Emp_delta WIP

Discussion in 'Mapping' started by Metal Smith, Apr 19, 2010.

  1. Metal Smith

    Metal Smith Member

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    Emp_Delta


    Minimap is now complete. Fixed the file issue I had with last nights test run. Custom models have been pakratted, if you need them give me a PM and I'll set them up for you.

    Here's the new minimap. I've set it up so that the value of each res point is marked with how much res per tick is available.

    I've also set it up so that the flags have a small box depicting who's flag it is naturally, as well as the res it gives to each team, signified by the number next to it. Red is NF res, Blue is BE res. Yellow is refinery output.

    http://www.sendspace.com/file/rdk29y



    that's the DL link. Have fun with it. Will ask around about getting it hosted somewhere else.
     
    Last edited: Apr 21, 2010
  2. Metal Smith

    Metal Smith Member

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    [​IMG]

    Or should it be blue fog? i'm leaning towards the blue.
     
  3. OuNin

    OuNin Member

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    I love emp_delta.
     
  4. communism

    communism poof

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    looks bad ass
    blue fog looks cooler imo
     
  5. OuNin

    OuNin Member

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    yes this
     
  6. flasche

    flasche Member Staff Member Moderator

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    this walls somehow look familiar to me ;)
    i hope you fixed the textures again before you proper'd them ... :eek:

    cool stuff ^^
     
  7. Metal Smith

    Metal Smith Member

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    Couple of new screen shots. The brighter one is without HDR, and the darker one is the same map with HDR turned on. It's much darker for some reason, will be tweaking it. Question is, would it be alright for the map to be darker? I know people don't like night maps, and I think it might be a little too dark, but it may give infantry and advantage in the tank area, and it's hard to miss infantry and close quarters.

    No HDR: http://img16.imageshack.us/g/empdeltarc5f0005.jpg/

    With HDR on: http://img682.imageshack.us/g/empdeltarc5f0013.jpg/

    Samples:
    No HDR
    [​IMG]

    HDR Enabled:

    [​IMG]
     
  8. Demented

    Demented Member

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    It should be as bright in HDR as in non-HDR, otherwise it's just better to run in non-HDR.
    The glowing fog certainly doesn't help matters.

    Honestly, I don't think there should be any areas dark enough that you need to use your flashlight. It just means that anyone who cares will turn up brightness enough to ruin the map's lightning.
     
  9. Metal Smith

    Metal Smith Member

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    I'm thinking of just compiling without HDR anyhow.

    It will vastly improve the lighting, as shown above, and will remove the possibility of anyone getting annoyingly bright fog.
     
  10. Metal Smith

    Metal Smith Member

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  11. Metal Smith

    Metal Smith Member

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    Updated first post with a new minimap for delta.
     
  12. flasche

    flasche Member Staff Member Moderator

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    fix HDR :o
     
  13. Metal Smith

    Metal Smith Member

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    http://www.sendspace.com/file/rdk29y


    Map is ready to be played.
    Fixed HDR...

    Err, didn't compile HDR I mean. Until I can sit down with keef and ask him what he knows about killing the HDR glow, and maybe I'll be able to run a compile with it.
     
  14. [lodw]keef

    [lodw]keef Hobbit

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    sorry i havnt been online of late, my computer has died. A new hard drive should be arriving tommorow or the next day. then I have like a week of reinstalling all my shit.
     
  15. flasche

    flasche Member Staff Member Moderator

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    poor keef, my deep sympathy.
     
  16. Trickster

    Trickster Retired Developer

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    Metalsmith, afaik, HDR glow is caused by not having an env_tonemap_controller sorted out properly.
     
  17. RKB53

    RKB53 Member

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    Huge improvement on this map.
     
