Discussion in 'WIP (Work in Progress)' started by Arhurt, May 8, 2008.
The download link is up: http://forums.tf2maps.net/downloads.php?do=file&id=376
The new Readme is done, and if you feel like you should be thanked, shoot me a PM and I'll see to it, as I can't possibly remember everyone who helped.
I'm having a problem with reflected surfaces. Reflective textures like the linoleum floor, the ducts and the sign gloss are all tinged extremely white. And in some places the lighting is too white as well.
Anyone else having this problem?
Brilliant work! Have you considered making an Arena version of this, or perhaps taking the concept out to a Dustbowl-style trilogy?
I had this in a previous version, but then it got fixed in a latter iteration and I thought it was something to do with the compile or something.
Do you have HDR enabled or disabled? It sounds like something to do with the speculars and cubemaps...
I'll definately make an arena and 3 CP version of this in the future!
Yeah, I'm getting that lighting problem as well.
Had it set to Full, and turned it down to Bloom, which seemed to fix it.
Also, the health pack in the caves next to the blue crystal "teeth" is stuck behind a pillar, and you can't get to it like you can the red one.
Thanks, I guess my HDR cubemaps got corrupted somehow, or I removed them from the pack with packrat... I blame the LHR...
I'll fix it tonight.
I was careless and forgot to compile the HDR cubemaps the last time, so I´ve updated the file on that link. If you want to take a look and have downloaded it previously, please download again to get the correct version. I haven't changed the filename so you should overwrite all files.
Here's the link for convenience: http://forums.tf2maps.net/downloads.php?do=file&id=376
Sorry for the inconvenience, now back on our regular schedule.
Awesome. Put it on FPSBanana soon, they looovee alpine maps (even to the point where they don't care about gameplay, lol)
Great thx. Works perfectly now.
Look what I did this morning:
I figureed I was being lazy not making the red tower it's own model... I could at least make a different skin
I also put the light beams on all my spotlights and added a few more around the map, especially in the yar area. I also need to fix some playerclipping issues with all the signs I placed around and then... beta 1!
Edit: Don't mind the invisible polys, the models are supposed to be viewed from below so they shouldn't be noticed.
:wow: Love the towers!
I just downloaded the map and the first thing I saw in console was this...
Might want to change the collisions to Not Solid, or put playerclips around those.
Thanks man, I'm glad you liked it. They look really good ingame
As for those models, they are either in unacessible parts of the map, in the skybox, or intentionally do not have a collision model. Putting them all to 'not Solid' is in my list of things to do for Beta, thanks for the heads-up.
In the meantime, what do you guys think of this:
Great job, really great. Hopefully the spawnroom map, though it looks great, will become extraneous after players have learned b1.
I think I have a mancrush on you. This map is INSANELY AWESOME!
A few miror gripes/bugs:
1) I fell into a pit in the cave area and saw this:
A minor fix, I'm sure
2) I don't like this stalactite, it just bugs me:
I think it's too low and I don't like that I can run into it (even as the shortest class, the engy)
3) I don't like how the white painted lines the the left of the crosshair don't match up; a very minor gripe, but it does bug me:
4) The separate resupply area:
1st, the door will open for the opposing team (when it shouldn't) and I can shoot inside and 2nd, the door clips the wall above:
5) the waterfall in the yard area, I don't like the small black area behind the trees:
To me, it breaks the illusion that there is a natural wall of trees, and I immediately realize that they were placed there by the author to restrict access.
Sorry if I'm being REALLY nit picky. I'm like Seinfeld sometimes, the little things can just get to me, ya know?
Thanks for a simply amazing map!
This map also needs some optimization. Set some objects to fade at a distance that don't really affect gameplay (like bushes, barrels, rocks, crates, etc.) so it doesn't kill my fps when viewing it away. Otherwise, it plays really nicely. Good job.
EDIT: Oh, and remove the resupplies near the bridge in the yard. I can understand the second resupply (the one not in the respawn rooms) but the one by the bridge in the yard can really unbalance gameplay. (imagine those side rooms with the healthpacks in Turbine's main room if they were resupplies. this would cause a lot of camping, and a lot of stalemates). What I think you should do is remove the resupply and put a medium health pack inside. I trust that you'll know how to deal with this.
Thank you guys, much appreciated!
The map will not be in the spawnroom Mangy, just on the map description screen. I wanted to create one but was having a problem with the map being quite overlayed with all the different paths, so I decided to call in the Cubist way of representing the subject from every angle possible. It quite worked
Forthex, thanks a lot for the feedback. I've already included your found bugs/glitches in my bugfix spreadsheet, and a little nitpickytry is good when you make a release candidate
I created an excel spreadsheet where I keep track of all the bugs/glitches and to do list of things in the map. I then assign a rating to them, according to their relevance to the gameplay. The resupply doors opening for the wrong team, for example, is rated 10 as it is fundamental to the gameplay. The texture mapping on the blu plane got a 4, since it is not fundamental, but is something important since most players will take a good look at the planes. The black patch behind the waterfall got a 1.
So when I'm ready to start pruning bugs all I do is order the spreadsheet by the rating collum and I can see what definately MUST be done and what should be done and the optional fixes by their relevance.
But I can assure you that I'll fix most of those you pointed for Beta, and hopefully all of them before final release
Thanks Cerious, I'm looking into exactly this, spent quite a good amount of time last night setting the fade distances and next week I'll be placing more eficient hints, portals and details.
Thanks a lot guys, I'm glad to be able to rely on ya'll :cool1:
Thanks, I was worried about it too. I made them when I was preparing the map to be converted to CP, but then went back and left them there. I'll turn them into a tunnel, that's what I'll do.
Looking at the first page alone is enough to convince me that you are clinically insane. D:
However, that does not get in the way of the map looking amazing. :wow:
I spent a good 30 seconds just looking at the intel rooms. So much detail, so much flavor. Arhurt, I salute thee!
That drawing reminds me of the world ends with you's visual style, way better than my failure of a layout drawing
I never even finished it lol.
and can't wait to try out your map, probably won't be able to till the weekend though hmy:
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