dod_belfort_b2
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Re: dod_belfort_b2
Posted by Gorbachev on Sat Jul 3rd at 6:39am 2004


Alright I've finished the 2nd beta of belfort. There are numerous changes that relate to performance, consistancy and overall balance. The map is pretty much where I want it now, all that is left is to make proper cap strings, detail texture file and a nice overview for Steam. Other than that, it's pretty well done. As usual, give it a go, see what you think, give some feedback here if you'd be so kind. Thanks. -Gorbachev

Copied from description, these are some of the changes:
-"The Destroyed House" is 2x bigger and more detailed than before.
-Mortar messages moved one inch from the bottom in the middle of the screen.
-Removed skinny tunnel from Allied spawn to "The Destroyed House"
-Added tunnel connecting the tops of both ladders that go to the lower tunnels.
-Removed bulb models/entity lights and replaced with hanging lanterns/texture lighting.
-Added building connecting middle to Allied HQ area with awning, windows and other goodies.
-Removed some redundant particle effects.
-Added fancier anti-spawncamping in Allied Spawn areas (Trip Mines!)
-Stopped the moving water, only flowing water is in the tunnel.
-Removed a handful of sounds that no longer made sense.
-Fixed the speed, colour and placement of the spawn-warning messages.
-Removed or altered a few new MG nests.
-Added small bit of wall broken from Axis gates to middle cap to allow jumping over the retaining wall.
-Removed a handful of trees/bushes that weren't necessary.
-Removed walls and added hill+fence combo in additional areas.
-Removed dead-end with the fallen tree and replaced with wooden door.
-Lowered skybox while still keeping high enough to keep detail and allow grenade throws.
-Removed a few known sticky or troublesome areas on the grass.
-New textures in some areas and texture fixes/alignments in others.
-Newer credits included in .txt
-More custom objective sprites (easier to understand)
-Nicer belltower in chapel

[addsig]




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Re: dod_belfort_b2
Posted by beer hunter on Sat Jul 3rd at 9:41am 2004


wow ! those changes are quite an improvement over b1 and its still looking as pretty as ever



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Re: dod_belfort_b2
Posted by Gorbachev on Sun Jul 4th at 7:48pm 2004


Thanks, anyone else? Nothing? [addsig]



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Re: dod_belfort_b2
Posted by JFry on Thu Jul 8th at 6:50am 2004


I just played this for the first time and just as I had guessed, its one impressive map. The texturing is excellent and it goes a long way in terms of immersion, not to mention the fitting sounds. The brushwork, while it's nothing that hasn't been done before, is very clean and makes for a believable environment. And you deserve a trophy for managing such low r_speeds! The lighting looks good above ground and I like the subtle use of shadows. Personally I think its a little too dark in the tunnel but that could just be me. My only complaints concern 2 areas which are a little empty/dull. The 2 areas connected to the front of the belfort are kinda lonely and corridor-like. Also in the area with the car, the wall across from it seems somewhat barren. Aside from these minor criticisms this is one hell of a map and if its not already official it should be.



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Re: dod_belfort_b2
Posted by siron on Thu Jul 8th at 7:01am 2004


perfect lighting, great texture combination, overall good layout, low r_speed's, time well spent (im sure you spent a lot of time on it). keep mapping! i want to see one of your maps go official.



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Re: dod_belfort_b2
Posted by Tracer Bullet on Fri Jul 9th at 6:52am 2004


Just so you know Gorb, you've not been forgotten. If I finish my work with some time to spare tomorrow, I'll load it up and see if I can find something wrong with it.



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Re: dod_belfort_b2
Posted by Forceflow on Sat Jul 3rd at 9:30am 2004


Looks fine to me.



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Re: dod_belfort_b2
Posted by siron on Sat Sep 4th at 10:21pm 2004


Very nice work. like playing on it.




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