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  1. sevin

    aa sevin

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    arena_goldtooth is a standard arena map set in a gold mining facility. It was originally created by atrocity in 2008 and was later ported to the PropHunt plugin by shinkz. atrocity and I have collaborated to bring you a few updated versions.

    more screenshots
    full changelog

    thanks:
    • atrocity for the original map and collaboration (his mapcore thread, portfolio)
    • Geit for helping me track down atrocity and the original arena version (I had always thought the PH variant was the original) and providing some info on it.
    • Crash for being a func_nerd and doing everything helping me with optimization.
     
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    Last edited: Jul 13, 2015
  2. Muddy

    Server Staff Muddy Muddy

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    Woo, Arena!
     
  3. puxorb

    aa puxorb L69: Emoticon

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    Bam! Feedback:

    Some areas are a bit dark. I know these are both in spawn, and might make it interesting to hide in there, but I can barely even make out the wall in these areas:
    [​IMG]
    [​IMG]

    These fences are casting shadows. This is actually cool since it makes the out-of-bounds area look undesirable, but not cool since it's very "blobby" and distracting. I know there is a way to get fences to do accurate shadow but I forget how. (some advanced lighting in the compile options). For now you might just want to disable shadows. (or keep them if you like how it looks :p)
    [​IMG]

    This small shed has a wall no-drawed but you can still see it, even when inside the fence. (You need to be right up on the edge but its still noticable.) I would just extend the building 16-32 HU over and no one would notice.
    [​IMG]

    This really doesn't matter but it looks unprofessional. Get rid of those collisions!
    [​IMG]





    Conclusion: Beautiful map, seems like it will be fun to play on. Glad to see someone reviving old maps!
     
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  4. Pocket

    aa Pocket func_croc

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    IIRC Valve disables shadows on those fence props regardless of their compile settings, since they tend to produce ugly moires even with the high-end settings on.

    The second-to-last screenshot also shows off a mix of roofs that are too thick, possibly too thin, and in the case of the building with the white Red Valley sign, not actually extruded at all. You also have signs that are too big and positioned in seemingly random places (why would there be a No Trespassing sign there?)
     
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  5. sevin

    aa sevin

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    B2 is here! I got in contact with atrocity and we collaborated to create this next version. We'd always love feedback, especially on FPS, lighting and soundscapes for this version. Obviously we want to know how it plays as well, but the layout hasn't been edited at all yet.

    B2
     
  6. sevin

    aa sevin

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    B2A! I wanted to release a quick interim version between B2 and B3 just to fix some things that irked me. I've heard some complaints about dark spots still, but I'll wait to address those until I've tested.

    B2A
     
  7. sevin

    aa sevin

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    Arena: Respawn used Goldtooth as part of their logo and banner! Thank you awk and seven!
     
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  8. 24_seven

    24_seven L1: Registered

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    <3
     
  9. sevin

    aa sevin

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    B3! This will be the last version before RC1 I believe. Hope you all enjoy!

    B3
     
  10. sevin

    aa sevin

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    RC1! This is probably the final installment of Goldtooth. Been less than 2 weeks since atrocity and I began tweaking the map and I think we've made some pretty nice alterations. Obviously not something I can call my first map, as it is atrocity's map, but it was still a lot of fun to work on with him and do some cool stuff. Enjoy.

    RC1
     
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  11. sevin

    aa sevin

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    Aaaaand RC2! Couldn't leave this map alone, did some lightmap stuff on props and areaportal/func_detail optimization mostly. Now it's finished!

    RC2
     
  12. sevin

    aa sevin

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    Couldn't leave this alone, got some fixes and alterations for RC3.

    RC3
     
  13. sevin

    aa sevin

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    Apparently Valve broke the prop lightmap system recently as I've been getting weird graphical glitches on a few barrels around the map that had lightmaps. In combination with my realization that most props with lightmaps above 64x64 will not look natural in TF2, thanks to the guide I wrote on the subject, I went throw and knocked all the lightmaps down from 128x128 or 256x256 to 32x32 as it will look more natural in TF2, save file space, and hopefully fix the glitches. It did all 3. Here's RC4.

    RC4

     
  14. sevin

    aa sevin

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    Missed a couple props :(

    RC5

     
  15. SC PL

    aa SC PL local shitposter

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    Looks really nice. I like it [​IMG]
     
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  16. Zed

    aa Zed Certified Most Crunk™

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    Map crashes my game.

    I think it's because my config isn't compatible with prop lightmaps.
     
  17. sevin

    aa sevin

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    Your config conflicts with the prop lightmaps? Please elaborate, I've been getting some crash reports though I've never had it happen to me. Another dumb Valve glitch.
     
  18. Zed

    aa Zed Certified Most Crunk™

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    My game's been crashing on the newest version of Ramjam, which recently introduced prop lightmaps.

    According to Ynders:

     
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  19. sevin

    aa sevin

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