Emp_delta

Discussion in 'Mapping' started by Metal Smith, Mar 22, 2009.

  1. Metal Smith

    Metal Smith Member

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    Alright, I'm getting ready to make one final update on his particular version of emp_delta. After this, I'll be working on the remake of the map.

    both bases have been smoothed out to allow more base building.

    BE fort base thing has litterally been flattened out entirely almost. It's not possible to place a VF much farther back. Can also fit all base buildings in without putting them in the way of the driving path.

    All areas of intended safe passage across the water now have bridges. The bridges now have vehicle clips to prevent vehicles from driving up on the rails.

    Flag poles in infantry area are now climbable. You cannot place turrets on them, however.

    All flag cap points now discribe the areas. West bunker, East bunker, Southern hills, Southern Hills NF base camp, Southern Hills BE base camp.

    Location names when capping now show the res each flag will give your team. [Location] [NF res] [BE res] in that order. If you forget, there is a cap point over the starting southern spawns with that information in the location name.

    Said cap zones now in the bases do nothing other than give that information.

    There is now breakable glass on the top of the forts.

    Ladders are now on top of the forts to allow easier access to the roofs.

    Some fog adjustments, i'll get some screen shots soon.

    Several other changes that I cant think of right now, but they are there.

    Unless there is something horribly wrong, i think this will be my last version of delta until I can remake the map properly. Textures will never work right on the current version unfortunately.
     
  2. Metal Smith

    Metal Smith Member

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    For drummer:

    [​IMG]
     
  3. DrummerX

    DrummerX Empires Tyrant

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    =D, that looks really nice

    now what happened to all the trees?
     
  4. Metal Smith

    Metal Smith Member

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    http://downloads.borgamers.com/Empires/Maps/emp_delta_rc4.rar


    New official link fornow.

    You better run mayama >_>

    But seriously, brush work isn't possible without a complete remake, which will be the next version that I release, if it is ever released.

    If I am missing a name of someone directly involved with the map, please let me know.

    First post updated, Signature updated. Screen shots to come soon.
     
    Last edited: Apr 24, 2009
  5. -Mayama-

    -Mayama- MANLY MAN BITCH

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    gameplay turned from sucky to nice =D,
    now go and improve your brushwork!!!
    D:
    ...D:
    ...runs
     
  6. DrummerX

    DrummerX Empires Tyrant

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    seems there is a glitch in the map with vehicles, weird, crashes the client. on the west side
     
  7. Metal Smith

    Metal Smith Member

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    Recompiling, see if it takes care of this.
     
  8. MOOtant

    MOOtant Member

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    I want this map to be official. Maybe other devs want it too, we'll see.
     
  9. Metal Smith

    Metal Smith Member

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    what a coincidence, I just fixed the issue I was having today >_>

    Actually, compile just finished, was about to do a test to make sure the crash was definitely gone.
     
  10. flasche

    flasche Member Staff Member Moderator

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    did you already build new walls? if not i would want to donate these if you like them ... they are leftovers from stuff i started but never finished ...

    [​IMG]
    [​IMG]

    i'd finish them ofc :P
     
    Last edited: Aug 16, 2009
  11. Empty

    Empty Member

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    Those materials look like ass unless you make new vmts because they're model materials, not brush materials
     
  12. flasche

    flasche Member Staff Member Moderator

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    so - since when are textures static? Oo

    i just read what m00tant and mayama said about that map on IRC and though, hey that one wall i have might fit maybe. you dont want me to be nice - makes me sad :'(

    also these are prolly the one chriss ripped for kutm anyway >.>

    :D
     
    Last edited: Aug 16, 2009
  13. Metal Smith

    Metal Smith Member

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    just the texture for it or the whole wall? :P

    but yeah, if someone wants to do some brushwork for it, just Pm me, I have no problem getting some help from people.
     
  14. flasche

    flasche Member Staff Member Moderator

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    the whole wall ... the textures alone would be pointless, as you should have them aswell ^^
     
  15. flasche

    flasche Member Staff Member Moderator

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    no ass :confused:

    [​IMG]
     
    Last edited: Aug 17, 2009
  16. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Flasche make new normal maps for those textures like i did on emp_mesa and the empires building textures are really nice for making brushwork
     
  17. flasche

    flasche Member Staff Member Moderator

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    its the only ones that are clearly NF or BE - we need more of those - way too little of them :(
     
  18. [lodw]keef

    [lodw]keef Hobbit

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    you do need to make new vmt's if you are useing those textures though, it will render funky if you use the vmt's that are made for models on world brushes. I think thats what empty is trying to get across.
     
  19. flasche

    flasche Member Staff Member Moderator

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    i dont see much funkyness in the above render? maybe i miss what i should be looking for ...

    well there are no bumpmaps and ofc console is complaining about that, but apart from that they look just fine to me!?
     
  20. Silk

    Silk Mapper

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    Textures for models have some line in the vmt that mentions it's used for props. If you just use those on brushwork in hammer like you do with normal textures and compile the map, the textures will ... flicker ... ingame. Depending on the angle at which you look at them they will turn less or more bright suddenly, and sometimes some other weird things happen.

    If these do not have that problem then they might be the ones from kutm, which probably have been adjusted by chris already.
     

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