Cliff Complex BETA
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Re: Cliff Complex BETA
Posted by Cash Car Star on Thu Oct 2nd at 9:19am 2003


Everyone covered the main things I had... assuming the clipping you mentioned is getting caught on the fall down...

Woulda liked to see something on top of the roof of the room on the top floor with the hole in it... it exposes you to get up there so an adequate weapon reward is probably in keeping (or perhaps some contacts).

I'd toss a really lite light_environment in the map, with an intensity of like 5 or something... just enough to keep the areas outside from being ink-black (as outside never really is - even at its darkest).

I really liked the shape of the corridors down at the bottom of the cliff, it's an overused texture set and you went and made it feel fresh. Very good job on that.

One final note, I'd lose the skybox. Looking down is kinda dumb looking. Look for a skybox that incorporates a fade in color as you look down, so that the bottom face of the skybox is nearly black itself (I know you're not working with a cityscape, but the popular London skybox does this beautifully - just to describe what I mean, don't actually use that one). I think Crinity has some nice looking skies you could look into...

Oh, and path your zip (I think I wanna write a tut on this topic)





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Re: Cliff Complex BETA
Posted by Wild Card on Thu Oct 2nd at 11:28am 2003


Oops, sorry Orph, I forgot I had thoses pics in there.

Me adds ambience to the list.  will look at the sky problem too





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Re: Cliff Complex BETA
Posted by ReNo on Thu Oct 2nd at 11:31am 2003


I'll be downloading this along with all the contest maps later on in the day, when I get on the computers with the CDRWs. I'll try and get a playtest going tonight with my flatmates on them all. [addsig]



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Re: Cliff Complex BETA
Posted by Orpheus on Thu Oct 2nd at 11:33am 2003


? posted by Cash Car Star

 Oh, and path your zip (I think I wanna write a tut on this topic)

the zip is mine..

i dloaded his, to upload to the pit, it was too large

i started by editing the images in the hope of making it small enuff, but retaining all his content.. it was still too large..

finally i omitted the jpg's and it uploaded.. but by then i was getting mad, and didn't care anymore about file structure..

the zip wasn't screwed (maybe it was, but i dunno) by WC.. it was my bad..

[addsig]




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Re: Cliff Complex BETA
Posted by Cash Car Star on Thu Oct 2nd at 11:45am 2003


Nope, it was not your zip. I dl'd from his Angelfire account (which was listed in the map profile). I can tell because it still has the "half-the-size-of-the-map-each" bitmaps in it.



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Re: Cliff Complex BETA
Posted by ReNo on Fri Oct 3rd at 9:53am 2003


I had a run around on this map last night and took some screenshots to use for feedback, but I didn't have time to burn them to CD this morning. I'll post them later in the day. [addsig]



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Re: Cliff Complex BETA
Posted by Orpheus on Fri Oct 3rd at 10:54am 2003


? posted by ReNo
I had a run around on this map last night and took some screenshots to use for feedback, but I didn't have time to burn them to CD this morning. I'll post them later in the day.

screenshots properly optimized would fit several dozen to a floppy duncan.. you might consider keeping one in your pocket

but yeah, i see so much potential in this map.. its a vast improvement over his earlier works..

[addsig]




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Re: Cliff Complex BETA
Posted by Wild Card on Fri Oct 3rd at 11:20am 2003


A few questions for thoses that tested the map.

1: I trying adding in an light_environment entity but it was too bright, how do I lower the intensity?  I'm guessing there is some obvious thing I'm missing...

2: Where does the player get stuck?  As in where do I need to add clip brushes?

I'll be working on the map tonight after school and I'll add in some env_sounds as well to make it sound better.

Anyways, once the map is done, where abouts should I send it to?





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Re: Cliff Complex BETA
Posted by Orpheus on Fri Oct 3rd at 11:28am 2003


? posted by Wild Card

A few questions for thoses that tested the map.

1: I trying adding in an light_environment entity but it was too bright, how do I lower the intensity?  I'm guessing there is some obvious thing I'm missing...

 

you know, i placed no less than 3 of them in varying versions and you kept deleting them

i should let you suffer, but, a light_environ, is just like any other light ent.. set the brightness in the color area.. (IE 200 155 100 200)  <--- color,color,color,brightness ... since its night, go for a 50ish

[addsig]




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Re: Cliff Complex BETA
Posted by Wild Card on Fri Oct 3rd at 11:30am 2003


doh, *slaps horehead*  I knew it was something simple I just couldnt put a finger on it.  Thanks Orph.  Me still cant believe I forgot that one.



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Re: Cliff Complex BETA
Posted by ReNo on Fri Oct 3rd at 1:01pm 2003


For night maps, I wouldn't suggest an intensity of anything above 10 personally, I've always found it is very hard to get night looking good with a light_environment. You may wish to try using a grey/slight blue light also - the slightly yellowish default is really for strong daylight imo.

Orph - it was my own stupidity that caught me out this time around, I took the screenshots and wrote comments on a notepad next to my PC, but simply forgot to format the images or bring the notepad with me. I'll post later today or tomorrow sometime.

[addsig]




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Re: Cliff Complex BETA
Posted by Kapten Ljusdal on Fri Oct 3rd at 1:23pm 2003


Reno, I use a blue light_environment in my map, looking good IMO



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Re: Cliff Complex BETA
Posted by Wild Card on Fri Oct 3rd at 5:07pm 2003


Yea I'm going to try the dark blue-ish grey color.



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Re: Cliff Complex BETA
Posted by Wild Card on Sat Oct 4th at 10:39pm 2003


Ok, I've uploaded a second BETA (check my profile).

Whats new:


  • added new lighting (and looks very good)
  • added light_environment (and looks very ugly)
  • auto-taunt system works (thanks CCS)
  • "hard-to-reach" area with ARgrenades and ARammo
  • ambience_generics placed throughout the map

What still needs work:


  • I have yet to change map layout, cause I like it as is
  • No new weapons or items
  • havent added any clip brushes
  • sky looks kinda messed

What I need from you guys:
[list]

  • In the cave, with the new lights, the ceiling lost its effect.  I was thinking of adding in a bunch of lights colored black but that would probably lag.  I need opinions/sugestions.
  • I need someone to give me screens of where I need to add clip brushes.
  • Sugestions for the sky/outdoor area as well as the light_environment
  • Overall architecture, texture, lighting, item placements.

    Anyways, this is the last BETA until release.  I just wanted sugestions on a more recent release.

    Thanks again
    Wild Card





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    Re: Cliff Complex BETA
    Posted by fishy on Sun Oct 5th at 2:11pm 2003


    lo WC,

    here's one place that i got stuck solid at. dunno if the player size in tfc would cause this though.






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