Life Gear, previews and news Created 20 years ago2004-08-02 14:30:51 UTC by Coolfat3459 Coolfat3459

Created 20 years ago2004-08-02 14:30:51 UTC by Coolfat3459 Coolfat3459

Posted 20 years ago2004-09-08 07:01:23 UTC Post #57459
Yeah, just less formal and more friendly than calling you "Captain P" every time.

Thanks trapt :roll:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-08 07:54:20 UTC Post #57468
Well in response to the texturing comments. I only have 3 maps done right now. Well the third one isn't even done yet, I took most of those screenshots in th 2nd level where most of the lab stuff is. I do have dark places, but I didn't think they would make for a good sreenshot because they are dark! And it is hard to see...
Posted 20 years ago2004-09-08 15:45:21 UTC Post #57591
A good combination of light and dark spots would make for some interesting places - and screenshots... Dark corridors with light spots half-way and such, creates more athmosphere when done correctly.
I'd really recommend you to play more with that...
Posted 20 years ago2004-09-08 17:13:56 UTC Post #57646
I do have dark places, but I didn't think they would make for a good sreenshot because they are dark! And it is hard to see...
Posted 20 years ago2004-09-08 17:31:13 UTC Post #57657
Then I'd say post screenshots of the more interesting parts. After all, you want to show the best of your map, right?
Posted 20 years ago2004-09-08 18:45:38 UTC Post #57669
I showed most of the best parts of what I've done. I have more places to show but I have nowhere to upload the pictures. I ran out of uploaded files for freewebs (you can onl have 50 for free). I'm planning on buying a domain name soon so I can upload more stuff but untill then I'm stuck. But sorry if you weren't satisfied with what you saw, but it takes a lot of work to make this game! And the mapping portion is a mere fraction. I have to convert models, reskin some models, and make sure the music and stealth effects of the game actually work the way they should.

By the way, here's an update:
I'm going to have make-shift Genomes! That's right! A new enemy without new code! I doubt I will use zombies as I am so incredibly tired of using them in maps and seeing them overused in everything else. SO I am going to edit the skills.txt and convert the high definition genome model from Sven Co-op to work like a zombie, And BOOM, Genomes.
Posted 20 years ago2004-09-08 19:11:52 UTC Post #57672
Here, you might find this to be a little more apeasing to you. That candy machine in the back has a blue light on it, and I made it using very VERY little of the candy machine textures.

http://www.freewebs.com/coolfat3459/stealth.JPG
Posted 20 years ago2004-09-08 19:43:09 UTC Post #57676
No offence, but the maps look like they were made for midgets. Increase the height of the rooms. That size is only acceptable for shafts, large shafts, but not for rooms.

You improved on the last screenshot; make it just a bit higher.

~spark
Posted 20 years ago2004-09-09 05:47:04 UTC Post #57745
That last screenshot looked better indeed.

It's not that I'm not satisfied, it's that I look critically at it and try to tell you were you could improve. Use my comments as you see fit...
It costs work, yes, why else would some (the better) mods take years to finish? It's not the amount of work that counts, it's the end result (although at certain points you would have to set priorities, I'd say you should give your maps more as that's an important part of any mod).
Don't set yourself a too strict deadline when that means the quality of the mod will heavily suffer from it.
Posted 20 years ago2004-09-09 05:51:15 UTC Post #57747
I know of several multiplayer maps that they took months too create... and that's all for just one map...

But from the results, I'd say it was worth the time...
Posted 20 years ago2004-09-09 08:45:56 UTC Post #57763
Map for Counter-Life. Google.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-09 16:58:25 UTC Post #57847
The room is tall enough. Its 128 units tall. Thats how tall I make also every room in ever maps I make. Check big_city, those rooms are 128 units high, check cs_winter_city, those are also 128 units. I don't know what's throwing you guys off.
Secondly, Its not Counter Life 7th, as I have said time and time again its Spirit. I have converted the models from counter strike models.
Also, I don't have a deadline for finishing this. I have found out that deadlines don't do anything for me. If I set a deadline I ignore it and finish whenever I finish.
Posted 20 years ago2004-09-10 04:01:55 UTC Post #57904
Most area's seemed of good size to me, although the very meager architecture made the ceiling look very low in especially that 200002 pic. It's not always the actual size that counts but how it feels towards the player. A guy once made a map with a ceiling that looked way heigher than it actually was, a bit of trickery can do a lot.
For example, over-stretched textures often make you feel very bad about the map's proportions. Try a grate texture 4x4 scaled and you'll feel yourself very small. Several things other than the real size of things affect the way a player 'feels' the proportions.

