3012 posts
529 snarkmarks
Registered:
Feb 15th 2005
Looks good, I've always loved TFC.
I noticed a texture misalignment in the 3rd shot. The white part of the texture on the archway doesnt match with the white part on the wall.
I think you could use some light fixtures (they don't have to even be on) in the second shot along the wall/pillars to spice it up. There's definitely room for a litte more detail / texture variation to make the map look a little better, but TFC has always been about simplicity so it may not be necessary.
Re: [map] The Ruins
Posted by Orpheus on
Sun Mar 5th 2006 at 7:56pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
giggles
Yeah, your textures needed a bit of aligning there ol' chap.
This must be a very old map. Else you'd have sent it through the Snarkpit sorting process before "complete"
Never liked TFC myself much, but the architecture looks interesting enough.
Re: [map] The Ruins
Posted by MJ on
Mon Mar 6th 2006 at 6:12am
MJ
member
80 posts
38 snarkmarks
Registered:
Dec 25th 2004
I think your link on your site links to a different map (dm_resident).
Re: [map] The Ruins
Posted by reaper47 on
Mon Mar 6th 2006 at 11:58am
Posted
2006-03-06 11:58am
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
You're right MJ, thanks. Damn copy and paste. I tried to avoid typos.
fixed.
Re: [map] The Ruins
Posted by MJ on
Thu Mar 16th 2006 at 10:01am
Posted
2006-03-16 10:01am
MJ
member
80 posts
38 snarkmarks
Registered:
Dec 25th 2004
I ran thru the map. I think its a pretty cool idea with the flag tracker. What entities did you use to set that up? Layout wise I think its pretty decent. Since its indoors I think defender demos and engys will have a slight advantage but its hard to tell without actual players playing this. Have you playtested this with people?
Re: [map] The Ruins
Posted by reaper47 on
Thu Mar 16th 2006 at 6:24pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
I did some short runs with people, yes. The result were several changes, most of them to give the attackers a better chance. I wish I got this on a proper server for more extensive testing.
The flag tracker is made of lots of triggers with filters for the flag carrier. They switch on the area you're currently in and switch off all the others. I don't remember exactly how it's done but it's mainly trigger work.