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  #31  
08-31-2010, 11:45 PM
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I-I feel REALLY bad saying this crashpunk... But for me, I'm just not getting that oddworld feel from it.. Something about it makes it seem like it is simply another TF2 map. I like how you put the barrels and pictures and everything, But I think the only way you will be able to get me to think it was truely odd would probably have to be... Try basing it off of real game scenes, like putting the Huge Deep rooms, Or even The outside of it!
Remember this?
http://vezg.com/browse.php?u=Oi8vd3d...9uZTEucG5n&b=5
I completely understand. but the problem is that i have to stick with the TF2 Materials and textures like Chubfish said and after all. it is another TF2 map.

But I am working on ways to improve the feel of it. after all, its only V1.0 and in its alpha stage.
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  #32  
08-31-2010, 11:48 PM
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This honestly doesn't sound like a good idea to me. The two art styles are directly conflicting, with Team Fortress 2 being bright and cartoony, and Rupture Farms being dark and gritty.


That's not to say that the idea can't work, it's just that it'd need a lot of work for it to be good. While the map might so far be good for a more realistic FPS, I don't think it'd feel right in TF2.
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  #33  
08-31-2010, 11:53 PM
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This honestly doesn't sound like a good idea to me. The two art styles are directly conflicting, with Team Fortress 2 being bright and cartoony, and Rupture Farms being dark and gritty.


That's not to say that the idea can't work, it's just that it'd need a lot of work for it to be good. While the map might so far be good for a more realistic FPS, I don't think it'd feel right in TF2.
Thats the challenge I'm facing. however your point about TF2 not being the right game is understandable. i have plans to make one for HL2: Deathmatch and even Counter-Strike.

plus i'm trying to make Rupture Farms dark with a TF2 art-style. Even though TF2 is Cartoony, It still can be made dark and gritty

also I'm making new textures that look like rupture farms but in the TF2 Art-style.
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  #34  
09-01-2010, 04:39 AM
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I agree with Nemo. Maybe you can make it darker and more closed up... And deep... And oddworldish
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  #35  
09-01-2010, 05:44 AM
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If I ever get round to it, I think Balmora from Morrowind would make a great FPS map.

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  #36  
09-03-2010, 03:11 AM
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I have no idea what that is
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  #37  
09-03-2010, 05:42 AM
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Sorry. Just a random TF2 musing.

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  #38  
09-03-2010, 06:09 AM
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Now I will stay with 2Fort and turbine, but I will beta test (If you want), and play on it when it will be released.
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  #39  
09-03-2010, 07:06 AM
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Now I will stay with 2Fort and turbine, but I will beta test (If you want), and play on it when it will be released.
Sure.
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  #40  
09-03-2010, 07:09 AM
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You mean beta test? I sign up.
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  #41  
09-04-2010, 08:21 AM
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You mentioned lighting.
Try using spotlights as your main source of lighting and regular lights with a low intensity for ambient light.
Also something interesting is setting the constant parameter really high, like 10 000. This will give you really intense and sharp lights and are great for things like spots.

Also It would probably have a level inspired by oddworld instead of trying to have exactly like it. It's needs to work with all the assets and so forth.
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  #42  
09-06-2010, 08:18 AM
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You mean beta test? I sign up.
Be my guest. I'm currently making the Spawn Rooms.
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  #43  
09-06-2010, 02:55 PM
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I'll test for your Deathmatch level, as long as you make it. Its pretty much the only online FPS I have.
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  #44  
09-07-2010, 08:20 AM
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Oddly enough i don't have Half-Life 2 Deathmatch yet.

I'll make a map once i own it
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  #45  
09-10-2010, 03:20 AM
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Derp! *facepalm...*
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  #46  
09-21-2010, 02:23 AM
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Quick Update.

-Added Re-spawn Areas
-Added Re-spawn Doors
-Fixed Upper Level being not level
-Added more Oddworld custom materials
-Fixed Lighting issue.
-Added more barrel Props

Currently Working on
-Fixing RED Re-spawn Door (Its not working for a random reason)
-Fixing missing Metal material on some props and Weapon HUDS
-Thinking about importing the map into Area, KOTH and CP modes.

The map is looking pretty good and once the little bugs and errors are fixed, i'll release it to lismati to beta test (Please ask me if you wanna beta test, i don't mind who.)
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  #47  
09-21-2010, 03:39 AM
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I'd like to sign up I'd love to try a Oddworld source map, the only map that I tried to make was the hotel Overlook from Shining and... rly, too much stuff
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  #48  
09-21-2010, 06:44 AM
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sure, i'll put you on the list
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  #49  
10-19-2010, 02:35 AM
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Question Update- Problems, need testers

Sorry for the big break, i've been having problems with Hammer. Each time i load my map it crashes TF2 Last time I updated it, the Spawn rooms weren't finished and it needed improvements

So this is where my Testers come in. if you know how to use Source SDK Hammer could you test out my map, fix it, change it, re-design it I don't mind.
all I want it to do is to work completely fine.

http://www.megaupload.com/?d=0SIMDWV3
any changes and improvements made please could you let me know as soon as possible
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Last edited by Crashpunk; 10-19-2010 at 07:33 AM..
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  #50  
02-14-2011, 07:05 PM
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I got a sugestion, what about those new MO models that were ripped? Is it possible to use those meat grinders in the Slog Hut Level instead of that floor saw? Or do you REALLY need the floor saw?
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  #51  
02-15-2011, 03:25 AM
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Well if you can use the MO models go right ahead but the moving saws from Sawmill would be awesome too.

can you link me the models?
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  #52  
02-16-2011, 06:10 PM
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I don't have a link, try some threads in the Hacks and Mods section they ought to have something there.
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  #53  
03-17-2011, 10:30 AM
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Sorry for the lack of updates guys however I am starting to work on the Oddworld map very soon.

I need to learn how to make a 3D skybox.
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