Re: Zevink Ztuocs
Posted by Gwil on
Sun Sep 19th 2004 at 10:36pm
Posted
2004-09-19 10:36pm
Gwil
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looks really nice, good rich array of colour despite being a fairly small "palette" as it were.
that building on the immediate right looks too square, blocky, although
i get the impression that it does have sand "spiked" up against it in
the bottom right corner, so it probably looks alright in game.
Re: Zevink Ztuocs
Posted by ReNo on
Sun Sep 19th 2004 at 10:47pm
Posted
2004-09-19 10:47pm
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Is that a little glow effect I see from the sky? :razz:
It does look very nice though - beautiful textures and the scene is
nicely laid out. As gwil said, a couple of buildings are a tad blocky,
but the textures mean that doesn't really matter too much. Very nice
work, I look forward to seeing more :smile:
Re: Zevink Ztuocs
Posted by Campaignjunkie on
Mon Sep 20th 2004 at 12:27am
Posted
2004-09-20 12:27am
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Really needs better trees, the ones with the masked fronds. Those
textures rock, been meaning to experiment a bit with them ever since I
saw them. Stone-foundation texture used under the building on the right
looks a bit strange / overscaled.
Counter-Strike... Please say it isn't so. The title scares me even
more, almost. I think this would make a nice single player map - maybe
something like Myst, where you walk around solving puzzles? Nice to see
that you're mapping again. :smile:
Re: Zevink Ztuocs
Posted by fizscy46 on
Mon Sep 20th 2004 at 12:28am
Posted
2004-09-20 12:28am
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Superb environmental lighting.
Re: Zevink Ztuocs
Posted by wckd on
Mon Sep 20th 2004 at 1:17am
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Looks great. I like the architecture for the buildings.
Re: Zevink Ztuocs
Posted by $loth on
Mon Sep 20th 2004 at 6:38am
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Nice shots cas, what are the r_speeds like?
Re: Zevink Ztuocs
Posted by Pericolos0 on
Mon Sep 20th 2004 at 8:39am
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looks cool, the blazeeer texes do fine work here :biggrin:
why are you fooling us with the tron glow tho?
and i hope ur gonna give this map a name other than de_zevink_ztuocs :razz:
Re: Zevink Ztuocs
Posted by fishy on
Mon Sep 20th 2004 at 9:02am
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i do believe you're having us on with the meaning of the title, Cass
[edit]removed by the fluffy pink rabbits[/edit]
Re: Zevink Ztuocs
Posted by Minotaur0 on
Tue Sep 21st 2004 at 2:17am
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Nice, but looks sorta empty, it's like buildings/roads and nothing more. Try adding more random stuff around. Oh, and you are using that glow thing to make lighting look better right ?
Re: Zevink Ztuocs
Posted by Hugh on
Tue Sep 21st 2004 at 2:51am
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Gah, apparently I am 'easily fooled.' :sad: Oh well. Nice screenies Mister C.
Re: Zevink Ztuocs
Posted by Crono on
Tue Sep 21st 2004 at 2:57am
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Your first clue would be that there are no Arabic characters that start with a 'zzz' sound. (Arabic is sounds by the way, not letters, for anyone who was wondering)
Also, Cass, the only thing I could suggest for the map is get a sand texture for the ground, for some small parts/patches, and possibly put some small brushes of the same texture falling off onto the path way. Also, there is grass in Middle Eastern countries, don't be afraid to put actual greenery in the map (Not saying I know what you're planning, but a lot of people think its nothing but desert). They also have a lot of farms (Yes, with horses and goats).
Re: Zevink Ztuocs
Posted by Hugh on
Tue Oct 5th 2004 at 6:02am
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Most of 'em are for a map by the name of de_halla, I think... either way you'll find 'em on Blaz's texture site.
Re: Zevink Ztuocs
Posted by thursday- on
Tue Oct 12th 2004 at 1:31pm
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Looks nice, Lovely environmental lighting. I also like the name,
"easily fooled" sounds pretty neat. Great piece of architechture too. I
like how the different textures blend well.
Re: Zevink Ztuocs
Posted by Gorbachev on
Mon Oct 18th 2004 at 11:11pm
Posted
2004-10-18 11:11pm
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I think on the left of that first picture where the retaining wall of the path is there should be some overspill of sand onto the main walkway. As on the left the sand doesn't reach the lip of the wall, but on the right it does and by it being sand it would make sense that it would slide or blow over the edge.
Re: Zevink Ztuocs
Posted by Crackerjack on
Wed Oct 20th 2004 at 8:29pm
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Location: DC
To be honest, I dont think this map would look that good with out the glow effect from HI. Your buildings are overdone. The maps set up is of 90 degree structured buildings, your pathways are nice but the buildings are dull and under brushed. Maybe some 45 degrre angled buildings? It would give more variance, I would suggest reading Ferrets tutorial on this subject.
Some overhead bridging and interiors would be very nice too.
Keep up the good work.
Re: Zevink Ztuocs
Posted by Spartan on
Wed Oct 20th 2004 at 9:21pm
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Just stick about twenty five crates into one hallway. That adds a lot of detail.
Re: Zevink Ztuocs
Posted by Spartan on
Thu Oct 21st 2004 at 1:13am
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Lol. Just to let you know it was sarcasm. I don't want people thinking I'm some kind of noob. :smile:
Re: Zevink Ztuocs
Posted by Forceflow on
Sun Oct 24th 2004 at 9:28am
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Hm, I have a question. How do you use that glow mod, cass ? Just replacing a dll, or ehm ?
Re: Zevink Ztuocs
Posted by Crono on
Sun Oct 24th 2004 at 7:22pm
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It'd probably be better if you compiled your own, changing the blur amounts and the weapons if you have the uncompiled dlls for other mods.
Re: Zevink Ztuocs
Posted by Andrei on
Sat Nov 20th 2004 at 10:44pm
Posted
2004-11-20 10:44pm
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Sooo, are you going to make this map for CS or for CS:S?
Re: Zevink Ztuocs
Posted by 7dk2h4md720ih on
Tue Dec 21st 2004 at 8:52pm
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Oct 9th 2001
Do something with this map, I've been waiting ages already. It's too pretty to abandon.
Re: Zevink Ztuocs
Posted by SVIN on
Mon Jan 10th 2005 at 3:04pm
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I love the that trees (i forgot that word now grrrr) where did u get those models??