• TF2 Emporium XXVIII
    5,001 replies, posted
[QUOTE=Joppari;27127926] You too, This is fourth time I say that there will be alternative routes[/QUOTE] Fastlane effect.
[QUOTE=Political Gamer;27127966]The "Alpha defense" is a really poor way of blowing someone off. I understand its not done but sitting back and ignoring the basics of a 5cp map is. It's fair to ignore feedback where people say it looks terrible but alpha maps are all about layout and as the map stands now its just a bunch of points connected by a few bridges. Sure you say your going to add a few paths but its still more or less going to be 5 microscopic islands strung together by paths. [editline]1st January 2011[/editline] [img_thumb]https://dl.dropbox.com/u/1276735/Pictures/Other/team_fortress_2_map_overview_granary.jpg[/img_thumb] Because a little bridge counts as a yard. :downs:[/QUOTE] I guess that I'm not a big mapping genius then. Sorry for disturbing you and your fancy words. :v:
[QUOTE=Political Gamer;27127966]The "Alpha defense" is a really poor way of blowing someone off. I understand its not done but sitting back and ignoring the basics of a 5cp map is. It's fair to ignore feedback where people say it looks terrible but alpha maps are all about layout and as the map stands now its just a bunch of points connected by a few bridges. Sure you say your going to add a few paths but its still more or less going to be 5 microscopic islands strung together by paths. [editline]1st January 2011[/editline] [img_thumb]https://dl.dropbox.com/u/1276735/Pictures/Other/team_fortress_2_map_overview_granary.jpg[/img_thumb] Because a little bridge counts as a yard. :downs:[/QUOTE] Dude it's an alpha :smug: [editline]1st January 2011[/editline] Did I say it was beta, no I didn't.
He's probably right in almost every aspect of this map, but it sounds a little bit like he's pulling most of this stuff out of his ass.
Make the whole map a trigger_hurt
[QUOTE=Wootman;27128270]Make the whole map a trigger_hurt[/QUOTE] That would make an excellent map!
What the dude's saying is that the map shouldn't be this decorated if it's in alpha. maps in alpha should look like orange maps, because the entirety of their focus is on layout and flow, with none on decoration. Once layout and flow are sorted out, that's when you actually start putting textures on. He's worried that you're decorating before you finalize layout, because that usually bodes poorly for maps in progress.
[QUOTE=Dachande;27128142]He's probably right in almost every aspect of this map, but it sounds a little bit like he's pulling most of this stuff out of his ass.[/QUOTE]Well I can assure you that I am not pulling this stuff out of my ass. Also I am going to take that mature route out if the sake of not wanting to derail this thread any more then normal and say that we agree to disagree and that I wish you luck on the contest.
Actually I noticed that I cannot participate, I cannot collebrate or what was the word.
[QUOTE=Political Gamer;27128390]Well I can assure you that I am not pulling this stuff out of my ass. Also I am going to take that mature route out if the sake of not wanting to derail this thread any more then normal and say that we agree to disagree and that I wish you luck on the contest.[/QUOTE] Trust this man, he is the most trustworthy mapper i know.
[QUOTE=Joppari;27128065]Dude it's an alpha :smug: [editline]1st January 2011[/editline] Did I say it was beta, no I didn't.[/QUOTE] Doesn't matter, any and almost all maps that are built without a solid layout in mind will play badly. It's a hard truth, but nonetheless, it is true. If you want to make a successful map, start with dev textures. Alpha maps don't need to be 'pretty' They need to be functional. They need to give a view as to how the map's going to play, and how it can be improved. If you start by adding nothing but props, you're map will be extremely hard to change. While keeping your detailing consistent. Where as, if you start with dev textures, and make your layout and gameplay better and better with every new update to the map. You can detail later. Please take this as a criticism and not an attack on your map or you as a mapper.
[QUOTE=FeartheMango;27128628]Doesn't matter, any and almost all maps that are built without a solid layout in mind will play badly. It's a hard truth, but nonetheless, it is true. If you want to make a successful map, start with dev textures. Alpha maps don't need to be 'pretty' They need to be functional. They need to give a view as to how the map's going to play, and how it can be improved. If you start by adding nothing but props, you're map will be extremely hard to change. While keeping your detailing consistent. Where as, if you start with dev textures, and make your layout and gameplay better and better with every new update to the map. You can detail later. Please take this as a criticism and not an attack on your map or you as a mapper.[/QUOTE] Did I say that this was the final layout? Did I say I took it as an attack, no.
I told you all, He's a bloody rebel. But in all seriousness, I am working with him to make it a proper 5cp map with all your fancy plazas and trigger_hurts. [sp]Please remember, I'm a dinkum texturer, not some bloody mapper![/sp]
[QUOTE=Joppari;27128699]Did I say that this was the final layout? Did I say I took it as an attack, no.[/QUOTE] It's reasonable for us to think you're taking it as an attack because you're [b]not listening to what we're saying[/b].
----- argument ends here ok? -----
[QUOTE=Detroit Matt;27128755]It's reasonable for us to think you're taking it as an attack because you're [b]not listening to what we're saying[/b].[/QUOTE] I know you think so, but was not.
