Jinxed

Discussion in 'WIP (Work in Progress)' started by Logo, Nov 6, 2007.

  1. Logo

    Logo L3: Member

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    CTF_Jinxed B3 is now out!

    Features/Changes include:
    -Flag indicators! Now you will have the proper flag direction indicators to let you know where the flag is located
    -Fixed issues with the text messages when picking up the flag
    -Added more instructions to help new players
    -Added 2 new cameras to the basement
    -Fixed some graphical glitches
    -Improved the skybox
    -Some new optimization
    -Fixed missing health/ammo in blue base

    Stay tuned in the coming weeks for a prefab that will setup your flag for you if you wish to emulate this type of gameplay.

    [​IMG]
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    [​IMG]
    Another shot of infront of the cap room
    A hallway infront of the spawn room
    Spawn room
    Spawn room 2
     
    Last edited: Nov 20, 2007
  2. Logo

    Logo L3: Member

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    Fixed the pictures cause some people seemed to be having problems
     
  3. Maj.Woody

    Maj.Woody Guest

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    Finally got the screenshots to load.

    That is looking pretty good, nice attention to detail there. Cant wait to see it in action.
     
  4. Octopus

    Octopus Guest

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    This looks amazing, I really like the gametype. Looks fun, keep it up.
     
  5. drp

    aa drp

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    wow this looks really detailed. how did you get that lighting? my weakness is lighting :(
     
  6. killanator

    killanator Guest

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    sounds like a really fun mode. thats what rocks about tf2, all the different game types you can think of, where as in a different game there are 1 or 2, like counter strike only has cs and de, battlefield only has like domination, in tf2 theres practically unlimited.
     
  7. Logo

    Logo L3: Member

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    For lighting I have light_spots with rather large angles (the ones in the spawn room have 60 for bright angle and 70 for the outer angle) to give it a realistic look. To fill in the lighting to fit the Tf2 theme I also place light entities through the map in the center of rooms/areas (so they evenly light the whole room or most of it) with the same color as my ambient light but a low brightness (around 70 or so).

    As another lighting tip I recommend making different vis groups for different types of light depending on the model I use as a source for the light.

    So I essentially have something like this:

    Light_Hanging
    Light_Wall
    Light_Lightbulb
    Light_Florescent
    Light_groundlight_sm
    Light_groundlight_md

    Then if I decide that a light source doesn't look quite right I'll use the "mark" option to select all lights of that type and make the adjustment. This way I can keep all my lights using the same attributes easily. I think it really adds to the map when all light sources coming from the same model give out the same type of light.
     
  8. Logo

    Logo L3: Member

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  9. Logo

    Logo L3: Member

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    See originial post for update news!
     
  10. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    I agree. The hallways are sharp, and the lighting is spot on :D Very awsome indeed.