


Frissi said:So, are you confirming my suspicion that you needed feedback to create a well constructed map, or is your machine just that bad?
I am getting 20-40 instead in maps like dm_deluxe_v1 wich i just released :dorky:
Frissi said:Frissi, you are catching on... finally :biggrin:
, and my map certainly has alot of split up faces cause of lazy and bad construction

This map would make a great Halo multiplayer map on the PC.No i havent, thought it was like a "copy and paste" editor for people who didnt really care about the outcome.
Have you ever consider trying out the Halo editor?
Frissi said:WAY to much info there Fris..
WOW a great map indeed im going to rape this map when i upgrade my computer on lans
Spartan said:Thanks for the tip, ill do that when I get home from school.
Pimp this map out over at Interlopers as well. I'm sure there are some people over there that would like to see a good DM map.
Visually, it is stunning, I recommend you increase the visualWell, thats a problem that I really do not know how to solve. If I
lengths as it is disconcerting to see the map being drawn as you walk
about.
MisterBister said:The attention to detail.. I do however have several screens where you have holes in your map. I suspect you used sky to seal this thing. If so, fix the leaks and recompile, I bet your FPS will go up and allow you room to increase the distance.
Besides, in what way is it stunning?
Myrk- said:yes, the rebel houses is out of place, no doubt about that.
Firstly noted that the map has some serious design issues- random houses with some combine fortress? Nah... NAH! Take them out, they aren't that great anyway and they have alot of the problems in texturing and design etc.
Myrk- said:Yes, i made a mistake and been lazy enough to not delete the entity =P.
When you go out of the combine fortress bit to the thumpers and look back when at the thumpers there is a big white glare- I'm thinking you probably tried to make a glare effect for when looking outside, but it seems to have reversed...
Don't like the barracks much, they seem kinda lazy and un-thoughtfull.What barracks?
Myrk- said:Yes, yes, all of that will be fixed at a later stage. Good that you mentioned it though, i havent thought of the "swamp grassy thing sprites".
Alot of the edge texturing needs redoing or aligning, by edges I mean trims, sides, everything- in most cases its misaligned. On that note the barrier on the bridge thingy is too low at the stair point, needs extending more.
The swamp areas swamp gassy thing sprites need to be placed better, currently they are in a grid, and its easy to tell.
Myrk- said:Youre not the first one to mention this part. i have not created any rubble there (YET) since i didnt want to block the path that goes under the bridge. But if placed properly, the rubble can work as great cover from enemy fire.
Another thing I just thought of but I'm not sure about... The bridge ends with damage and rubble, but I can't remember if there was any actual rubble on the ground, or on the other side where it was going to connect to.
Myrk- said:Yes i most certainly do. I have a few great plans for it. Although there are a few things that have kept me from starting with it. First off, im not sure how its going to work together with the fog on the map. Will the fog affect the skybox aswell?
Lastly, you need a 3D skybox...
Myrk- said:You mentioned thumpers. They are only present in the latest official version.
As I said I'm not 100% sure if this is the latest version, but I'm pretty sure it is. If you wanna create a server some time I can show you in game all the flaws.
MisterBister said:</DIV></DIV></DIV></DIV> Im afraid it doesnt matter if i remove all the holes in the map. Since displacement surfaces doesnt count as solid brushes, I still have to make a skybox around it to prevent it from leaking all over.
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<DIV>Orpheus:
First off the picture looks really good. Ok now onto the part to Orpheus..Yes, that is correct. You may use a nodraw block to prevent the map from leaking, wich is exactly what I have done.
If you have displacement surfaces you can put a solid surface behind
it, and build your skybox off the top of that solid surface. Im not
sure but I think that can even be a No Draw texture behind the
displacement.
Sort out the draw distance with the fog... Maybe use some giantI'm working on optimizing the map in order to be able to increase the
fog dust s**t around the whole level too to give it more motion (the
particle distance fog is boring and static- such old skool
technology).
The Rebel out post is ok. If you made more functional buildings, maybeGood idea about the watchtower, ill think about that.
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...?