Re: BlackOp Retreat
Posted by G4MER on
Sun Oct 26th 2003 at 9:33pm
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Thats looking damn spiffy. Keep it up.. and let me know when your ready for play testers.. Awesome job so far.
($)
Re: BlackOp Retreat
Posted by Campaignjunkie on
Mon Oct 27th 2003 at 5:33am
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Have to agree with Ferret on this one... You should probably compile it and post those screens instead of in-editor stuff. Not only good practice but, well, makes more sense. :smile:
EDIT: Okay, so you have a leak. It doesn't mean you have to hastily post any media of your map you can find/obtain. You really can't get any accurate criticism without a compile (unless there are very significant flaws present in the map geometry).
Re: BlackOp Retreat
Posted by Hugh on
Mon Oct 27th 2003 at 5:49am
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All these images are from inside the editor, due to a bad leak which I cannot find
No worries, I found the leak for him, so you should have lighting and whatnot soon enough.
Re: BlackOp Retreat
Posted by Orpheus on
Mon Oct 27th 2003 at 9:40am
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it has been forever since i created a leak, and even longer since i had trouble locating one.
words of advice to our relatively new mappers (being those whom create leaks then can't seem to locate them)
compile often, after each significant addition..
unless you are really good, try to work on only one area at a time between compiles to assure WHERE one was created, and you can zone in on where to repair.
Re: BlackOp Retreat
Posted by mazemaster on
Mon Oct 27th 2003 at 10:32am
Posted
2003-10-27 10:32am
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I map freely without regard for leaks, and then when i get leaks I fix them really fast. It sure beats mapping paranoid and spending 20 minutes placing each brush.
When you get really good at following pointfiles you can track down and fix leaks at a rate of about 1 leak every 2 minutes + csg and bsp time. Its not unusual for me to have 10 leaks in a big compile, but the thing is that it doesnt take very long to fix them. Overall this saves time and preserves creativity since you can just slap down stuff as you think of it and concentrate on the map instead of the technical details.
Re: BlackOp Retreat
Posted by Gollum on
Mon Oct 27th 2003 at 10:56am
Posted
2003-10-27 10:56am
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Great if you can do it - I just found my compile and loading times were long :sad: Also, I had to delete a whole bunch of entities in order to even RUN the map with a leak.
Re: BlackOp Retreat
Posted by ReNo on
Mon Oct 27th 2003 at 11:06am
Posted
2003-10-27 11:06am
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I'm a bit of both - I map pretty fast in editor with little caution on placing brushes, and so I do come up with quite a lot of leaks. On the other hand, I compile often, so I normally have one or two leaks to find per compile. Normally I can hunt these down in just a few minutes, although in particularly complex maps the framerate of 4 or whatever can get in the way of efficient pointfile following!
Re: BlackOp Retreat
Posted by Sim on
Mon Oct 27th 2003 at 1:00pm
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I'v never used the pointfile. Most of the time I get leaks it's because I've forgotten to seal off unbuilt areas of the map. If I can't find the leak in the 3D view then I just go over the map and check for brushes which aren't aligned neatly to the grid. That's almost always the problem.
Re: BlackOp Retreat
Posted by Orpheus on
Mon Oct 27th 2003 at 2:21pm
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someday, you guys should decompile a scary_1 map.(since i doubt you have originals of course.)
when i first started mapping, i couldn't imagine how steve made maps so quickly, with dramatic architecture, but no leaks, especially since i could see places where some should have been.
anyways, his style may not be unique, but it was cool to see..
i won't tell you, but you should still go look :biggrin:
Re: BlackOp Retreat
Posted by ReNo on
Tue Oct 28th 2003 at 10:45am
Posted
2003-10-28 10:45am
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Decompiling a map wouldn't give an accurate representation of the building techniques or style though orph, as decompiling doesn't give a true to the original output.
Re: BlackOp Retreat
Posted by R@lph VViggum on
Mon Nov 10th 2003 at 3:16am
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Looks pretty good, I'd suggest reworking those textures. They seem "sloppy," but thats just my thought.
Re: BlackOp Retreat
Posted by Vash on
Mon Nov 10th 2003 at 3:21am
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I dont see what's sloppy =/.
Re: BlackOp Retreat
Posted by R@lph VViggum on
Mon Nov 10th 2003 at 3:24am
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Well, for example, those stairs could be reworked.
