreme/dull for a particular base, but note taken about the quantity of images :heee:

I believe I can tailor the cliffs up a bit by dropping the height of the ones that "jut out". Luckily, the cliffs are func_illusionaries, so I don't need to worry too much about sewing the architecture up properly. I should be able to futz around with them a bit and get some fairly better results.

Orph: By goals, how do you mean? I'll gladly fill you in (and keep it rather consice) if need be :smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Factions Posted by G.Ballblue on Fri Jul 7th 2006 at 6:37am
G.Ballblue
1511 posts
Posted 2006-07-07 6:37am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Okay. I promise this chapter won't have fifty billion screens, unlike last time :razz: This is really just a simple update letting everyone know that the scripted_sequences are in apparent working order, but I still have about another 50% of them to add!

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Older Screens
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Most Recent Build

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Sorry for not having any Raded screens, but I've been busy beating my brains out with the scripted sequences... and fixing the Name/Target/changetarget problems with them :heee:

I have also added some cover to the playing field, (oddly, the best architecture is off camera!) and I have slightly tweaked the cliffs a bit. :wink:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Factions Posted by Addicted to Morphine on Fri Jul 7th 2006 at 9:37am
Posted 2006-07-07 9:37am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I think the cliffs look strange, being too squarish. Why not extend them all the way around, instead of just near the red/blue/green/yellow entrances? The concrete corners look strange without cliffs over them. Also, the top of the rocks seem too flat, don't you think?