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ARNOVILLE [BETA] Rate Topic: -----

map built with gtkradiant 1.5 and blender 2.7

#1 User is offline   ottone Icon

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Posted 07 October 2014 - 08:19 AM

Hello people,

I present my new map named Arnoville.

Screenshots from Arnoville made with blender 2.70a:

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Screenshots from Arnoville made with gtkradiant 1.5:

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This post has been edited by ottone: 09 May 2017 - 10:12 AM


#2 User is offline   thelionroars Icon

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Posted 07 October 2014 - 02:03 PM

Looks interesting. I had some framerate drops on my laptop, but nothing too terrible.

#3 User is offline   Fleuv Icon

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Posted 07 October 2014 - 11:46 PM

AWESOME! Your hammer is building some nice stuff!!

Still I've got some feedback:
  • Finallize your clipping, especially where you can improve the user its movement.
  • The lighting could have a more realistic boost.
  • The outline of the minimap is not completely transparent.
  • About the detail, really niceee men nothing to more to share about.


Looking forward to see a b3 and hopefully it will get way more attetion.
~ Cheers

xF.

#4 User is offline   ottone Icon

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Posted 08 October 2014 - 07:28 AM

View Postthelionroars, on 07 October 2014 - 02:03 PM, said:

Looks interesting. I had some framerate drops on my laptop, but nothing too terrible.


ehhh i exceeded a bit with the detail construction and shaders :tongue:

View PostFleuv, on 07 October 2014 - 11:46 PM, said:

AWESOME! Your hammer is building some nice stuff!!Still I've got some feedback:
  • Finallize your clipping, especially where you can improve the user its movement.
  • The lighting could have a more realistic boost.
  • The outline of the minimap is not completely transparent.
  • About the detail, really niceee men nothing to more to share about.
Looking forward to see a b3 and hopefully it will get way more attetion.


about light: i used q3map2 with this minor switch: ""-v -light -fast -bounce 8 -patchshadows -gamma 1.3"" trying other options, wrong (jagged) shadows appear around the map :mellow:

to preserve .aas file, I used player clip for models instead spawnflags key

#5 User is offline   Iye Icon

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Posted 08 October 2014 - 03:58 PM

Quote

I used player clip for models

hmhm. just tried that out. your car has no weapon clipping.
This is no problem for smaller models (Computers, small tables,...) but for larger things like cars you want to use weapclip.
Since probably everybody would expect to be able to cover behind the car, and not get hit by bullets like it was no there.

Looks good besides that :)
Some of the exterior reminds me of "village" (iirc that maps name correctly)
Sorry for my bad spelling - I am still asleep. :)

|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|
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#6 User is offline   ottone Icon

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Posted 08 October 2014 - 04:29 PM

View PostIye, on 08 October 2014 - 03:58 PM, said:

hmhm. just tried that out. your car has no weapon clipping. (iirc that maps name correctly)


my bad, i'll correct the error

#7 User is offline   Dark-knight Icon

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Posted 09 October 2014 - 01:42 AM

Looks great man, everybody should check this map out! one thing though, it doesn't look like you put a box or barrel or anything next to the truck to block visibility down the street like I suggested. :(

View PostbeautifulNihilist, on 09 September 2015 - 08:50 PM, said:

there are no flaws in Urban Terror, only features.

#8 User is offline   ottone Icon

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Posted 09 October 2014 - 07:05 AM

View PostDark-knight, on 09 October 2014 - 01:42 AM, said:

Looks great man, everybody should check this map out! one thing though, it doesn't look like you put a box or barrel or anything next to the truck to block visibility down the street like I suggested. :(


arrrghhh!!! i forgotten your suggestion, my brain needs more phosphorus. i'll add some boxes to block street visibility

#9 User is offline   ottone Icon

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Posted 29 October 2014 - 09:13 PM

working on b3 version to correct some error and... I'm remaking Arnoville with Blender 2.7

some lightmap screenshot:

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