Re: FY_Templar (for CZ)
Posted by Grash on
Mon Feb 14th 2005 at 9:06pm
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
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
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
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
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 $loth on
Tue Mar 1st 2005 at 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
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
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
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?