View Full Version : Beta map pictures
GoatFeathers
06-21-2001, 11:47 PM
http://64.225.56.4/serious/beta_03_shot01.jpg
http://64.225.56.4/serious/beta_03_shot02.jpg
http://64.225.56.4/serious/beta_03_shot03.jpg
http://64.225.56.4/serious/beta_03_shot04.jpg
http://64.225.56.4/serious/beta_03_shot05.jpg
This is a map that I'm working on for Serious Fortress. *Many of the textures are temporary, however most of the architexture is in place in these shots. *The first two are of the generator room. *The glow that you see does rotate around the generator itself. *The last three shots are of the respective flag rooms. *The purple blob is a force field seperating the rooms, so you can actually see into the other sides flag room. *Yes, you do get the cool little ripple effect when you shot the force field. *When I get a little more work done on it, I'll show off the third "storage" room and the hallways. *The map is about 50% complete, and I hopefully will release a deathmatch version of the map.
DiEgo
06-22-2001, 01:25 AM
Niiice.
Can you make it so that if you touch the generator, you'll explode into little gibs?
Iirion Claus
06-22-2001, 02:50 AM
Looks promising! Can't wait for Team Fortress.
GoatFeathers
06-22-2001, 07:32 AM
DiEgo: *Thanks. *I think that gibbage could be arranged. *;)
Iirion Claus: *Thanks also. *I've been chomping at the bit so bad for Serious Fortress that making a map for it is the only thing keeping me sane.
Ebenol
06-22-2001, 08:16 AM
It look's allright, ONE issue.
Too bright, and the beam up there should have an alpha wutevah and another texture. I just don't like the all black style you have behind it.
(Edited by TaZeR at 6:24 pm on June 23, 2001)
chrono
06-22-2001, 09:42 AM
Personally I'd change the generator graphic into a light with a sizable lens flare. That way the persons view of what or who is on the platform is clouded or partly blocked.
GoatFeathers
06-22-2001, 09:44 AM
TaZeR: Is this comment about the generator room? *If so, then you are correct. *Like I said there are many textures that are temporary. *I don't want to go with the standard jump pad texture that people have been using, however I haven't found a texture that I do want to use. *I'm thinking something with a lot of wires and machine parts. *I'm also considering the option of hollowing it out a little, and make the black tranparent to give the machine parts a little depth.
GoatFeathers
06-22-2001, 09:52 AM
chrono, that's a thought. *How would having a moving lens flare effect the frame rate though? *Having the moving light already takes a 1/3 off my framerate from the rest of the map. *I had to reduce the size of the falloff so that the light doesn't effect the 4 closest pillars because my frame rate would drop to under 10! *(Of course when I edit those pillars to be full bright that will no longer be an issue.) *You will also notice that the light effects the bottom of the generator, but not the top. *Again a frame rate trade off. *However, after living with it like that for a while I think that I do want the light to effect both the top and bottom again.
Proton
06-22-2001, 10:37 AM
what about using the lightning for an effect...
GoatFeathers
06-22-2001, 10:45 AM
Inside the generator? *To be honest I have not played around with it. *I'll mess around with it today and see what it can do.
One thing that you can not tell from these pictures is that the graphic on the top of the generator is also on the bottom. *If I can center the start and stop of the lightning in the middle of each texture that would look cool. *Again, I hope it doesn't kill the frame rate.
chrono
06-22-2001, 10:59 AM
If this is a DM or 'team' online play MOD., well then ingore my advice. I was going to say use a particle system for the generator graphics but I had thought that would be to much of a CPU hog.
Have you 'sectioned' the map yet? That may help your framerate whoa's.
chrono
GoatFeathers
06-22-2001, 11:38 AM
Yes, this would be both Deathmatch and eventually Serious Fortress when it's released. *I'll still play with the lightning though. *I have another part of the map that it would be fun (and deadly) on.
I have sectioned the map. *That was one of the first things that I tried to help with this room. *I did see an increase, but it was less than 5%. *Go figure. *I'll be adding doors to either end of the room. *(Really cool doors too, I found a great texture for them.) *That should help because they will block the portals to the hallways unless open. *Again however, I dont' expect a big increase from this though, another 5% maybe.
Jedi Outcast
06-27-2001, 11:33 AM
Was I the first to introduce the ripple effect,? (lunar Eclipse shield)
Earthling
06-27-2001, 01:33 PM
My space station map used the ripple effect...
GoatFeathers
06-27-2001, 02:11 PM
I remember seeing it on Earthlings space station map first. *I won't say that using it on my map was a blatant rip-off, but it comes pretty darn close. *;)
Robin Leuty
06-27-2001, 04:00 PM
i think it looks good, but i go with most of the points raised here.
u doin' good!!!
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