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Posted

Looks like you're using several short sprites to light up the (quite long) fluorescent light. It's kinda visible on the screen, but maybe not in action.

Else, your work is very good, it lacks some details or some decals/overlays but I think it's what makes the TF2-style (i guess).

I'm a big fan of this picture (the building in the background):

http://www.triggerthis.net/plghb3a.jpg

Posted

Nice handrail suggestion Freak, it should fit pretty well :)

Looks like you're using several short sprites to light up the (quite long) fluorescent light. It's kinda visible on the screen, but maybe not in action.

Else, your work is very good, it lacks some details or some decals/overlays but I think it's what makes the TF2-style (i guess).

I'm a big fan of this picture (the building in the background):

http://www.triggerthis.net/plghb3a.jpg

Yeah I am using small sprites - it was a cheap C&P from a cp_dustbowl spawnroom if I remember correctly. I've seen some other sprite uses and beams in other maps so I'll look into that.

Posted

Yeah I'll give the beam a shot I think. That area is quite low to the players head, so I may remove it altogether if it's a bit too in your face.

Cheers Kung, I think the first shot is my favourite also, I'm kind of benchmarking the rest of my work against it and I've not been 100% satisfied with them, but I think they're still a big improvement over what was there before :) Here's a bit more:

Before:

plgh_b3_b2.jpg

After

plgh_b3_a2.jpg

Closeup:

plgh_b3_a2a.jpg

Posted

I'm liking the changes. Before it was sort of a mish-mash of random bits and bobs thrown together which gave it a strange surreal look but now it looks a lot more consistent. :)

Posted

Cheers guys :)

Honestly its looking fucking awesome

All of your changes are absolutely stunning and really make me wonder why you released that previous garbage (when in comparison to the new stuff)

It was playing well, people were enjoy it and I was also at the end of my 4 months back in Australia, I wanted to get it out before I had to move so that I'd have a good month or two of playtime/downtime to gather feedback before starting work on it again. It's pretty refreshing going back now and bringing it together visually. It was a problem I struggled with from the start so I'm pretty happy a theme is starting to develop.

  • 3 months later...
Posted

Having a playtest this Wednesday of some of the changes thus far... momentum is going well at the moment, I can see the light at the end of the B3 release tunnel ;) Still no idea what to do with Round 3 yet. I will make some bug fixes and possibly some small layout changes but I may end up releasing it in its current state again and focusing solely on that for b4.

You may spot some changes in the distance...

plgh_b3_wip1.jpg

A bit weak visually here, but just wanted to show how this area has changed, there is good access to both teams to the platform above (with the pipes), adding another layer of height to this area.

plgh_b3_wip3.jpg

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