flf_lombardi:source

flf_lombardi:source

Re: flf_lombardi:source Posted by Devious on Sun Feb 27th 2005 at 3:19am
Devious
25 posts
Posted 2005-02-27 3:19am
Devious
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25 posts 113 snarkmarks Registered: Oct 17th 2004 Occupation: CAD - strucural steel Location: Bolton,UK
The frontline force team are at the moment moving the mod over to the source engine.So a few of the mappers are re-making some classic maps before we do any new ones.

This is flf_lombardi which i have nearly finished.

Some more shots here.

http://www.devious.me.uk/flf/lombardi/lombardi2690010.jpg
http://www.devious.me.uk/flf/lombardi/lombardi2690013.jpg
http://www.devious.me.uk/flf/lombardi/lombardi2690023.jpg

i see .. therefore i map
Re: flf_lombardi:source Posted by Orpheus on Sun Feb 27th 2005 at 3:47am
Orpheus
13860 posts
Posted 2005-02-27 3:47am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Although I have no doubt you will get replies to this map, its a fine looking thing, your odds will increase a bit if you read my tutorial.

Yes you can also choose to ignore my humble advice.
<TABLE cellSpacing=1 cellPadding=2 width="95%" align=center bgColor=#50a409>

<TR>
<TD bgColor=#003300>
[*] Posting map screenshots? Please make them at most 800x600 in size, and as small a filesize as possible!
</TD></TR></TABLE>
Re: flf_lombardi:source Posted by Gwil on Sun Feb 27th 2005 at 3:59am
Gwil
2864 posts
Posted 2005-02-27 3:59am
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2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Yarr, Orph is right :smile: Think of them 56ker's :smile:

Nice shots, BTW - but as with what i've seen with DoD Source, I feel the maps could be scaled up and the world geometry edited a lot to reflect the capability of the Source engine.

Nothing wrong with a port, but a port with noticeable adaptations is MUCH better, IMO :smile:
Re: flf_lombardi:source Posted by Devious on Sun Feb 27th 2005 at 4:43am
Devious
25 posts
Posted 2005-02-27 4:43am
Devious
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25 posts 113 snarkmarks Registered: Oct 17th 2004 Occupation: CAD - strucural steel Location: Bolton,UK
Sorry about the screenshot size , i will reduce them tomorrow.

I should have known , i read a forum thread about it when joined just before xmas.But with going elsewhere when snarkpit was down I got used to doing bad things

Sorry 56k'ers :rolleyes:
Re: flf_lombardi:source Posted by Guessmyname on Sun Feb 27th 2005 at 9:32am
Guessmyname
342 posts
Posted 2005-02-27 9:32am
342 posts 173 snarkmarks Registered: Dec 6th 2004
Odd, those links just give me

"Document contains no data"

warnings...
Re: flf_lombardi:source Posted by Crono on Sun Feb 27th 2005 at 9:45am
Crono
6628 posts
Posted 2005-02-27 9:45am
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Yarr, Orph is right :smile: Think of them 56ker's :smile:

Nice shots, BTW - but as with what i've seen with DoD Source, I feel the maps could be scaled up and the world geometry edited a lot to reflect the capability of the Source engine.

Nothing wrong with a port, but a port with noticeable adaptations is MUCH better, IMO :smile:
Oh my God, the DoD:S screenshots are so dissapointing! I really hope there's some better crap then what they're showing so far.

Sorry, I don't have much to say about the map.
Re: flf_lombardi:source Posted by keved on Sun Feb 27th 2005 at 11:18am
keved
252 posts
Posted 2005-02-27 11:18am
keved
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252 posts 515 snarkmarks Registered: Jan 21st 2005 Occupation: Games designer, Rockstar Leeds Location: Leeds, UK
Looking quite good so far. Like some of the others have said, there is scope to add more visual detail. Things like columns down the side of the wall in pic 1, trims around the pavement in pic 2, wherever you use textures containing window recesses build the recess with brushwork too, and so on.
Re: flf_lombardi:source Posted by Leperous on Sun Feb 27th 2005 at 1:01pm
Leperous
3382 posts
Posted 2005-02-27 1:01pm
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Creator of SnarkPit!
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I 3rd/whatever that- check out the CS:S maps and see what sort of extra detail you can add and get away with.

Also, the lighting seems wrong- the sun is almost down, yet the lighting is that of midday (wrong shadows & general ambiance), and the street lights are on!
Re: flf_lombardi:source Posted by ReNo on Sun Feb 27th 2005 at 3:33pm
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5457 posts
Posted 2005-02-27 3:33pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I agree with the consensus that there is room for more structural
detail, but from a convincing town point of view I think you've done a
great job. The buildings for the most part look unique and varied, and
the 3D skybox is one of the nicest I've seen so far. There are a few
niggles I'll point out...

Screen 1 - The ultra bumpy edge to the grass meeting the wall looks highly unrealistic.

Screen 2 - The curved pavement looks kinda awkward, and the trim
texture you have used on the side looks really dark in comparison to
the top material.

Screen 3 - The huge flat expanse of wall to the left of the archway looks really dull.

Screen 4/5 - I absolutely love the entire building line on the left of
screenshot 4, but if I'm brutally honest, the church at the back looks
kinda crappy. I think its down the textures used and the lack of light
variation on it rather than the structural design. The road just ending
when it hits that wall looks wrong to me as well, though I've no real
alternative to suggest.

Overall I think you're doing a good job with it, keep it up.
Re: flf_lombardi:source Posted by Adam Hawkins on Sun Feb 27th 2005 at 5:27pm
Adam Hawkins
858 posts
Posted 2005-02-27 5:27pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
I like it so far :smile: Perhaps still a bit too much 'legacy' HL1 brushwork that could be spruced up - get rid of some more of the right-angles, and vary the height of the buildings more.

Nice to see FLF is still chugging along...you're almost making me feel guilty for not sticking around! :wink: I'll get myself back on IRC soon so we can have a chat.
Re: flf_lombardi:source Posted by Devious on Sun Feb 27th 2005 at 6:10pm
Devious
25 posts
Posted 2005-02-27 6:10pm
Devious
member
25 posts 113 snarkmarks Registered: Oct 17th 2004 Occupation: CAD - strucural steel Location: Bolton,UK
Thats for all your comments guys, and I agree with nearly all of them especially the lighting & direction. Not a lot slips past you lot :smile:

I didn't want to scale the map up as bigger maps just dont play well on flf. I set out really to give the map a lick of paint and have mostly achieved this.

I will work on the points you have mentioned and update the shots.

p.s screenshots have been optimised.