Map Being Worked On

Discussion in 'Mapping' started by Cyber(Gunner_Yeyz), Sep 24, 2006.

  1. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    Alright I took a short break since I am lazy.
    There is only two things left-
    The Displacements
    VisLeafs
    What I mean in visleafs is a way to make the level load faster in game, in fact I lost my link about how to make the visleafs work better!
    Also the Wii is coming out and Empires 1.8 hasn't yet so...
     
  2. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    Here is what I have so far.
    Someone please post some pictures here...
    I am too lazy to post them... just to get them in a zip and send.
    My map pictures!!!
     
  3. dizzyone

    dizzyone I've been drinking, heavily

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  4. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    </div>

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    I tried your idea Dizzy... Didn't work out too well...
    Just recheck my file. I fixed it!
     
  5. dizzyone

    dizzyone I've been drinking, heavily

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    you sure? still says unkown method when i try to extract
     
  6. Jcw87

    Jcw87 Member

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    Try updating your decompressor program.
     
  7. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    DAMN IT!!!
    Yea that is probability it...

    Try again please... well at least this issue will be solved when only five people are on and not the full Empires forum people...
     
  8. Jcw87

    Jcw87 Member

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    I just decided to try opening it, it works... but it makes me want to redo the minimap...
     
  9. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    Well I am changing the map so often remaking the mini-map now would be worthless.
    Don't worry, I hate it also!
     
  10. Broccoli

    Broccoli Member

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    Taking out the bridges is a good idea, but I can't see a thing in those screenshots. Is it really going to be that dark in-game?
     
  11. arklansman

    arklansman Member

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    I can see just fine ingame. :)
     
  12. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    I'm going to rapidshare this map shortly BUT NOT THE COMPLETED VERSION!!!
    I need some feedback and I want to know what you people think of the map.
     
  13. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    I have done a fast compile if the map.
    IT IS NOT FINISHED AT ALL.
    I know the shadow issue on the displacements.
    I know of the trees being too high and too low.
    This is primarily too get some feedback.

    Emp_ReMoney
     
  14. dizzyone

    dizzyone I've been drinking, heavily

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    if you're going to release a newer version, don't name this one just remoney, put a number behind it for ease of use.

    edit:

    You put a pit in the stairway O_o

    its a bit too big imo to be much fun. Also, you might aswell remove the bunkers (in the base), they have absolutely no coverage and are a long walk to get to. Its also too dark, not very soothing for the eye.

    Not trying to be offensive, but I'd say scrap this map and start over, the map is aestheticly mind numbing, the walk to your own refs alone is like the full length of mvalley by itself (exaggerating). The center hills are way too high to for tank battles, it makes it more of a chokepoint all the way trough instead of being good cover. The ramps at the bases are a bit too steep for tanks, and the base IMO is too highly placed. But the size really kills it.
     
    Last edited: Jan 19, 2007
  15. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    That was a test.

    I do want the map to stay dark but I am working to make the lights not kill on the eyes. The bunkers in the base will be worked and fixed for more cover.

    The issue with the ramps is how little horsepower the tanks have. I though the tanks could clime a 30 degree hill.

    The hills on the field I am fixing. I know that there isn't a ton of rooms for tanks and I plan to fix it.

    The whole hight for the base can be fixed kind of easy...
     
  16. dizzyone

    dizzyone I've been drinking, heavily

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    Its good practice, don't let Grizzly see it though, he'll make sure you regret ever thinking about redoing money :D
    He once made a little puppy emo
     
  17. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    The whole issue with the base being to high I know how to fix.
    I will keep the base design but lower the whole thing taking out the ramps leaving the entrances to the base.
    The infantry base will be under the ramp.
    Damn this is going to take a bit of work.
     
  18. Trid3nt

    Trid3nt Member

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    It's not really money anymore. At least call it somthing like emp_Grassmoney or somthing. Maybe a predecesor to money but someone spilt acid and then you get money!
     
  19. Broccoli

    Broccoli Member

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    I'm afraid I would agree with dizzyone on most points. Don't take offence from this criticism, it's only how I think you could improve the map.

    Things to fix:
    • Angle the light_environment, so that light is from a more arbitrary angle.
    • Brighten the whole map. But only slightly. It does have a nice atmosphere.
    • Use some of the different lighting entities (spots to uplight team logos? Lighting inside the bunkers?) It'll improve the contrast of the map, making it more fun to play. Nobody wants to stare at grey walls all day.
    • Fix the shadow problem on the displacements.
    • Obvious displacement height problem. Scale them down to 50% in most cases I would say.
    • Buildable ramps to bases: scrap them. It'll make any kind of assault just about impossible.
    • Infantry areas: add more twists and turns to the corridors, and make the whole area tighter.
    • Strip down the 3D skybox. You have a whole lot of geometry that will never, ever be seen by the player. This is a waste of resources, and though I had no problems with running the map, optimisation is always nice.
    But I do like the size of the map, I think it'll be comfortable for 10 or more players. And I like the layout, in general. The central bunker is a nice addition. Why can't you use brushwork like that on the rest of the level!

    Don't scrap the level, you have a nice starting point here to work from. As for the name, how about "emp_cash", "emp_lolly", "emp_green" etc...
     
  20. Private Sandbag

    Private Sandbag Member

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    If i could add one thing, it would be more direction. in my opinion, you need something that breaks up the map a bit more, meaning players can either go to X or Y when they get to Z. I'm all in favour of choke points, as they really get the team working together.
     

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