dod_belfort_b2

dod_belfort_b2

Re: dod_belfort_b2 Posted by Gorbachev on Sat Jul 3rd 2004 at 6:39am
Gorbachev
1569 posts
Posted 2004-07-03 6:39am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Alright I've finished the 2<sup>nd</sup> 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
Re: dod_belfort_b2 Posted by Forceflow on Sat Jul 3rd 2004 at 9:30am
Forceflow
2420 posts
Posted 2004-07-03 9:30am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Looks fine to me.
Re: dod_belfort_b2 Posted by beer hunter on Sat Jul 3rd 2004 at 9:41am
beer hunter
281 posts
Posted 2004-07-03 9:41am
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
wow ! those changes are quite an improvement over b1 and its still looking as pretty as ever :biggrin:
Re: dod_belfort_b2 Posted by Gorbachev on Sun Jul 4th 2004 at 7:48pm
Gorbachev
1569 posts
Posted 2004-07-04 7:48pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Thanks, anyone else? Nothing?
Re: dod_belfort_b2 Posted by JFry on Thu Jul 8th 2004 at 6:50am
JFry
369 posts
Posted 2004-07-08 6:50am
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
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.
Re: dod_belfort_b2 Posted by siron on Thu Jul 8th 2004 at 7:01am
siron
45 posts
Posted 2004-07-08 7:01am
siron
member
45 posts 25 snarkmarks Registered: Jun 14th 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.
Re: dod_belfort_b2 Posted by Tracer Bullet on Fri Jul 9th 2004 at 6:52am
Tracer Bullet
2271 posts
Posted 2004-07-09 6:52am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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. :biggrin:
Re: dod_belfort_b2 Posted by siron on Sat Sep 4th 2004 at 10:21pm
siron
45 posts
Posted 2004-09-04 10:21pm
siron
member
45 posts 25 snarkmarks Registered: Jun 14th 2004
Very nice work. like playing on it.