Sony ![]()
or
Looking Glass if only it still existed
Sony ![]()
or
Looking Glass if only it still existed
Dude, you are like, some kinda like, mapping monster ![]()
Looks fabulous. (beta?)
Skills as usual Vivi. Excellent attention to detail throughout. ![]()
I do kinda agree with Freichamp however, whilst the map is a joy to look at, there is a slight schizm of styles going on there. One part looks kinda NMRIH/Resi Evil, and would make you expect to find some gloomy forest outside the front door, whilst the other half leads me to think I would emerge in a run down, inner city slum.
This is just me splitting hairs though don't let it discourage you in any way, the map looks awesome. Top 5% IMO.
Some developer really should snap you up asap. ![]()
Seen many, many worse first maps, so good job mate. Keep learning and keep up the mapping and your skills will improve fast.
Looking forwards to yer next one.
Good looking map, nice attention to detail. The style reminds me of one of the environments from Vampire The Masquerade (in a good way). Will bang it on the servers this week and give it a runaround.
Grats, it's always nice to get something out the door.
More power to him I say. £6 is like virtually nothing.
If it means the mod continues development when it wouldn't have otherwise and he gets a few bucks in the process then good.
Looking stunning mate great work. A few things I picked up on below, not really errors as such just details.
The upside down lamp here looks a little out of place
[Blocked Image: http://www.code303.com/files/images/lamp.jpg]
The motes here (barely visible I know) seem a little too bright and whitey/yellow. I don't know if that's just the screenie doing that, but I would make them a little less bright for a more subtle effect.
[Blocked Image: http://www.code303.com/files/images/motes.jpg]
The frames in the arches here seem a bit out of place. I think it's because of the small cross section bits that go across them. Perhaps if you scaled them up slightly by re-compiling the model it would look more natural. I think if their edges were embedded in the wall of the arch they would work better.
[Blocked Image: http://www.code303.com/files/images/frame.jpg]
This last one is purely a matter of preference, but these types of doors really make me think of HL1 era maps. They work well gameplay-wise so I totally understand their use, but for me they are just a bit retro. Meh just my 2 pence tho I'm probably being pedantic ![]()
[Blocked Image: http://www.code303.com/files/images/doorway.jpg]
So yeah anyways beta??
Good point, those roofs don't really work too well do they, I'll try n whip up something a bit more convincing.
As for the tyre stacks, I already did exactly what you suggested and banged in a bunch of the miltia rocks. (Great minds think alike/ fools seldom differ!)
Cheers for the feedback Che, much appreciated. When are we getting that beta of Tropea anyways? ![]()
At the suggestion of Barrakid I remade the arches with 24 faces instead of the original 12. It looks a lot less blocky now I think.
[Blocked Image: http://www.code303.com/files/images/static/de_static_beta_arch.jpg]
Usual Suspects
Event Horizon
Casino
Evil Dead 2/3
Kung Fu Hustle
Princess Bride ![]()
Been playing with it for a couple of hours and I can't get it to work.
Oh well back to Prall's exporter and scratching my head a lot.
Planning on re-making ka_fragnbag for the clan servers. It's only a tiny map so should be easy to do, plus it makes a nice break from working on a 'serious' map.
Studio compiler is a great idea I'll grab it now. Cheers.
Doesn't speed tree cost like 10k or something similarly ridiculous?
Quote from SinisterSquirrelBecause he obviously doesn't know how to (nor do I, for that matter).
qfe
Guys,
[blag]
I am about to start re-making a 1.6 CS map of mine for CSS. As part of this I am going to include a bunch of custom models to give the scene some degree of uniqueness.
Now the models are made, mapped and skinned in Maya and are complete, ready for export. Which brings me to my request ... would anyone be willing to export/compile these models for me so that I can use them in Hammer?
I have Maya binaries and the tga's all ready to go, and given a large enough chunk of time I could probably do it myself, but my freetime is scarce and I would rather invest the time I have in mapping than putting hours and hours into something that someone else could probably achieve in a single hour.
[/blag]
Cheers for any help anyone can offer.
Really nice atmosphere, reminds me of that map from Condition Zero , Fastlane or something. Only this looks nicer.
A CSS version would be really nice.
Quote from WhiteDevilGreat looking map.The computer on this shot http://www.code303.com/files/images/sta ... ta9_11.jpg
looks... well... too Über to be in a place like that.
Maybe use the hl2 old looking computers instead.
Yeah now you mention it , kinda sticks out. I'll swap it.
That whole bombsite/spawn area needs more attention paid to it.
Quote from st0lveId say too many tirestacks
Agree. I'll find something to swap them with.
Quote from MagikusHey this looks really interesting and unique. I'd like to encourage you to go on and release a beta at least
Will do.
Slackness gets in the way a lot though.
Try the UK agencies; Aardvark Swift / Datascope / Creative Personel.
All have been helpful in getting me work in the past.