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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum
Terawatt_99
well, i've made (a little) progress on cfac, and here are some pics of it to date:

landing pad/marine start (still no dropship...)
Terawatt_99
part of the extended outdoor area (it'll be accessible with the help of a few func_breakables ;) )
Terawatt_99
fresh shot of the computer core (yes, that's a resource node at the bottom right of the pic :)
Terawatt_99
the first junction from the marine start (i'm gonna add more lighting in that dark bit soon...)
Terawatt_99
a view of the commander console from commander mode...
Terawatt_99
a view of the computer core from commander mode
Cremator
this looks better every time you post screenies
nrby
make the sprites in the first pic env_glow, rendermode glow, fx 150 to stop them cutting into the brush like that
nrby
btw, the smoke sprite on the computer in the last image, is that the particle system? Its a really nice effect
Greedo
I'd say things are looking good here.  Like N@rby said, the sprites on the landing pad could use a little work.  And I think the Computer core needs some work to make it look better in commander mode.  Right now, there's too much see through.  Either give it a textured top that the commander can see, or turn it into a func_seethrough.  And maybe turn those green lights into a func_seethrough, too.  maybe.
Yamazaki
You could also add little func_wall brushes for the lights on the pad. Just make a simple red pyramid shape, either 3-sided (3 w_poly)or 4-sided (4 w_poly) and place them under each env_glow. Or make them func_illusionaries so they don't affect travel. Merkaba's plantrace map shows an example of what I'm talking about.
Infinity
that is one nasty FPS u got... i feel sorry for u :/

and okeh all looks nice, havent got the time to actually LOOK at it
Terawatt_99
Quote (Infinity @ Mar. 10 2002,00:47)
that is one nasty FPS u got... i feel sorry for u :/

i know, my vid card is horrible :(  i don't think i've every gotten over about 35 fps in half-life or any of it's mods...  but i'm used to it, all my friends with nvida whatever-the-best-car-is-right-now's all wonder how i manage with an ati rage 64...
pielemuis
Wow terawatt this map just keeps on getting better, i really liek that outdoor area, with the glass tunnel, this map has a nice feel to it, like  there's gonna be a storm soon.
Terawatt_99
here's a couple of new corridor shots, i actually drew the inspiration for the lighting from the seniors' residence where my grandma lives :D
Terawatt_99
#2:
ChromeAngel
I loved picture 2 in this topic, the computer core.  Wow, what an improvement over the last one I saw.

Func_breakables yeah!

Interesting texture usage in those last two pictures.
Greedo
I think those last two shots there just seem too plain.  I'd like to see some kind of detail to break it up.  Put something on the walls (more than just that small indent), put something on the ceiling, put something on the floor.  And I'd like to see something more dynamic with the lighting.  I guess what I'm trying to say here is that it just looks too boring.  But then, most of your other pics started out boring and ended up pretty good in the end, so get to work. :)
Terawatt_99
k, 2 new shots of the corridor, i added a more "suspenseful" atmosphere with a large section above the whole hallway that only aliens can get into, with red lighting :)
Terawatt_99
#2:
Terawatt_99
here's another one, this time from up top:
Greedo
It's looking better here.  I still think that the walls and the floor are just a bit too plain.  The floor almost looks fullbright, and that's a bad thing.  I definitely need to see some more detail on the walls and floor (lighting detail or structural detail, either way) before I'd pronounce this corridor finished.
realityisdead
Great idea on that last shot, but I agree with Greedo that the hall looks a bit plain. I think a way to make it look a bit more detailed without raising the r_speeds too much is to scrap the constant line of lights next to the floor, and just have a few lights fairly spaced apart there. Especially since it's close to the ground, the lights will almost have a spot light appearence on the floor. As long as it isn't too bright otherwise.
DoctorJuice
This is in reply to those pics first posted (and forgive my ignorance about Commander Mode).  Will the commnder be able to access the resource node if it under the walkway?
Shuvit_Viper
i like these picks... some good work, only i think the outside area sky could be a bit darker, make it night or dawm or something. The lantern could use a env_glow too in my opinion, this removes the fade brush starting in the middle, it is like this in real live, and it just looks better... but its a very good map i think.
Terawatt_99
k, thanks for the comments, i'll make them happen when i get home, and Q-ball, i will probably move it, but the commander can access the node, he'd just have to move the camera down a bit so that he would have the angle to see it... but i will most likely move it...
MonsieurEvil
Not sure if anyone mentioned this, but the idea about having the ceiling vent area that only aliens can use? Brilliant! This allows those darned sneaky wall-climbers and flyers a way to infiltrate through the base, stay near the main Marine highways, and adds great ambush possibilities - very 'last scene in Medical from Aliens'. Excellent thinking. I demand more shots!
Shuvit_Viper
i think that would be me in the sentinel topic :D:

Quote
i think there could be a alternative to crates. Why not make a... a... an... a... computer ? some air vents leading upwards (and after a little while there is a grate, which stops the aliens going in the whole vent) could add some ceiling cover for the lev3 and lev1.
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