Discussion in 'Mapping' started by R_yell, May 13, 2006.
This is the result after some color tweaks:
Just got back from checking out your map again...
That looks great.
Looks good enough from the screenshot. I'd like to test it online one time. Perhaps someone could arrange a time/server?
Dang, only 6th to dl...
Server would be awesome
I'm not sure if this has been reported yet or not, but R_yell, you need to seriously increase Skybox height. :p
The commander vehicle on the hill puts the F2 camera outside the skybox, unless I go down hill. But eventually, if you zoom out when down hill, then go up hill, and go back to F2, your camera will be permanently settled outside the skybox.
Meh. :S Other than that, this map likes beautiful. It's gold. The water needs work because it looks ultra ugly, honostly. That's all I can say. Texturing and everything else is just beautifully done, and perfect. I don't think it needs any more improvements, but don't take it for granted. Obviously some massive testing must be done in attempt to discover any pesky little glitches or bugs hiding around.
Great work, I hope you finish it (or is it finished?) and that it will be included as an official map in v1.06.
Okay, water texture didn't seem to change... most res nodes work, near water, BE side near dam, doesn't... also, its really easy to use a jeep to get atop the map on either side. and the bridges are very passible to jeeps... yay!
Oh, one little thing I just noticed, you might want to add grid reference numbers/letters to the minimap like in other maps.
Skybox related issues are fixed I think. Rc3 has a sky about 6000 units high, I had no problems, and we have talked about the comm view zoom out issue and Hellion told me how to fix it.
Water was changed to a murkier version, pic is above
About reference numbers in minimap, no problem, I'll add them.
Minimap with grid reference numbers, also check another water view:
This water material is opaque as old one, don't think expensive water fits here, but this one is more advanced than usual cheap water. Once you see it in movement you'll know why.
The dishes are cool, but sortof out there. I figured a transponderbox, building or something else manmade related would make sense near the dishes. Assuming theyre still serviceable, otherwise they need a little wear n tear.
They would also provide a bit of much needed cover for the infantry..
Oh and the minimap.. it might be a bit too cluttered now. I should have said only add them to the left side and bottom. What do others think? It's a very nice minimap to be spoiled by numbers!
maybe but the grid reference numbers only on the outer ring?
A6 B C D E F6
A1 B C D E F1
P.S. great work hope to see more from it on other maps (maybe a CTF ??? )
OHH stole my idea , but really if you make the text transparent in the center areas to about 20 or so , you would only see it when you zoom in so it doesnt stick out and look odd. but thats imo
Love the map! Can't wait for the next version.
Just a minor thing, the physics model on the butte could be tighter to prevent the bullet impact decals from appearing in thin air.
I like the grid coordinates reference as is now, while I'm playing like to see that as clear as possible.
About more cover, I added several rocks, but don't want to place much more stuff. If some place needs more cover I'll lower or raise terrain, that would work the same.
The butte collision model can't be tighter, sorry, it's a complex and giant model. Phys models are very simple, so it won't fit better.
I'll release a new version if someone wants to create a server.
Oh, did I tell you that the Res Node, BE Side, near the dam, doesn't work... everything else is fine... also, its very easy to get atop the map.
Also, in rc3, the water looks the same as always
Yes, thx Sheepe. It's already fixed (damn nodes :D). I didn't made anything to prevent people getting to atop, so I suppose is easy. Don't you like it, or is just a report? Water wasn't included in rc3.
The water looks super ugly and unfitting in the last few pictures....
yeah, I was just mentioning it, however it would be nice someone was able to get the comm out of there with out flipping it into the water. I top of map
This is rc4, we can call it "ugly water edition". I added lot of cover, most of it in form of terrain deformations.
Thx again for all the feedback.
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