Re: [map] dod_merderet
Posted by warlord on Thu May 28th at 8:53pm 2009
only alternative i can think of is using crafy object viewer, but if you dont have dod then textures might not show up

warlord
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Re: [map] dod_merderet
Posted by warlord on Fri May 29th at 5:36pm 2009
im aware of the blandness of it, kinda why its still a beta, everytime i compile it i add alittle more detail. the first goal was playability.
i expect about 20 beta stages before its really final

warlord
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Registered: Sep 11th 2003
Location: americas
Occupation: ill show ye
Re: [map] dod_merderet
Posted by warlord on Thu Jun 4th at 7:05am 2009
thx for the full scale review.
1 i diddnt know about the clipping probs with the windows.
2 the bell tower is intentionally cramped, mainly i diddnt want a player to be able to see into spawn nor have an all access pass to easy kills.
3. yea a lot of that clipping was rushed work. i just lose the creative edge now and again.
4. as youve seen when it comes to using displacements on surfaces that are not horizontal i suck. but yes i will include a but more of them and better ones.
5. and one thing that i gotta keep my eye on is the bridge itself, in a fullscale battle it can be a fps killer, so im working on ways to fix it up a bit more.
ive also learned a lot more about optimization since this realease so hopefully it will run better too.
side question tho
does anyone know the limit of ropes, as i see a lot of rope limit errors in th console (only in noclip tho)

warlord
member
166 posts
46 snarkmarks
Registered: Sep 11th 2003
Location: americas
Occupation: ill show ye