Posted by MisterBister on Tue Jul 5th 2005 at 3:54pm
? quote:The map doesn't look like those last 3 screens though
Thats maybe because that post is about 21 days old.. =D
? quote:The map doesn't look like those last 3 screens though
Thats maybe because that post is about 21 days old.. =D
Posted by ReNo on Sun Jul 3rd 2005 at 1:18pm
Might be cool to make one or two high spires/peaks around the edge. At the moment, the screenshots make it look like the cliff border (while very well done it seems) is fairly even in terms of height. A bit of variety wouldn't hurt - get some high spots up there.
Posted by MisterBister on Sun Jul 3rd 2005 at 1:58am
In addition to this small update on the progress I just wanted to say that im not dead... At least not yet..
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Thanks alot for all the feedback, you all have helped me more than you know.
Now for the goodies.
First of all, the "final beta" will be released in late july, and that will be the last chance for you guys to make me change all the bad parts. The final version will probably be released somewhere in mid August.
I have also added a few nice things.
First of all, the missing rubble beneath the bridge. Although as it is right now, the rubble kinda eats up all the perfomance, but im working on it..

Secondly, i have added some missing visual features inside the big fortress:


Finally ive added some scanners and seagulls at the map to give it some movement. Right now theyre just flying around ignoring everything and behaves kinda strange. But i think that theese little fellows gives the map more life.
In addition to this small update on the progress I just wanted to say that im not dead... At least not yet..
Thanks alot for all the feedback, you all have helped me more than you know.
Now for the goodies.
First of all, the "final beta" will be released in late july, and that will be the last chance for you guys to make me change all the bad parts. The final version will probably be released somewhere in mid August.
I have also added a few nice things.
First of all, the missing rubble beneath the bridge. Although as it is right now, the rubble kinda eats up all the perfomance, but im working on it..

Secondly, i have added some missing visual features inside the big fortress:


Finally ive added some scanners and seagulls at the map to give it some movement. Right now theyre just flying around ignoring everything and behaves kinda strange. But i think that theese little fellows gives the map more life.
Posted by MisterBister on Tue Jun 14th 2005 at 3:15pm
I had lots of feedback at interlopers about the 3D-sky and that I should remove the skyskrapers and create surrounding mountains instead to create a more valley-like feeling, which I have done.
This beta contains a few new enviromental features:

A big fortress at the end of the broken bridge.

A pic of the added mountains.

another pic of the added mountains.

Added a combinefortress looking building aswell, just for show =P.
Download the Beta here:
http://www.home.no/misterbister/maps/Dm_valley.rar
The map seemes to perform a bit better with the newest catalyst drivers 5.6 aswell (it is almost noticable! =P).
Im thinking about making the surrounding mountains a bit higher to create a more claustrophobic feal, right now im not sure if that is necessary.
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
I havent given you an update for about a week now since i have had alot of work to do in school, but now I'm back again with a new beta.I had lots of feedback at interlopers about the 3D-sky and that I should remove the skyskrapers and create surrounding mountains instead to create a more valley-like feeling, which I have done.
This beta contains a few new enviromental features:

A big fortress at the end of the broken bridge.

A pic of the added mountains.

another pic of the added mountains.

Added a combinefortress looking building aswell, just for show =P.
Download the Beta here:
http://www.home.no/misterbister/maps/Dm_valley.rar
The map seemes to perform a bit better with the newest catalyst drivers 5.6 aswell (it is almost noticable! =P).
Im thinking about making the surrounding mountains a bit higher to create a more claustrophobic feal, right now im not sure if that is necessary.
Posted by MisterBister on Thu Jun 9th 2005 at 10:10am
After the "new" betarelease, progress has slammed into a halt.
The creaton of a 3D-sky went really fast and painless, until i compiled and checked out the result...
It seemes like the 3D-sky isnt affected by the "far Z clip plane" or "max viewable distance" which makes the map look extremely uggly over far distances. I really dont know what to do.. If you have any suggestions then id be happy to hear them.

At short distance

At long distances.
For more info:
http://www.snarkpit.net/forums.php?forum=6&topic=5185&6
After the "new" betarelease, progress has slammed into a halt.
The creaton of a 3D-sky went really fast and painless, until i compiled and checked out the result...
It seemes like the 3D-sky isnt affected by the "far Z clip plane" or "max viewable distance" which makes the map look extremely uggly over far distances. I really dont know what to do.. If you have any suggestions then id be happy to hear them.

At short distance

At long distances.
For more info:
http://www.snarkpit.net/forums.php?forum=6&topic=5185&6
Posted by Pureferret on Tue Jun 7th 2005 at 9:06pm
Well something that shows a purpose, so you think this place is a map room, or ammo storage.
Going to download after this post
Posted by MisterBister on Mon Jun 6th 2005 at 6:05pm
Its time for a new beta with a few updates. It can be downloaded at the same place as usual, http://www.home.no/misterbister/maps/Dm_valley.rar .
The major difference is that I have made the interior of the big fortress much more interesting. (The lightning effects took me many hours to figure out =P)
I have also increased the max viewable distance with 1000 units, although my machine can barely render it at acceptable FPS...
Minor updates:
Put combine posts here and there.
Sewed some leaks.
Made the ambient lightning a little bit darker.
Decreased the number of thumpers to one small and two big.
Placed deathmatch spawnpoints inside the big combine fortress aswell.
Here are a few images:



Its time for a new beta with a few updates. It can be downloaded at the same place as usual, http://www.home.no/misterbister/maps/Dm_valley.rar .
The major difference is that I have made the interior of the big fortress much more interesting. (The lightning effects took me many hours to figure out =P)
I have also increased the max viewable distance with 1000 units, although my machine can barely render it at acceptable FPS...
Minor updates:
Put combine posts here and there.
Sewed some leaks.
Made the ambient lightning a little bit darker.
Decreased the number of thumpers to one small and two big.
Placed deathmatch spawnpoints inside the big combine fortress aswell.
Here are a few images:



Posted by MisterBister on Sun Jun 5th 2005 at 5:54pm
Good idea about the watchtower, ill think about that.
According to you.. What is a more functional building?
No one else has complained about a corrupt .rar file..
Well, I'm about to release a new beta anyway with a few changes, try to download the map again in 24 hours.
? quote:
The Rebel out post is ok. If you made more functional buildings, maybe
even a cliffside watchtowery thing like in the canals (single player)
where you drop the washing mashine to raise the ramp?
Edit: Ah, it says there is an error with my .rar file. Firstly it says 'unexpected end of archive, then when I try to extract it says file is corrupted. Help...?
Edit: Ah, it says there is an error with my .rar file. Firstly it says 'unexpected end of archive, then when I try to extract it says file is corrupted. Help...?
Good idea about the watchtower, ill think about that.
According to you.. What is a more functional building?
No one else has complained about a corrupt .rar file..
Well, I'm about to release a new beta anyway with a few changes, try to download the map again in 24 hours.
Posted by Pureferret on Sun Jun 5th 2005 at 2:30pm
My suggestion about the Gunship was to block players crawling over the mountainside where they can see over the rocks. the part where you can do that is the shortside of the bridge after you've been teleported.
The Rebel out post is ok. If you made more functional buildings, maybe even a cliffside watchtowery thing like in the canals (single player) where you drop the washing mashine to raise the ramp?
Anyway I've just finished downloading the new map, looks good from the screenies.
Keep up the great work.
Edit: Ah, it says there is an error with my .rar file. Firstly it says 'unexpected end of archive, then when I try to extract it says file is corrupted. Help...?


