LeJean
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Hey, looks promising I'd like to see a layout overview, too.. and I hope you guys used clipbrushes to avoid players getting stuck somewhere at all those nice details picture no 6: wood texture should be aligned vertically and tracks should not be built through those little rocks. Nothing else to say.. for now! Jean
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Thanks! I think you're right about that concrete thing.. HL1-mapping-habit I'll change that.
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Hi, after a long time of.. erm.. doing kind of nothing, I went on bringing the map to a release. It still is not finished, but I've changed some parts.. In the current state, playtests are very important (perhaps it's already a bit too late for them..). For everyone who likes to download the newest version: http://steamcommunity.com/groups/fragrun (sorry for not renaming.. please replace the old version) Those of you, who would like to take part in upcoming playtests - feel free to join the group. I will announce the next playtests using the event-function of steam's group management. I'm still searching for test servers.. just btw I hope to see some of you on the map soon, Jean
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Looks promising I hope, the wide open area on screenshot 2 is not as good for snipers as it looks..
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Hey guys, here's a new version of cp_fragrun. I had to do some minor changes - the main architecture has not changed at all. changes: - changed interiors and lights of spawnrooms - red's cave entrance edited to fit the setting - some displacement work - fixed lighting issues of some models - new 3d-sky - added details here are some new pictures: So replace your old version of this map with the new one: http://jean.cocktail-db.net/tf2/cp_fragrun.bsp.bz2 Is there anyone who is admin of a TF2 server? I'd like to test the map with some more guys playing - so it would be great if someone of you could give it a try. And don't forget to tell me about the ip Jean
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You're right - it still is empty. There's missing a bunch of detail stuff. For example the wood structures on RED's side should get some trims and some more irregularity... I'm happy you like it so far Still working on that detail thing and I'll keep you up to date!
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Aye okay. Sorry I didn't remember you Thanks for your comment! ... and eh - should I post the map at mapping-tutorials, too?
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Hey, thanks a lot! In the last few days, I did some changes: - changed lighting, shadowing, a little fog - added 3d-skybox - fixed some small clipping problems - fixed doors and cubemaps take a look at the overview: The referenced shots follow up: (Some of them are similar to the pictures above, so I'll just link them) http://jean.cocktail-db.net/tf2/fr01.jpg http://jean.cocktail-db.net/tf2/fr02.jpg http://jean.cocktail-db.net/tf2/fr03.jpg http://jean.cocktail-db.net/tf2/fr04.jpg http://jean.cocktail-db.net/tf2/fr05.jpg http://jean.cocktail-db.net/tf2/fr06.jpg http://jean.cocktail-db.net/tf2/fr07.jpg Well.. and for now, I chose the name "fragrun" - because the original map by valve was called "flagrun", but there is no flag in my version (Still searching for the perfect name..) Even the download has changed: http://jean.cocktail-db.net/tf2/cp_fragrun.bsp.bz2 Cheers, Jean Edit: Deathy == DrDeath? Hey!
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I am not at the spezi clan, but I know the two guys for some time now (You're asking because you have a HLPortal.de link in your signature yourself, right?) What would you propose to do with that rounded stuff - simple 90-degrees-corners look too bad.. perhaps I could add in some more angular architecture. Thanks, I'll keep that in mind.
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Hey there, the last few months, I've been working on some kind of remake of a TFC map called "flagrun". So basically, only the major layout is the same.. as the old TFC maps are nothing more than a lot of blocks. Perhaps someone will recognize some structures, but the architecture and details all around have changed, though. I know that there are missing some details, the upper parts of the rocks and the 3D-Sky, but that's why it's still work in progress. This map has 3 control points and 2 spawn rooms for each team (no association of spawn rooms to capture points). No custom content 'til now. Take a look.. The two base points (former capture areas for the 5 flags): Some parts of BLU's area: ..and some of RED's: and - of course - the central control point: Well, please let me have some comments and critic.. just tell me everything For those of you, who want to take a run inside: You can download a beta version here. But note, that it is still work in progress (as the name is). http://jean.cocktail-db.net/tf2/fourth.zip Perhaps, you can meet some guys playing it at: spezi-clan.de:27075 - but don't expect too many players If someone has an idea for a name, please tell me Thanks! LeJean
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Quite hot. Love the setting.
