Testing arid_232_b1

Discussion in 'Mapping' started by Silk, Nov 29, 2012.

  1. Silk

    Silk Mapper

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    I think i finished the next version of arid, but as always it needs testing. Mainly just checking for missing textures, glitched reflections and wrong lighting, but also if all ladders and ropes are still functional etc. Can walls, turrets and buildings in general be placed on areas where they shouldn't be placed (bridge, walls above the vehicle tunnels, ...), etc ...

    https://dl.dropbox.com/u/234836/mapping/emp_arid/emp_arid_232_b1.rar

    Changes:
    - Added flag models to the two capturable area's (glycencity's models)
    - Replaced 3 textures
    - Changed location of the lower ladder on the secondary bridges so that vehicles driving underneath them no longer drive into them
    - Considerable improvements to visibility: 10% increase in fps (on my 4 year old system) on an empty map, should be even more during a game
    - Removed the two infantry tunnels leading to the canyon
    - Increased buildingspace considerably:
    https://dl.dropbox.com/u/234836/mapping/emp_arid/buildspace_1_2.jpg
    https://dl.dropbox.com/u/234836/mapping/emp_arid/buildspace_3.jpg
    https://dl.dropbox.com/u/234836/mapping/emp_arid/buildspace_4_5.jpg
    https://dl.dropbox.com/u/234836/mapping/emp_arid/buildspace_6_7_8.jpg
    https://dl.dropbox.com/u/234836/mapping/emp_arid/buildspace_8_9_10.jpg

    Message for Trickster:
    I haven't changed the thumbnails (same with glycen), as the old ones are good enough.
     
    Last edited: Nov 29, 2012
  2. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    WUT? I loved those.(they are a tad long though with all them ladders.)
     
  3. complete_

    complete_ lamer

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    whats with the shiny pillars in the first screenshot
     
  4. Silk

    Silk Mapper

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    That's just a screen from when i was still working on it. Those materials had parallax mapping, and when i tested the building space i hadn't yet fixed the materials.
     

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