I'll make a promo later, until then I think this is done for now. Replaces earbuds. [url]http://www.fpsbanana.com/skins/107297[/url]
[QUOTE=Hatboyrcks;27129012]I'll make a promo later, until then I think this is done for now. Replaces earbuds. [url]http://www.fpsbanana.com/skins/107297[/url][/QUOTE] Now how about those sniper lenses?
[img]http://101videogames.files.wordpress.com/2010/03/hogs_of_war_pal_front1.jpg?w=500&h=500[/img] A request: someone could do this for soldiers stash.
[QUOTE=Takuat;27129285]Now how about those sniper lenses?[/QUOTE] I'm workin on it :v:
[QUOTE=little.sparrow;27129423]I nostilaga'd.[/QUOTE] if you're going to say something dumb could you at least spell it right
Does anyone know if the flamethrowers nozzle flame is part of the model or is it a particle effect attached to it?
[QUOTE=Dachande;27127559]I see a yard [img_thumb]http://img703.imageshack.us/img703/1439/cpwardenclyffetest0010.jpg[/img_thumb][/QUOTE] Add a whole lower level with a bunch of catwalks and boardwalks and other walks Then you'll be golden I love the architecture
[QUOTE=dark soul;27129843]Does anyone know if the flamethrowers nozzle flame is part of the model or is it a particle effect attached to it?[/QUOTE] It's part of the model
I haven't done a melee weapon yet so decided to do a torch weapon for the Pyro. Almost canceled working on it as the idea isn't exactly original and the Pyro has enough melee weapons as it is but then thought I may as well just finish it anyway. I wanted to try and stylize it a bit for the Pyro. I've based it on a medieval wall torch that the Pyro may have ripped down at some point to use as a weapon. Was going to add spikes to the guard at the top but it made more sense to leave it blunt as it's wall ornament. The render looks a bit washed out and plain but should look better when textured. [IMG]http://img545.imageshack.us/img545/84/firemace.jpg[/IMG]
[QUOTE=CharlesMan;27117820]Hi I made a mod it's sound effects and shit (kind of like Shugo's but not as great) [url=http://www.sendspace.com/file/i406ep][img_thumb]http://i6.photobucket.com/albums/y202/TailzChao/fuckin_sounds_and_shit_yo.png[/img_thumb][/url] Here I even made a convenient video! [media]http://www.youtube.com/watch?v=59WTfySQ2Vg[/media] (If the game gets updated past today (and it will) you'll PROBABLY need to manually update it unless I bother with fixing it) use this [url]http://www.sendspace.com/file/e1cvzb[/url] My dream is to some day have Shugo see these and think "Yeah, that's pretty cool" and add them to his pack. :3:[/QUOTE] Not bad. I like your Amputator and Loch-N-Load sounds and maybe your Skullcutter sounds. Loch-N-Load could be a bit quieter; I think it's distinct enough even without the extra volume. It sounds far too heavy for the size of the weapon. As for your Rocket Jumper sound, I still have to test it in-game, but once I do I'll get back to you on that. [editline]fucking[/editline] Oh yeah, and I also needed to confirm something: Are all these sounds sourced from Valve games? I really don't want to include sounds ripped from other games (sans the Sam & Max sounds...since the weapons themselves are from Sam & Max).
[QUOTE=Rozzy85;27130392]I haven't done a melee weapon yet so decided to do a torch weapon for the Pyro. Almost canceled working on it as the idea isn't exactly original and the Pyro has enough melee weapons as it is but then thought I may as well just finish it anyway. I wanted to try and stylize it a bit for the Pyro. I've based it on a medieval wall torch that the Pyro may have ripped down at some point to use as a weapon. Was going to add spikes to the guard at the top but it made more sense to leave it blunt as it's wall ornament. The render looks a bit washed out and plain but should look better when textured. [img_thumb]http://img545.imageshack.us/img545/84/firemace.jpg[/img_thumb][/QUOTE] Lookin' sexy. Though I'm not digging that stopper on the end or the 'cage' bit around the torch, both feel out of place.
i'd definitely play that map if it didn't have the dumb lightning gimmick. maybe you could release two versions, one with and one without? [QUOTE=Donksuli;27119888]*sigh* You are really making this argument? It's a videogame, everyone must walk on their hands and shoot bullets out of their fingers. Nope. Team Fortress 2 is not that kind of video game. You are still reloading your guns what look to be bullets and shells. It's a video game so you can hold your weapon backwards, sure, but it's also stupid video game right then and there.[/QUOTE] the difference is that anyone can see that firing bullets out of your fingers is not how real life works, but holding a rocket launcher (aka a symmetrical tube) backwards only matters to firearm nuts or people with asperger's syndrome.
[QUOTE=DuncanFrost;27130899]the difference is that anyone can see that firing bullets out of your fingers is not how real life works, but holding a weapon backwards only matters to firearm nuts or people with asperger's syndrome.[/QUOTE] Did donksuli say that TF2 doesn't feature people shooting bullets out of their fingers? Cause I'm pretty sure it does.
[QUOTE=Pie_Tony;27130957]Did donksuli say that TF2 doesn't feature people shooting bullets out of their fingers? Cause I'm pretty sure it does.[/QUOTE] [quote]It's a videogame, everyone must walk on their hands [B]and shoot bullets out of their fingers. Nope. Team Fortress 2 is not that kind of video game.[/B] You are still reloading your guns what look to be bullets and shells.[/quote] yup
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