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Thanks guys I know that this is not the way everyone else would have done a map of a theme like this, but this is how it grew up I'll be doing this better next time! Has someone of you played this map? Perhaps even with some more players, not just started it to look around? Jean
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Well now, I guess some of you had a look into this thread... let's say - I hope so okay.. I'd say it's done. Perhaps you'll find one or two things that are not as perfect as they could be , but I like it as it is right now and I don't really have the time to care a lot more about this map. It's done and I guess it's good as it is Thanks Acumen for modeling and texturing all those nice models, Guriamo for modeling and texturing the banner model, ReFlex for some custom textures and general aid, CPoly for helping with those damn normalmaps. (email addresses of these guys: info.txt in download archive) enough for now, have a look: And of course: the download I hope you enjoy it, thanks for all the comments in the w.i.p. topic that helped a lot, and please tell me what you think. LeJean
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lots of mixed styles in this map.. eg the lockdown bathroom textures don't really fit, i think.. but awesome work, definately rocks
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Hey there, this is the newest version of down_there: http://tinyurl.com/tkrbd please note, that this still is a pre-release (playtest-version)! i know, that some problems still have not been fixed, such as the incorrect lighting of the white stones. but i'm working on this enjoy, and let me know how this map is being played with some more players thx, LeJean
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Hey, update Singedrac: yes, there are some Traps. No Buttons, but Doors that can be shot by the gravity-gun, some hanging things to shoot around and stuff like that.. Evert: thanks! I'm about to change some things concerning those fire-pots... updates next time update: - added the banner with some reflecting parts (the golden stripes etc.) - fixed some smaller problems - added ambi-light to improve lighting (more contrast, not only yellow..) - added some pieces of wood to throw around a bit so far... update-list for next time: - change fire-"things" - add weapons and items D o w n l o a d ! pre-release, no final version ! http://www.lejean.computer-dc.de/first_ ... _there.zip (please do not use models or textures while the map is not released, thanks) LeJean
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Well, once again... I've added some ambi-light and Guriamo made a (imo very, very nice) new model for me: It has speculars and all that stuff - all I need to do is to get it from Guriamo, compile it and insert it... LeJean
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sorry for this doublepost, but... ... here we go: http://www.lejean.computer-dc.de/first_ ... _there.zip There are 2 problems I know: 1. weapon-placement has not been done yet 2. the vertical white stones are still lit incorrect I hope you enjoy it, and tell me what you think! LeJean
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thanks that depends on the angle, how opaque those rays are. For the pic above I've been standing in a place, where you see many of these in one line, so the opacity increases... you'll see when I release the beta This shiny effect is too strong? Well, I've already turned down the light ranges in the whole map and I think that it is weakened a bit right now... But it's hard to use a bumpmap and to decrease this lightstyle-effect. I'll see what I can do. It'd be great, if someone of you could tell me where to put the file (and which filetype) with the map-description... I just can't find a hint anywhere. In DOD:S it's in /resource/maphtml als mapname.html, in CS it's still the mapname.txt in /maps (afaik), but none of these work for HL2 DM... I'll release the beta, when I know this LeJean
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little update... edit: more color? http://www.lejean.computer-dc.de/first_try/dt_c38.jpg I prefer the first one.... comment please Psycho: I don't want that people see and feel what you told when they see the map. so what exactly should I change in your opinion? All textures? All the light? more pictures with changed lighting (smaller radius for each flame's light etc.) will follow soon LeJean
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well, here we go again: the bumpmap of the rough wall isn't that strong anymore, all models are placed (but some of them still incorrectly lit - disabling shadows hasn't really changed this. All models are completely lit in the light strenght their origin receive.. that sucks ). The overall lighting hasn't really improved, it's a bit too light, I think. I'm going to scale down the brightness (50 and 100 percent falloff distance) of the flame's lights and then add some ambient lights. I'm still not happy with the ray's colors... they are yellowish, though the texture is really blue (http://www.lejean.computer-dc.de/first_ ... editor.jpg). I think this is caused by the "additive" mode and the yellow fire lights... here you can see the bumpmap and a new model of a cage hanging on a rope. I'll add some more cages hanging from the ceiling just for the athmosphere to show you that there is light on the ground where the rays end just to show the effect a little bit well, comments again, please LeJean
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thx some kind of update... it's not yet final, but i'm getting closer i know, that the sky is a bit too dark and the color of the rays isn't perfect... and i know that some models - especially those vertical stones on the walls - are lit incorrect. i'm working on this please comment / help.. LeJean
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thanks here's a shot from hammer ed showing the volumetric light: ingame-shots will follow soon - but first i'll change the texture of this vol_light model... it scares me That will be the last thing to do before next compile... I think tomorrow I can show some new ingame pics. LeJean
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i like the trims, and details (such as the skeleton in the background there..) on the first pic, it seems as if there are missing a bit too many bricks, i think. and lighting could have a bit more contrast nice
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thx again to get this light style on the wall, there's nothing to do with the light sources. The only thing is, that my bumpmap is very "hard" and "deep" (don't know how to describe better in english, sorry) @blue sky + yellow lighting: i thought it would be cool with this contrast in there. let's see how it looks, when the volumetric light is done LeJean
