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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Belgarion
    • September 15, 2005 at 2:13 AM
    • #741

    wow. not to just fall in line with everyone else, but it does look good, and does need custom texturing. But very good job with the remake. You're doing exactly what needs to be done; replace HL quality with Source quality.

  • Bluestrike
    • September 16, 2005 at 6:42 PM
    • #742

    hmm I'm not sure yet if I like the realistic settings for push and hunted,

    somehow it doesn't fit to the fortress theme imho

    Why the Push remake btw, does anyone still play it in tfc?

    I found it fun for once, but that was it :P

  • Defrag
    • September 17, 2005 at 7:33 AM
    • #743

    Push is a lot of fun, particularly because it doesn't contain any grens. It's a refreshing change if you're bummed out on CTF -- it's also important to make sure we've got all of the main game modes covered, a lot of people just seem to think TF is CTF when it's so much more flexible & varied. I can understand reservations toward push having a more realistic grounding, but hunted? Hunted was always quasi-realistic (well, as realistic as HL1 could get), but now it's a place that is a lot more alive and has continuity between areas

  • Defrag
    • September 17, 2005 at 7:35 AM
    • #744

    Oh and FF is recruiting a level designer & texture artist(s), and we'd love to hear from you mapcorians

  • Bluestrike
    • September 17, 2005 at 11:55 AM
    • #745

    If this is good enough But perhaps to many have seen it already

    http://forums.fortress-forever.com/viewtopic.php?t=1815

  • insta
    • September 17, 2005 at 10:44 PM
    • #746

    Oh, more pictures from my map.

    [Blocked Image: http://img220.imageshack.us/img220/6607/dodsalerno13yr.jpg]

    [Blocked Image: http://img220.imageshack.us/img220/2843/dodsalerno28wp.jpg]

    [Blocked Image: http://img220.imageshack.us/img220/7206/dodsalerno36lm.jpg]

    Almost 2 weeks in development now. Finished the entire layout except for spawns. More or less just waiting for the DoD:S cache to be unlocked so that I can replace textures and models. Guess I'll start work on the interiors in the meantime, along with lighting.

  • Skjalg
    • September 17, 2005 at 11:55 PM
    • #747

    Looks very good Insta, could use some more stuff in the streets, but i guess all those models/textures will arrive with dod

    [Blocked Image: http://www.xperimental.nu/skjalg/kl_cvc2_17_9_050000.jpg]

    Not sure what to say, its for a mod thats third person Action RPG... if that explains anything its medieval, as you can see

    want crits on the mountainslopes and lighting (all which is in orange/grey is just placeholders for models anyways)

    edit; oh, and ive used one of the cool skies by Hipshot.. gj^^

  • Tequila
    • September 18, 2005 at 12:40 AM
    • #748

    Looking fine Insta - and Mr Skjalg, that shot has a wonderful sense of scale. Looking forward to seeing more.

  • Skjalg
    • September 18, 2005 at 1:19 AM
    • #749

    woah, thanks

  • DaanO
    • September 18, 2005 at 3:26 AM
    • #750

    Skjalg, dig up the pics that showed Hipshots textures. The shapes of the rocks was great as well, you might learn a thing or 2 from it (especially the 2nd pic of each texture in that thread)

  • mike-0
    • September 18, 2005 at 4:02 AM
    • #751

    use the rocks with normal maps!!!!!!!11

  • Sa74n
    • September 18, 2005 at 4:07 AM
    • #752

    you should adjust the colour of the fog.. otherwise it looks like a good start to me.

  • Defrag
    • September 18, 2005 at 7:07 AM
    • #753

    Insta, that's lookin' really tight

  • Skjalg
    • September 18, 2005 at 3:56 PM
    • #754
    Quote from DaanO

    Skjalg, dig up the pics that showed Hipshots textures. The shapes of the rocks was great as well, you might learn a thing or 2 from it (especially the 2nd pic of each texture in that thread)

    Heh, thanks for the tip, but ive already detailed some more in some parts in the background there... Alot of what you see is actually just subdivide'd squares, so to speak... Ive just fleshed out the map really generic first (to test gameplay), after that im going to make the rocks look a little better

    Right now im working on making the ocean (behind the guy) look better.. Not really sure how to make an ocean look good tho... Been trying to learn something from that sdk_coast map, but i cant make it look good.. I will post some more pictures from the map once its finished compiled..

    Quote from Sa74n

    you should adjust the colour of the fog.. otherwise it looks like a good start to me.

    Adjust it to what? now its grey, with some slight blue..

  • hydeph
    • September 18, 2005 at 4:37 PM
    • #755

    dats a cool castle u got thurr, skjalg

  • Defrag
    • September 18, 2005 at 5:39 PM
    • #756
    Quote

    Adjust it to what? now its grey, with some slight blue..

    The rough colour of where the landscape hits the sky, so it blends into the skybox.

  • PhilipK
    • September 18, 2005 at 5:42 PM
    • #757

    Very nice insta. and sjalg. I really like the feeling you got there. this one might get really sweet Looking forward to see progress on it.

  • Belgarion
    • September 18, 2005 at 6:54 PM
    • #758
    Quote from hydeph

    dats a cool castle u got thurr, skjalg

    actually, it's a gate. :wink:

  • jfas
    • September 18, 2005 at 10:49 PM
    • #759

    insta, indeed that looks quite good as usual, are you intending to have that map be played in CAL?

  • von*ferret
    • September 18, 2005 at 10:52 PM
    • #760

    holeman is jealous

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