FY_Templar (for CZ)

FY_Templar (for CZ)

Re: FY_Templar (for CZ) Posted by Grash on Mon Feb 14th 2005 at 9:06pm
Grash
32 posts
Posted 2005-02-14 9:06pm
Grash
member
32 posts 43 snarkmarks Registered: Jan 5th 2005 Occupation: Developer Location: USA
Okay, Just Added the Map to the Snark Pit list. I'm working in CZ because I got challenged to remake FY_ICEWORLD from one of the "Girls" at OmegaPPG.

Right now, OmegaPPG is the only server that is running any version of my map.
Right now Version 2 is out. and Version 3 is in the works. I go in good detail on the Map's web page what I'm doing to the map.

Oh yea, I also made a Knife varient for fun.
Re: FY_Templar (for CZ) Posted by Spartan on Mon Feb 14th 2005 at 10:28pm
Spartan
1204 posts
Posted 2005-02-14 10:28pm
Spartan
member
1204 posts 409 snarkmarks Registered: Apr 28th 2004
First off its an FY map. Second off you ripped it off the original templar which was a TFC map.
Re: FY_Templar (for CZ) Posted by habboi on Tue Feb 15th 2005 at 10:18am
habboi
782 posts
Posted 2005-02-15 10:18am
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
I like the custom textures but fy maps are not my idea of a good map though :sad:
Re: FY_Templar (for CZ) Posted by Grash on Tue Mar 1st 2005 at 7:09pm
Grash
32 posts
Posted 2005-03-01 7:09pm
Grash
member
32 posts 43 snarkmarks Registered: Jan 5th 2005 Occupation: Developer Location: USA
There's another Templar map? That's news to me.
If I'm ripping off anyone, it's a s**tty iceworld varient.
Re: FY_Templar (for CZ) Posted by $loth on Tue Mar 1st 2005 at 7:12pm
$loth
2256 posts
Posted 2005-03-01 7:12pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
The wall texture in the last 2 pics looks repetative.
Re: FY_Templar (for CZ) Posted by Grash on Tue Mar 1st 2005 at 7:12pm
Grash
32 posts
Posted 2005-03-01 7:12pm
Grash
member
32 posts 43 snarkmarks Registered: Jan 5th 2005 Occupation: Developer Location: USA
There are no custom textures in that map. I'm using a Wads from maps that aren't as popular or where new to Condition Zero. The textures look nice cause either someone from Gearbox, Ritual, or Turtle Rock made them.

I should have some custom textures, to pimp my self, the Guildhall (guildhall.smu.edu), and the Girls (www.omegappg.com)
Re: FY_Templar (for CZ) Posted by $loth on Tue Mar 1st 2005 at 7:25pm
$loth
2256 posts
Posted 2005-03-01 7:25pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Didn't say it looked bad, just said it looked repetative, look at the
trim bit (the small different bit), it continues all the way up, it
would look better if there was one on the bottom, middle and top, you
don't have to stretch it, just clip a bit in the middle and put in in
there.
Re: FY_Templar (for CZ) Posted by Leperous on Tue Mar 1st 2005 at 7:27pm
Leperous
3382 posts
Posted 2005-03-01 7:27pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
To be honest with you, it looks pretty terribe, both architecturally and the choice of textures. Why are there big thin stained glass windows in these places? What's with all the big arches? Where are the buttresses and other castley-bits? You also need a different sky. When you come to port this to Source, check out the existing CS maps for the sort of extra detail you can (and need to) add.
Re: FY_Templar (for CZ) Posted by Grash on Tue Mar 1st 2005 at 8:19pm
Grash
32 posts
Posted 2005-03-01 8:19pm
Grash
member
32 posts 43 snarkmarks Registered: Jan 5th 2005 Occupation: Developer Location: USA
Okay, I'm working on Templar3 which has a different texture set and has a new back section to give a more cathedral feel to the map. I'm adding break-off sections to corners as I get the opportunity to do it.

The Knife varient has a new build. Problems with spawns are now fixed and the numbers of nads are at a playable level. All of the flash bangs are gone. I've also fixed an edging issue with some bad clips.

Did an inital port to source, and have problems getting weapons into the map as well as getting the Func_Breakable to render correctly.
Re: FY_Templar (for CZ) Posted by Grash on Tue Mar 1st 2005 at 8:21pm
Grash
32 posts
Posted 2005-03-01 8:21pm
Grash
member
32 posts 43 snarkmarks Registered: Jan 5th 2005 Occupation: Developer Location: USA
Did you actualy play the map, your did you only look at my screenshots?
Re: FY_Templar (for CZ) Posted by Grash on Tue Mar 1st 2005 at 8:22pm
Grash
32 posts
Posted 2005-03-01 8:22pm
Grash
member
32 posts 43 snarkmarks Registered: Jan 5th 2005 Occupation: Developer Location: USA
<DIV class=quote>
<DIV class=quotetitle>? quoting $loth</DIV>
<DIV class=quotetext>Didn't say it looked bad, just said it looked repetative, look at the trim bit (the small different bit), it continues all the way up, it would look better if there was one on the bottom, middle and top, you don't have to stretch it, just clip a bit in the middle and put in in there.
</DIV></DIV>
I'm going with a new texture set to fix the trim problem.