Skjalg Posted March 4, 2009 Report Posted March 4, 2009 would be fun to see this in some engine, crysis perhaps? Quote
Warby Posted March 4, 2009 Report Posted March 4, 2009 My employer recently hasnt paid me so... stop going to work immediately ! i did one of those things once i told my self i am just gonan stick aroudn until i get the money back they owe me you know to keep an eye on things but the pile of money they owed me just kept growing and growing and growing. cut your loses and get out of there NOW every second you waste there is not going into your portfolio !!!!!! Quote
AlexM Posted March 4, 2009 Report Posted March 4, 2009 would be fun to see this in some engine, crysis perhaps? Once it's done I'll start taking a look at crysis. I would love to see it realtime My employer recently hasnt paid me so... stop going to work immediately ! i did one of those things once i told my self i am just gonan stick aroudn until i get the money back they owe me you know to keep an eye on things but the pile of money they owed me just kept growing and growing and growing. cut your loses and get out of there NOW every second you waste there is not going into your portfolio !!!!!! Thanks very much for the advice, that's my plan now. Quote
AlexM Posted March 5, 2009 Report Posted March 5, 2009 . anyways, I know it's not much of an update but here's what I've done yesterday. edit: I havent forgotten about that wireframe, I'll have that up this weekend at the latest Quote
Jetsetlemming Posted March 5, 2009 Report Posted March 5, 2009 I had a great idea for a TF2 pl map, but in my computer's current FUBAR sate, I can't work in Hammer. I tried to sculp out the basic design in UnrealEd, to show it to a friend and dick around with it. [attachment=2]ramp1.JPG[/attachment] [attachment=1]ramp3.JPG[/attachment] [attachment=0]ramp4.JPG[/attachment] Yeah, this isn't working out. I miss displacements. Quote
Sentura Posted March 5, 2009 Report Posted March 5, 2009 what's wrong with just drawing the layout? Quote
Jetsetlemming Posted March 5, 2009 Report Posted March 5, 2009 Because the idea's very.... er, 3d? The basic idea is that Blu starts on a cliff. On one side is a sheer drop and on the opposite side of the drop is the Red fortress. On the other side of the Blu base is a hill that gently slopes downward in a circle that loops back towards Red as it goes down. At its lowest point it reverse direction and starts climbing again, steeper and much thinner, until it loops over itself and cross via a bridge about ten feet above the earlier section. This bridge leads to a large bridge crossing the drop and leading towards Red's base. The bomb tracks follow this path, ending at the Red front gates, which is the goal. There's a road leading straight from the Blu spawn to the start of the big bridge, and in the middle of it is the Red forward spawn. The entrance and exit to this tunnel are blocked at first. The Red forward spawn has an exit to the sloped path. Along the wider part of the sloped path, both in front of the Red forward spawn and the opposite side, has a series of rooms with windows out to the main path, and they have a second floor with balcony. The opposite side second floor balcony comes up level with the Blu spawn, and soldiers, demos, and scouts can jump to the one above Red forward spawn to move around and ambush campers. Once the bomb reaches in front of the Red forward spawn, they move back to spawning in a forward room about twenty feet to the side of their front gates (so they aren't spawning right on top the bomb endgame). A thin tunnel is unlocked that leads from the Red forward spawn, under the hill, and ends up the crossing supports under the bridge to Red, as well as the tunnel that leads from Blu base past the Red forward spawn to the bridge. All that underground, overlapping detail is pretty hard to trace out on paper, and I really want to do something in a 3d engine anyway because I'm desperately bored and have no other outlet to my creativity Quote
Sentura Posted March 6, 2009 Report Posted March 6, 2009 Because the idea's very.... er, 3d? The basic idea is that Blu starts on a cliff. On one side is a sheer drop and on the opposite side of the drop is the Red fortress. On the other side of the Blu base is a hill that gently slopes downward in a circle that loops back towards Red as it goes down. At its lowest point it reverse direction and starts climbing again, steeper and much thinner, until it loops over itself and cross via a bridge about ten feet above the earlier section. This bridge leads to a large bridge crossing the drop and leading towards Red's base. The bomb tracks follow this path, ending at the Red front gates, which is the goal. There's a road leading straight from the Blu spawn to the start of the big bridge, and in the middle of it is the Red forward spawn. The entrance and exit to this tunnel are blocked at first. The Red forward spawn has an exit to the sloped path. Along the wider part of the sloped path, both in front of the Red forward spawn and the opposite side, has a series of rooms with windows out to the main path, and they have a second floor with balcony. The opposite side second floor balcony comes up level with the Blu spawn, and soldiers, demos, and scouts can jump to the one above Red forward spawn to move around and ambush campers. Once the bomb reaches in front of the Red forward spawn, they move back to spawning in a forward room about twenty feet to the side of their front gates (so they aren't spawning right on top the bomb endgame). A thin tunnel is unlocked that leads from the Red forward spawn, under the hill, and ends up the crossing supports under the bridge to Red, as well as the tunnel that leads from Blu base past the Red forward spawn to the bridge. All that underground, overlapping detail is pretty hard to trace out on paper, and I really want to do something in a 3d engine anyway because I'm desperately bored and have no other outlet to my creativity you know, you can still draw a layout even if it's 3d on paper. look up topographic maps. in all those shots you've shown me, it literally tells me nothing of your idea, so i think you should try otherwise. a layout is part of understanding the map, and i don't understand where you're going with this. Quote
VoodooBenshee Posted March 6, 2009 Report Posted March 6, 2009 3D is yesterday scene from the editor Quote
Jetsetlemming Posted March 6, 2009 Report Posted March 6, 2009 you know, you can still draw a layout even if it's 3d on paper. look up topographic maps. in all those shots you've shown me, it literally tells me nothing of your idea, so i think you should try otherwise. a layout is part of understanding the map, and i don't understand where you're going with this. I've pretty clearly abandoned the original idea and am now just dicking around semi-randomly in an editor. It's great fun. I mean, duh, right? Since when does TF2 have military bots and MJ12!? 3D is yesterday scene from the editor Hell yes Knytt Stories. Quote
Pampers Posted March 6, 2009 Report Posted March 6, 2009 fun little project im doing with two other dudes Quote
Quakis Posted March 6, 2009 Report Posted March 6, 2009 Just messing with Hammer, though I wonder, how does one tone down the HDR/Blooming to stop it glowing so much? Quote
dux Posted March 6, 2009 Report Posted March 6, 2009 the tonemap entity. I forget it's exact name. Env_tonemap, info_tonemap something like that. Quote
AlexM Posted March 6, 2009 Report Posted March 6, 2009 fun little project im doing with two other dudes haha sweet Quote
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