Re: ts_graveyard
Posted by Andrei on
Sun May 16th 2004 at 12:02pm
Posted
2004-05-16 12:02pm
Andrei
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Very cool. Where did you get the trees?Are they models or brushes because they could make a very usefull prefab/model.
Re: ts_graveyard
Posted by Skeletor on
Mon May 17th 2004 at 12:57am
Posted
2004-05-17 12:57am
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It would look nice to have some variation between the gravestones, as long as they all fit together.
Re: ts_graveyard
Posted by ReNo on
Mon May 17th 2004 at 11:12pm
Posted
2004-05-17 11:12pm
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I agree with Skeletor - I know a lot of graveyards seem to have standardised grave stones, but I think it would be far more interesting if you put in some variation (such as cross shaped graves, different sizes, etc...). That way it would make for more interesting cover, as well as more interesting visuals.
Re: ts_graveyard
Posted by KungFuSquirrel on
Tue May 18th 2004 at 1:48am
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Good idea. There's also nothing saying you can't have a few standard block ones, too - if you do get worried about polys, switching a few to simple blocks could save a few and also maybe make room for some of those cross-shaped ones or something. shrug
Re: ts_graveyard
Posted by Agent Smith on
Tue May 18th 2004 at 9:26am
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Thanks for the input guys. The downloadable version of the map above is still a beta, as I'm currently doing as was suggested, adding some variety to the headstones with different shapes and also some amusing messages.
It'll be a little while before I'm able to make the changes as I'm nearing the end of session at uni and am up to my armpits in work. Hence the release of the almost finished beta, to give everyone something to look at until the finishing touches are made.
Re: ts_graveyard
Posted by ReNo on
Tue May 18th 2004 at 3:24pm
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You could put in some mud mounds in front of graves which have recently been buried - or do they normally put turf down immediately? Its been a long time since I've been to a funeral / graveyard.
Re: ts_graveyard
Posted by 7dk2h4md720ih on
Tue May 18th 2004 at 5:51pm
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Oct 9th 2001
A mausoleum, accessible or not would add some varity. Looks fun.
Re: ts_graveyard
Posted by Agent Smith on
Fri Jul 9th 2004 at 4:28am
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Thanks for the input guys. The downloadable version of the map above is still a beta, as I'm currently doing as was suggested, adding some variety to the headstones with different shapes and also some amusing messages.
It'll be a little while before I'm able to make the changes as I'm nearing the end of session at uni and am up to my armpits in work. Hence the release of the almost finished beta, to give everyone something to look at until the finishing touches are made.
Re: ts_graveyard
Posted by ReNo on
Fri Jul 9th 2004 at 4:28am
ReNo
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I agree with Skeletor - I know a lot of graveyards seem to have standardised grave stones, but I think it would be far more interesting if you put in some variation (such as cross shaped graves, different sizes, etc...). That way it would make for more interesting cover, as well as more interesting visuals.
Re: ts_graveyard
Posted by ReNo on
Fri Jul 9th 2004 at 4:28am
ReNo
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I agree with Skeletor - I know a lot of graveyards seem to have standardised grave stones, but I think it would be far more interesting if you put in some variation (such as cross shaped graves, different sizes, etc...). That way it would make for more interesting cover, as well as more interesting visuals.
Re: ts_graveyard
Posted by Crackerjack on
Wed Jul 14th 2004 at 12:54pm
Posted
2004-07-14 12:54pm
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Feb 28th 2003
Location: DC
Very interesting, maybe try adding some cover in certain areas (you could use big tomb stones and so on), Also the light_env show be more angled, I think it would give it a better effect. But this appears to be more of a one on one map if anything.
Re: ts_graveyard
Posted by ReNo on
Wed Jul 14th 2004 at 5:34pm
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Are all those gravestones func_walls? If so, I recommend you set them
as opaque, so that they cast shadows, as currently the entire playing
area looks flatly lit.
Re: ts_graveyard
Posted by Leperous on
Wed Jul 14th 2004 at 8:39pm
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i.e. by using zhlt_lightflags to make them opaque to RAD (see documentation)
Re: ts_graveyard
Posted by Agent Smith on
Thu Jul 15th 2004 at 1:08am
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The map is basically a one on one, shoot it out arena. It also plays really well with 3 players, but not anymore than that. The headstones currently there provide all the cover needed in the map.
I did try changing the ZHLT properties to opaque in a final compile I did, but ended up opting against it. All the shadows actually made the map look really messy, but not in a good way. They merged togather and many came out looking really strange. I can always change it If I need to, but it was a concious choice to leave them out. Thanks for the suggestion though. :smile: