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DE_KERK [updated July 5th, new screens page 2 + beta d/l]

  • Fletch
  • June 20, 2006 at 4:54 PM
  • Defrag
    • June 24, 2006 at 4:03 PM
    • #21

    Don't worry about overlays btw You can lay 'em on thick and stack 'em high. Usually it won't even make a ripple in the framerate pond in my experience (+showbudget displays the time taken to render overlays if you need to see it).

  • RD
    • June 24, 2006 at 9:22 PM
    • #22

    It looks a little cramped. Other than that im flabbergasted (that u made a map since carbomb). How about an overview?

  • Fletch
    • July 6, 2006 at 3:44 AM
    • #23

    New shots! See how smart I am, I post shots of Kerk, then distract you with Docks, then distract you with Kerk again. I am like some sort of PR ninja. Just like Reggie.

    [Blocked Image: http://www.mapcore.net/fletch/portfolio/images/de_kerk1.jpg]

    New view down one of the main paths. The little alcove is now where there once was a connecting route between the two bomb points. Now, CT's can still get up there and snipe this route, but have to come down to ground level if they want to protect the bomb point quickly from the Ts.

    [Blocked Image: http://www.mapcore.net/fletch/portfolio/images/de_kerk2.jpg]

    One of the outside plazas. Now with new lighting color and shadows.

    [Blocked Image: http://www.mapcore.net/fletch/portfolio/images/de_kerk3.jpg]

    Bomb A, the pathway on the far right now leads to a path around the back of the church to the other bomb site.

    [Blocked Image: http://www.mapcore.net/fletch/portfolio/images/de_kerk4.jpg]

    The new CT spawn in the back of the church instead of the side.

    [Blocked Image: http://www.mapcore.net/fletch/portfolio/images/de_kerk5.jpg]

    New overview of the church. The new lighting color and direction helps bring out a lot more shadow depth. Thanks guys!

    [Blocked Image: http://www.mapcore.net/fletch/portfolio/images/de_kerk6.jpg]

    Just showing up the new lighting color/direction/shadows a bit more. (Ignore the texturing error). Also, if you'll notice in all of these shots, those clouds move (thanks to Port for the cloud model). Hopefully that should help with the "lifeless" problem a bit.

    And, just because I'm a kind soul: http://%7boption%7d

    Keep in mind that the CT spawn is new, and thus the 3d skybox around that area doesn't line up. I've had to rebuild that thing 4 times now and it's a pain in the arse to work in 1/16th scale because barely moving terrain litterally makes mountains out of mole hills. So I want to make sure these spawns are locked down before I go and rebuild that thing again. On the bright side, it has a pretty lake... and a visible skybox texture that I find amusing.

  • von*ferret
    • July 6, 2006 at 4:03 AM
    • #24

    This is turning out gorgeous. I love your pinks and blues for light and shadow. Very nice indeed. Maybe use decals to vary up your texturing. Sweet so far!

  • Bic-B@ll
    • July 6, 2006 at 4:12 AM
    • #25

    angled arches? preposterous.

    look snazzy, i'm digging the architecture, though the map lacks in color, all the textures are a similar color of reddish brown, add some blue/green/white what ever

  • FrieChamp
    • July 6, 2006 at 8:45 AM
    • #26

    Cool to see you mapping again Fletch (or should I say - "Brian" ?!!?! )!

    Looks cool, but where exactly is the level set? "Kerk" doesn't spark off anything in my head and I am kinda baffled when I look at the screens.

  • JAL
    • July 6, 2006 at 8:53 AM
    • #27

    Loving the brushwork & architecture.

  • Evert
    • July 6, 2006 at 8:59 AM
    • #28

    nice it's getting there!

    Thng I least like are the textures on the windows, most notable in the second screenshot.

  • Xanthi
    • July 6, 2006 at 11:50 AM
    • #29

    Looks nice only the textures are a bit boring

  • nico
    • July 6, 2006 at 10:03 PM
    • #30

    looks lovely! allthough i think a lot of the textures could use some work, i mean if you think about the architecture on the church, it would likely have been built with "finer" materials, and have decorations and stuff. And on those other buildings, dont use the "shabby backenrance of the local pub"-bricks. Heavyer and more solid stone would look nice. Keep it up, i`ll be watching this one =)

  • MJ
    • July 7, 2006 at 6:02 AM
    • #31

    needs texture variety, looks great.

  • RA7
    • July 8, 2006 at 12:23 PM
    • #32

    Will add mirror at LanmaniaX asap (yes we still exist )

  • Fletch
    • July 10, 2006 at 1:02 AM
    • #33

    OMG mirrored at Lanmaniax! The Cold War really is over.

    Sorry I didn't comment on this for a few days. I was out of town. My next major edit will hopefully be to find a cleaner way of doing the exterior walls in a different texture (the church will still be predominantly the same texture but will be re-trimmed). It will also give me a chance to redo some visblocking.

  • mookie.gc
    • October 1, 2006 at 3:21 AM
    • #34

    We just played this map for 50 minutes and 33 rounds with 10v10 (mayhem.gcfwtw.com:27015), and it's great. The only complaint anyone has is the framerate they get. Keep up the good work, this map is very nearly a keeper.

  • RA7
    • October 1, 2006 at 7:04 PM
    • #35
    Quote from Fletch

    OMG mirrored at Lanmaniax! The Cold War really is over.

  • Zacker
    • October 1, 2006 at 7:27 PM
    • #36

    I am a sucker for the churches built in gothic style, so please make even more of that.

  • 3D_Mike
    • October 2, 2006 at 10:30 AM
    • #37

    it sucks.

  • RA7
    • October 2, 2006 at 10:34 AM
    • #38

    Ooh boy...here we go... :roll:

  • Polaris
    • October 2, 2006 at 1:17 PM
    • #39

    wtf I thought 3d-Mike was dead D:

  • Fletch
    • October 2, 2006 at 5:59 PM
    • #40

    who the fuck raised this thread for the dead?

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