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Ut4_Winterassault_2 [Release] Rate Topic: ****- 7 Votes

Because i like snow...

#1 User is offline   ValkoVer Icon

  •   mapper   
  • Account: valkover
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Posted 14 November 2009 - 09:38 PM

Winter theme map, an old village this time.

Gamemodes supported: ffa, tdm , ctf, ts, bomb, ftl, cah
Recommended number of players: 4 Vs. 4, 5 Vs. 5, 6 Vs. 6
Bot support: Yes

This map still have some bugs, i just wanted to finish one of my maps :laugh:

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Download (~17 Mb)

Enjoy! :-)

This post has been edited by ValkoVer: 08 October 2010 - 07:57 PM


#2 User is offline   NulL Icon

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Posted 14 November 2009 - 11:13 PM

Ohh, this is much improved; I'm glad you listened to the advise gained from the first winter assault.

A few points though:

The map seems rather dark, almost pitch black in places, which looks strangle against a day time sky box. Are you mapping with r_gamma set to 1?

The layout, while greatly improved does suffer in a few ways, the ctf spawns and flags are both on top of each other and at the end of a dead end, a very long dead end in the red case. CTF spawns and flags should never be directly on top of each other, or in my opinion within line of sight of each other. The flags should be in an interesting area with a number of ways in and out.

Theres lots of falling snow, but not so much on the ground, ok theres a bit on the roofs and besides the paths but it just doesn't feel like enough considering the amount of snow fall.

The skeleton on a spike is missing its texture, yet the one in the well is textured.

The black bomb site in not visible and the red bomb site is only partially visible.

The light flares, while a neat touch, I find them a bit excessive, maybe darkening them would make them a little more subtle. Also the flare texture doesn't reach complete blackness at the edge so the flares actually appear square up close.


I'm looking forward to beta2 :)

#3 User is offline   stefan1200 Icon

Posted 15 November 2009 - 12:06 AM

Nice looking map!

But I found again missing textures:
Missing Texture Screenshot 1
Missing Texture Screenshot 2

#4 User is offline   Fleuv Icon

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Posted 15 November 2009 - 12:23 AM

This is that kind of map that looks nice because of the good textures :). But my pc can't read the images and the url is unfindable (<< new word).

Stefan: Those textures were hard to find not [Hahaha :S]
~ Cheers

xF.

#5 User is offline   Delirium Icon

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Posted 15 November 2009 - 12:31 AM

Hi 5 on the new release!

a couple of points.

http://www.urbanterr...lic/win_001.jpg
mystery clipping?

http://www.urbanterr...lic/win_002.jpg
put a clip over this wall so you can walljump easily over the water


Also by doing a r_showtris it seems you've learnt to hint =) goodboy but there was one thing i noticed at one point
you need to learn the technique of "mittering"

Spoiler


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#6 User is offline   satiable Icon

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Posted 15 November 2009 - 12:41 AM

Heh I got no problem walljumping over that water. xD

But, however, I got no textures at all for the lights.

#7 User is offline   ValkoVer Icon

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Posted 15 November 2009 - 04:51 AM

Quote

The map seems rather dark, almost pitch black in places, which looks strangle against a day time sky box. Are you mapping with r_gamma set to 1?


Yes i use r_gamma 1. Ambient changed from 12 to 20 heh.

Quote

Theres lots of falling snow, but not so much on the ground, ok theres a bit on the roofs and besides the paths but it just doesn't feel like enough considering the amount of snow fall.


I will try add little more snow here and there ;)

Quote

The skeleton on a spike is missing its texture, yet the one in the well is textured.


F'kin funny, but during packaging i put all models in "models/xxx", and i forget about "mapobjects"

Quote

The black bomb site in not visible and the red bomb site is only partially visible.


Damn, i see them correctly, so it will be hard to fix :laugh:

Quote

The light flares, while a neat touch, I find them a bit excessive, maybe darkening them would make them a little more subtle. Also the flare texture doesn't reach complete blackness at the edge so the flares actually appear square up close.


These lamps are models, so i can't change flares size. I can change brightness with shader.

Quote

Also by doing a r_showtris it seems you've learnt to hint =)


I learned many things from SweetNutz's tutorials =p And i use 27's q3map2 with -hint and -merge :P

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put a clip over this wall so you can walljump easily over the water


Walls are clipped now.

Ah, btw anyone discovered 2 easter eggs? 8)

#8 User is offline   satiable Icon

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Posted 15 November 2009 - 09:21 AM

LOL

View PostMayheM, on 15 November 2009 - 12:41 AM, said:

I got no textures at all for the lights.


::)

Posted Image

This post has been edited by MayheM: 15 November 2009 - 09:38 AM


#9 User is offline   ValkoVer Icon

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Posted 15 November 2009 - 01:17 PM

As i said before, i forget "mapobjects in models directory :roll: Heh, i will release ut4_winterassault_1_b1b with just fixed lights

This post has been edited by ValkoVer: 15 November 2009 - 01:18 PM


#10 User is offline   ValkoVer Icon

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Posted 21 November 2009 - 04:11 PM

Beta2 released, if i forget an texture this time, im a ghay :(

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