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[WIP] ctf_Aerospace

Discussion in 'WIP (Work in Progress)' started by Arhurt, May 8, 2008.

  1. Username

    Username L2: Junior Member

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    I would suggest against turning them into a tunnel. Actually, I would advise against keeping it at all. If you listen to the Valve commentary, they talk a lot about keeping the level simple. If you look at something like dustbowl or goldrush, there's maybe an alternate path through the level, nothing more. I think it would be better if you removed the two rooms entirely, and put the healthpack somewhere more visible.

    Just my 2 cents.
     
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  2. crazychicken

    crazychicken L2: Junior Member

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    [​IMG]

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    Personally I like how this is possible, was just posting if you didnt know. the tree near the wall that runs along the left side near the waterfall is too close to the wall, if you drop down behind it you get trapped
     
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    Last edited: Sep 23, 2008
  3. Arhurt

    Arhurt L6: Sharp Member

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    Thanks guys.

    Well it's out. Beta 1 released, you can grab a copy here: http://forums.tf2maps.net/downloads.php?do=file&id=376

    No new screenshots for you guys... pretty much the same map as the release candidate but with the tower props added :)

    Now to upload and distribute this... if you'd like to suggest it on any other forums/servers I'd be very happy.
     
  4. Cerious

    Cerious L7: Fancy Member

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    So did you fix the crazy lag at the waterfall? I'm hoping that you added the fade to some of the objects so that we don't lag out everywhere outside. Optimization is one thing that keeps players playing, and also can turn players away.

    Anyways, add it to FPSB and I'll review it. Good Job!
     
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  5. Arhurt

    Arhurt L6: Sharp Member

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    Yes I did some major optmization on the map. I can't do miracles, but I hope that it comes out with acceptable FPS now. Before this version there where no hints to be seen anywhere and I also had not set the fade distance on any models. I also added a few occluders here and there that should help a bit, but some of my inexperience early on now reflexts in a couple problem spots.

    All I can say is that if you like this one, you can get some expectations for the next :D

    edit: ok it's out there: http://www.fpsbanana.com/maps/67068
     
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  6. DJive

    aa DJive Cake or Death?

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    Can't wait to give this version a run though =)
     
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  7. laghlagh

    laghlagh L6: Sharp Member

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    Damn I need to play this with real people soon!
     
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  8. Arhurt

    Arhurt L6: Sharp Member

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    Hey guys thanks!

    I've posted about the map on various forums already, and will keep spreading the word around, viral marketing ftw!

    If you guys have the time to drop in a nice comment on FPSB or the Steam official forums, it would be much appreciated!

    http://forums.steampowered.com/forums/showthread.php?t=729588

    http://www.fpsbanana.com/maps/67068

    Cerious, how did the framerates go for you man? I've heard of people still having trouble with it, I'll have to optmize efen further for beta 2.

    I can't wait to play it this saturday with you guys :D
     
  9. Arhurt

    Arhurt L6: Sharp Member

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    I'll hopefully have beta 2 released tomorrow!

    Here are a couple sneak peeks at the new version:

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    Oh yea, those planes fly all over the place!
     
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  10. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Looks awesome Arhurt :-D

    Though for the cliffs, you should use the custom rock textured posted on this site. Its even set up as a blend (from rock to grass, though in my map I switched it to rock to dirt).
     
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  11. Captain Planet

    Captain Planet L2: Junior Member

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    nah, i think these cliff textures work well also
     
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  12. laghlagh

    laghlagh L6: Sharp Member

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    ****ing amazing! agreeing with DJive about the rock texture though!
     
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  13. eerieone

    aa eerieone

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    i saw some plane-silhouettes at you skybox, hovering above, how did you make these?

    great work so far :D
     
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  14. Arhurt

    Arhurt L6: Sharp Member

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    Hey guys, I just uploaded the new version on the downloads page. Here is the message I'll be putting out later tonight:

     
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    Last edited: Oct 17, 2008
  15. Captain Planet

    Captain Planet L2: Junior Member

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    that looks friking sweet man
     
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  16. Vander

    Vander L8: Fancy Shmancy Member

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    You rock man!
     
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  17. Nineaxis

    aa Nineaxis Quack Doctor

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    Wow, looks like it'll be much more fun without all the extra space you removed.
     
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  18. Dox

    Dox L8: Fancy Shmancy Member

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    Now the size is much more in line with standard CTF maps, I guess, it so different Ill try to re-introduce it to servers that turned it down before.
    Looks amazing, but thats a given.
    Difficult at times to go through the upstairs windows, not sure why yet.
    Dd you intentionally make it so you have to crawl through the upper ramp window in the tunnels?
     
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  19. Bonafide

    Bonafide L6: Sharp Member

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    Before I could appreciate the work you put into it but always thought it was too big, but wow, I really like this new version. since you want the map to be perfect I will point out a few tiny errors that you will want to correct:


    Misaligned texture:
    [​IMG]

    Stalactite is floating in mid air
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    Prop is too far from wall
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    Misaligned Brushes
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    [​IMG]

    All these stairs need player clipping on both sides (please)
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    Finally 1 tiny cosmetic opinion. I think these broken concrete walls looking almost identical with how much chipped off concrete there is looks sort of strange. (Make them different from each other)
    [​IMG]

    Like I said. Tiny problems but this map is so good and I know you want to get it perfect.
     
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  20. Nineaxis

    aa Nineaxis Quack Doctor

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    I ran through it, and I have to say there isn't a real clear visual distinction about what will kill you on the cliffside. There's a flat area under the bridge that looks like you can walk on, but you die only a foot below. The problems with this are that scouts could save themselves by jumping back upwards, and soldiers could rocket-boost their way back up, but the hurt brush is way too close to the bridge. Also, there are some player-sized gaps in in the platforms on the side against the cliff wall ("the inside", I guess. Where the trusses are.) that can be a pain when running across the bridge.

    Other than that, this version seems much better.

    EDIT: Also, the flying plane models sometimes get a bit too close to the world and appear to fly through hangar walls and other rather solid stuff. ;)
     
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