Re: BlackOp Retreat
Posted by Vash on
Mon Nov 10th 2003 at 3:29am
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Orph, idea man, philophiser :smile: (I know I didnt spell it right)
Re: BlackOp Retreat
Posted by Dr Brasso on
Mon Nov 10th 2003 at 7:18am
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i musta missed something....whats amazing dietz?
Doc Brass... :dodgy:
im gonna have to try sven coop sometime.....i lost my copy of the mod somewhere during a reformat, and havent bothered to re-find it.... :biggrin:
Re: BlackOp Retreat
Posted by R@lph VViggum on
Tue Nov 11th 2003 at 4:02am
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Like I said before, it looks alittle thin. Otherwise it looks really good.
Re: BlackOp Retreat
Posted by scary_jeff on
Tue Nov 11th 2003 at 9:56am
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I like the door, but the broken window looks a bit cheesy... when did you ever see a window broken that way?
Re: BlackOp Retreat
Posted by G4MER on
Tue Nov 11th 2003 at 10:16am
Posted
2003-11-11 10:16am
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I agree on the window, that has been bothering me.. its a security window, and it has metal bits in it.. how does it shatter?
($)
Re: BlackOp Retreat
Posted by Vash on
Tue Nov 11th 2003 at 12:38pm
Posted
2003-11-11 12:38pm
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Exactly what are you talking about money shot? That window is made of glass and those metal shards are from the door..
Re: BlackOp Retreat
Posted by Vash on
Wed Nov 12th 2003 at 12:16am
Posted
2003-11-12 12:16am
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Yeah, I noticed that. But it looks so damn cool, so oh well :biggrin:
Re: BlackOp Retreat
Posted by 7dk2h4md720ih on
Wed Nov 12th 2003 at 12:23am
Posted
2003-11-12 12:23am
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Then change the glass texture.
You'd probably also want to add raills to the door, doesn't look quite right.
Re: BlackOp Retreat
Posted by G4MER on
Wed Nov 12th 2003 at 1:05am
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Thanks Alien_Sniper.. =)
Maybe changing the glass texture then? or Make one that is just like that but all cracked. I dunno..
($)
Re: BlackOp Retreat
Posted by Vash on
Thu Nov 13th 2003 at 8:56pm
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I need to re:take them and re:upload them.
Re: BlackOp Retreat
Posted by Diarmaidx2 on
Thu Nov 13th 2003 at 10:59pm
Posted
2003-11-13 10:59pm
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the door frame wouldnt dent out. if it is damaged from a blast have the dent in the middle.
have some shrubs or some sort of plantlife fungus around that bridge, looks bit plane. nice tho.
Re: BlackOp Retreat
Posted by Vash on
Thu Nov 13th 2003 at 11:01pm
Posted
2003-11-13 11:01pm
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Dont worry, you'll know why its dented when you play the map.
Re: BlackOp Retreat
Posted by Diarmaidx2 on
Thu Nov 13th 2003 at 11:14pm
Posted
2003-11-13 11:14pm
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im guessing some sort of GIANT SUPER NINJA busts out and starts to eat all the sand, thus collapsing the bridge of a thousand snarks...
im going to take my medacation new.
the out door area seams a bit big/wide.
the texture at the botom of the door is off a bit.
Re: BlackOp Retreat
Posted by Vash on
Fri Nov 14th 2003 at 2:49am
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Well, I am starting to run out of idea's. If anyone can help me, please contact me, or think of what would be good in this map..
Re: BlackOp Retreat
Posted by Dr Brasso on
Fri Nov 14th 2003 at 3:19am
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just curious vash, what are the r's like in that big ass area outside?
Doc Brass... :dodgy:
Re: BlackOp Retreat
Posted by OtZman on
Fri Nov 14th 2003 at 8:32am
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...nice,Vash, nice... I'm looking forward to play...
Re: BlackOp Retreat
Posted by Vash on
Fri Nov 14th 2003 at 11:45am
Posted
2003-11-14 11:45am
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I will only tell you right now, that if you go to the biggest open area, and look from one end to the next, there about 3,000. But that doesnt matter, because I will be adding rock work to cut down on visibility.
Re: BlackOp Retreat
Posted by Gollum on
Fri Nov 14th 2003 at 1:01pm
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3,000 wpolys?! Make that VIS-blocking rock-work your priority then: the longer you leave r_speeds like that, the greater the chance is that you will not be able to fix them without a major redesign.
Re: BlackOp Retreat
Posted by Vash on
Fri Nov 14th 2003 at 1:24pm
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No worries gollum, I am now starting on the rock work. I will update you with screenshots when its near done (maybe a week or so).