Re: tfc map (no name yet)
Posted by fishy on
Mon Aug 23rd 2004 at 4:08pm
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what it say up there^^
:dorky:
Re: tfc map (no name yet)
Posted by Cassius on
Mon Aug 23rd 2004 at 5:29pm
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Tree models are good, textures are misaligned and probably should be sharpened. What's with the lighting?
Re: tfc map (no name yet)
Posted by ReNo on
Mon Aug 23rd 2004 at 6:29pm
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Oh yeah I meant to comment on that in my...er....comment. When the
lighting in game looks worse than in the editor, you know it needs work
:razz:
Re: tfc map (no name yet)
Posted by Campaignjunkie on
Mon Aug 23rd 2004 at 6:36pm
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I like some of the rocks, but the lighting is just... [expletive]. It
almost looks like it's full-bright. Might want to change that water
texture too.
Re: tfc map (no name yet)
Posted by fishy on
Mon Aug 23rd 2004 at 6:53pm
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aligning all the textures on some of the shapes that i've made here would be more than i could do, though it would add a lot to the map if it was possible.
what lighting? :razz:
i wanted to get the flag setup working first, so all but 1 of the previous compiles was without vis or rad. all there is for lighting atm, is a light_environment that's probably facing the wrong way for the sky, and a couple of wall torches in the tunnels that seem to be borked. the hills in that pic were a bit too dark too. the download has a different sky, with hills that blend in a bit better.
Re: tfc map (no name yet)
Posted by Knare on
Mon Aug 23rd 2004 at 7:08pm
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nature is something u dont usually get in TFC
Re: tfc map (no name yet)
Posted by Gorbachev on
Mon Aug 23rd 2004 at 8:44pm
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It looks really cool and really butt ugly at the same time.
Re: tfc map (no name yet)
Posted by Pericolos0 on
Tue Aug 24th 2004 at 2:30pm
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hmm i quite like the brushwork, but the texture definiately need to be reworked. they lack depht and i see much photo rape stuff :razz:
the map would also look twice as smooth and detailed if you add transitions between rock and grass
Re: tfc map (no name yet)
Posted by G.Ballblue on
Tue Aug 24th 2004 at 2:51pm
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Grey or brown... well, if you looked at it from the "releasing it on a server and having people play it" stand point, then use whatever texture you like :razz: If you like grey, do grey. or via versa :razz:
The brown definetly enhances the color a lot. I think the texture itselfs adds a lot of illusionary detail to the map. (detail you can't actually touch). The grey could look nice, but you'd need some light work at that point (possibly deepen the color on other textures? The grey really sucks the color out of them).
Edit: Okay, after looking at screen 2, I think I like grey. Gives your map sort of a U.K. -rainy-day look.
Re: tfc map (no name yet)
Posted by ReNo on
Tue Aug 24th 2004 at 3:14pm
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The brown is probably better than the grey, but at the same time I think using THAT brown rock texture makes it look like a thousand other natural terrain levels. You may want to look into custom rock textures or something as opposed to standard TFC ones, though I'm sure there are other rock textures in TFC that look nicer than that one.
Re: tfc map (no name yet)
Posted by fishy on
Tue Aug 24th 2004 at 4:49pm
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in a word, nope.
i've had a go at editing the brown texture, as i quite like it, apart from the wiggley bits that it has that shows up the repeat pattern to clearly. i've not tried it out yet, so , fingers crossed that it'll looks ok.
Re: tfc map (no name yet)
Posted by beer hunter on
Tue Aug 24th 2004 at 6:10pm
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Interesting twist on the flagrun style, rocks look pretty good considering its mindless vertex manipulation :smile:
I prefer the grey rocks as the brown is overused, they'll prolly look better once the lightings sorted.
Bug - theres a HOM in the water near the blue tunnel exit.
Spawns need some work so theres less chance of getting stuck on the sandbags, netting supports and cave exit.
Narrow paths leading out of a single spawn could be a problem for the faster classes and when theres several players trying to get out at the same time.
Steps leading out from spawns are ok but could ditch them for better looking rock slopes or rock steps.
Tunnels could also do with being made wider.
When clip brushes get added to the trees it could make those areas difficult to nav as theres quite a few trees in there, nice low poly models :smile:
Not sure if each side of the river needs some blue/red colour markers ?
Seems like the flags and cap points are too close together and the cap point stuck away in a tiny area doesn't look too impressive.
Dunno about the main bridge area, with the cap points and flags so close together and all the paths converging into this central area i'm guessing that its going to get very spammy. A couple more paths should give peeps more options - extending the river round to the spawns (drop into it from the spawn) or another path at high level connecting the rocks may open it up a bit more. Or move the cap points into more open areas ?
Re: tfc map (no name yet)
Posted by Knare on
Tue Aug 24th 2004 at 7:32pm
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fishy ur right;
snipers will own the bridge
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I beg of you, do not use that old Half-Life brown-rock skybox!
Re: tfc map (no name yet)
Posted by Headz on
Wed Aug 25th 2004 at 9:08pm
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Nice so far fishy, apart from what others have said I think you ought to keep the grey rock texture, and set the map almost at night time, with red and blue team path lights that would really make use of alll the shapes in the map to give a great atmos, can use a nice night sky then, dark night against all the rich colours lit up would really set the map off, especially natural sounds at night would make it great and even more original, too many infact all ctf maps are in day time, cant name one that is at night. (maybe schtop)
I think you ought to add a fire somewhere, would imply someone is camping there (lol prolly a sniper) and looking for more wood or something, also a nice waterfall, maybe even one of the trees should be felled accross the river, to imply high winds have been present,
Also since you can model and your name is Fishy, how about a few jumping trout or salmon (nice trade mark) trying to get up river.