  18. flasche

    flasche Member Staff Member Moderator

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    so i went around finding you some bugs ...

    the minimap, looks cluttered, remove that blue and red squares, they are useless anyway. grid size is okish, i still think it wouldnt hurt if you double its size - also, where did the coordinates go?
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10000.jpg

    some screens of missing ladders ...
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10001.jpg

    here in the foreground, there is some odd piece coming out the ground :eek:
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10002.jpg

    moar ladders missin ...
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10003.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10004.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10005.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10006.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10007.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10008.jpg

    you might want to nobuild the entrances (didnt test for BE, but do the same. at least the top floors, so walls dont leak through)
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10009.jpg

    some stairways on BE look really odd ...
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10010.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10011.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10012.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10013.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10014.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10015.jpg

    this is just fuggly ... fix it ;)
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10016.jpg

    and these steps are exactly at ground level and flicker. remove the first step maybe?
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10017.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10018.jpg
    http://dl.dropbox.com/u/331067/MetalSmith/delta_b1_glitches/emp_delta_b10019.jpg

    oh and i forgot to screenshot that, but on the NF bridge bunker, there is the ladder missing ...

    apart from that no other obvious major bugs found.
    i hope i somewhat been helpful :D
     
  19. Metal Smith

    Metal Smith Member

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    thanks a bunch. I had to do some editing of the map to fix the skybox after copying and pasting to a new vmf. for some reason it wasn't wanting to scale properly with both the map AND the skycamera on grid.

    So most of those issues were caused by shifting the entire map around after I had aligned the map previously specifically for the terrain. I forgot about some parts, like that corner of the BE wall that it above the displacement. That should have been just under the displacement. Also, the stairs I forgot to realign and / or delete the stair parts under the level.

    Will work on getting that fixed up and will get something released next week some time. None of that, besides the NF ladder missing on the bunker, seems to be much of a bother to the actual gameplay.

    A note on the grid coordinates:

    I put the numbers on there backwards. When I realized that they were reversed for the numbers (bottom to top instead of top to bottom), It was 1 am and I was frustrated with the grid lines so I just removed the coordinates.

    Also, with the coordinates, They are most useful in the bottom center to divide the infantry area into top middle and bottom, as well as left and right. The rest of the map is divided fairly well enough that you can give just about any location and not be misunderstood. Lastly, the skybox is high enough that the commander can see entire sections of those areas at a time, and should have no problems finding units.




    One point I would like feedback on before I recompile would be the tickets.

    Tickets are currently set at 1200 units. This is so that you can charge in to infantry combat and not have to worry about wasting tickets. Are they set too high? Does this break gameplay mechanics like squads? does this help squads?

    I'm thinking that this will allow a single squad of revive engineers to possibly hold the one flag in the infantry area against most of an enemy team and force tickets into issue. I'm not sure how it will work though. Also note that this ticket level is really meant for 32 v 32. I wouldn't expect the tickets to work well on any other level of play than a full server. otherwise the map is just too large and spread out for the layout.

    I'll probably remove those extra boxes. I really wanted to attract as much attention to the minimap as possible so that people would notice the numbers. I figured the boxes would mostly be hidden by flags potentially, so it would be too much of a bother. I also wanted to make sure that the numbers for the wouldn't be covered up, which looks like they weren't.





    So, just a quick list of things that I would like to ask if they helped:

    Cap zones with descriptions of areas of the map. (example, cap zone in beginning trying to explain the infantry flag res flow, or the bridge respawn time after death).

    Bridge ownership: Does this add anything to gameplay?

    Flags having the res rate in the flag name.

    Do the numbers above flag marks make sense for res rate? Would a new player understand with the help of the res node res rate also written similarly? Does it make sense that blue is BE res and red is NF res?

    map description: Did anyone read it?

    Was anyone having any problems with any models or materials?

    anyhow. thank you for the feedback.
     
    Last edited: Apr 21, 2010
  20. Trickster

    Trickster Retired Developer

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    No, high tickets are good. If you want, double them. Or triple. Or quadruple. Or just make then infinite. That all works too.
     

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