Detail isn't the small extra thingies and brushes but also the way things 'feel'. The way architecture is represented, the way rooms look logically placed and seem to have a purpose.
At this moment I'm working on a map featuring a small outside industrial area. Lots of buildings just don't work for me because they don't seem to have a purpose. That's a bit of detail too...

No deadline? More time to spend on the maps that means, I hope? Good... :)

And good luck, of course!
Posted 20 years ago2004-09-10 09:58:35 UTC Post #57980
Secondly, Its not Counter Life 7th, as I have said time and time again its Spirit.
Read the post above that one.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-10 16:52:18 UTC Post #58065
Yeah I read it. How do you put cs weapons in your mod. But I thought you were suggesting that I was making Life Gear based on Counter Life.
Uhh about the room sizes again, it could, and I really have no idea, have to do with the size of the picture. Ingame it looks fine, to me, uhh,the picture is shrunk to 75% of the original size, could be giving false impressions but heck if I know.
Also, yes Captain P, no deadline means more time to spend on mapping quality, and the rest of the game for that matter.
Posted 20 years ago2004-09-10 16:53:32 UTC Post #58066
7TH, I NEED YOU TO MOVE THIS THREAD TO MAPS 'N MODS. I HAVE BEEN MEANING TO ASK THIS FOR A LONG TIME BUT I ALWAYS FORGET, DELETE THIS POST AFTER THE THREAD IS MOVED. WHY AM I USING CAPTIAL LETTERS? HECK IF I KNOW
Posted 20 years ago2004-09-11 02:30:44 UTC Post #58166
I'd have to move each post individually. Maybe I will later, but no promises.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-11 03:25:37 UTC Post #58169
Why not post a Proper Preview in the maps and Mods after you have some more work done ?

everyone's happy then
Posted 20 years ago2004-09-11 05:26:18 UTC Post #58184
every post individually? jeez, if i was a mod having to do that i'd be writing some pretty damn threataning emails to atom...
Posted 20 years ago2004-09-11 13:08:54 UTC Post #58231
That's why I move posts very quickly or not at all.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-19 16:53:27 UTC Post #60716
First screenshot of the Matrix minigame that will be with Life Gear, it has rain and a reflective street(you know, because its wet). I'll convert the grunts to Agent Smith models eventually too.

http://www.freewebs.com/coolfat3459/minigame0001.JPG
Posted 20 years ago2004-09-19 16:55:02 UTC Post #60717
Oh, and the minigame also has the song that played during the Neo vs Smith battle scene in Revolutions, Navras.
Posted 20 years ago2004-09-19 17:03:35 UTC Post #60720
Looks pretty undetailed... and, I mean.. cs_assault textures...

also, make sure you can use those models and that neat muzzleflash in a mod.
Posted 20 years ago2004-09-19 20:36:25 UTC Post #60747
They work, trust me. Whats so different about the muzzle flash? Its the default.
Posted 20 years ago2004-09-20 04:13:37 UTC Post #60784
No, it's not. It's the high-definition muzzleflash. When you want everybody to see exactly what you see, be sure to include these high-def things too. Not everyone has the HD-pack, you know...

As for the screenshot... looks fine. Nothing really outstanding except for the rain and the seemingly reflective street though. The textures are nice, although the trottoir tiles aren't really fitting in my opinion. You could add some more relief to the buildings too as they tend to get boring and repetetive after a while. The buildings also seem to have all the same height. Don't do that, it makes them look so less appealing. But besides that, this looks better as your previous screenshots.
Posted 20 years ago2004-09-20 17:27:36 UTC Post #60865
Surprising, as I made the map itself in like 2 seconds. But I'll take the building heights and sidewalk textures into consideration. (I was experimenting, anyway, for good sidewalk textures). A special thanks to hazardous I can now add bullet time to the minigame. For the reflectvie street, well, yeah it doesn't look like its shiny right now but thats because its a stil screen. It shines ingame. I'm thinking about making a trailor for Life Gear in .dem format. Will that require wads and waves?
Posted 20 years ago2004-09-21 02:44:46 UTC Post #60898
Almost certainly; look at the filesize and it'll be apparent.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-21 18:40:24 UTC Post #61032
So... if I make a .dem trailor I will have to include the maps and waves and wads with it? That stinks.
Posted 20 years ago2004-09-21 21:03:40 UTC Post #61054
No you don't.... Its just the demo file size will be huge.
Trapt Traptlegend
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