ut4_facade_b5 [BETA]
#51
Posted 19 February 2010 - 06:30 PM
[IMG] Missing Triangle (Also see reverse side)
[IMG] Always hurt legs walking off this; have your tried without the frame? Also note the 3800 surfaces.
[IMG] Climbing back up is difficult because the ladder doesn't go to the window, but to the right side.
[IMG] Weird / pointless rendered surfaces around these barrels.
[IMG] Could do with some clipping to even out the edge of the fountain.
[IMG] 4869 Surfaces. This needs urgent attention. More on this later.
[IMG] Little bit boring. 500 Surfaces seems a little high too. How are the lights made?
[IMG] If you want to use mirrors make sure you hint it so that's its only rendered when in view.
Generally:
I find a lot of the map too dark, especially the areas not by hit by the sun light. The stairs near the semi circle fountain for example and the area under the cloth.
You've made a whole bunch of frankly nubile mistakes with regards to textures and packaging the map. You're distributing a ton of textures that are in the official pk3. Unless your changing them or adding custom normal maps to them, leave them where they are. Remember you want people to download your map so make it as small as possible.
Lets see:
abbey2_wall10
abbey2_wall5b
abbey2_wall7t
cloth?
cobble_bright
coins
e6v_light(_blend)
fence_2
gold_base
gold_fx
fs_gate3c?
ground1
ivy_climb1
roof6
rooftiles128
rtmg_wslat
sn_(loads)
ut_stonewall
vents
wood13
everything in aadel_decals is just textures/decals from the official pack.
same for some models..
Some of the model textures you're changed and stuck back in the same location, overwriting the original texture (pickup_body). (A good way of getting yourself shot round these parts!)
Some vertex lit things seem too dark, eg vehementi, you might have to add q3map_vertexscale 2 to their shader.
Lets talk surfaces. Your surface counts in some areas are way too high, near 5000 in one spot. Do you have access to a modeling program that can import ASE models? If yes, convert your map to ASE and load it up. Every object in the model is an individual drawsurface. Your tree for example is hundreds of surfaces. CLICK. You can try to make it more efficient by grouping the different branches into one object before your export the tree model out of the modeling program. The little wooden chairs have quite a high surface count too, nearly 30 each. See if there are any other high surface density objects around.
#52
Posted 19 February 2010 - 09:01 PM
The normal map seems to be a bit over the here.
I just realised that the map's brightness is very directly linked to the use of glsl fog; everything becomes much brighter with the fog enabled:
The black bomb spot is located in a spot that's very very defensible it can be seen from long distances in multiple directions; it could do with being in a spot with more cover.
The smoke is a little thick; i think you could get away with fewer particles, especially as its pure black.
#54
Posted 19 February 2010 - 09:18 PM
CHeers soli, That problem doesnt happen in normal UrT which is weird,
and there are a couple of problems like that but i'll fix them all up.
"Weird / pointless rendered surfaces around these barrels."
thats for footstep/hit sounds you'll find it around the car models too, and the dumpsters.
also what does the grouping thing do? does it make it all so its drawn as single surfaces?
as for the other stuff *big thumbs up* thanks!
#55
Posted 19 February 2010 - 09:23 PM
so i shouldn't test with globalfog on then i'll increase the map light and decrease the fog value.
as for the decal, yea thats too dark ill fix that up.
and that texture looks good without the _b texture,
thanks again
laedon, on 19 February 2010 - 09:06 PM, said:
ooops, thats cause I removed that texture and replaced it with a different door texture :< looks like i missed that one
This post has been edited by Delirium: 19 February 2010 - 09:27 PM
#56
Posted 19 February 2010 - 10:55 PM
few things :
* the blue flag is in the wrong place imo .. you should put it maybe 2meters away .. just in the opened area just in front of its location right now .. (red places in the screen).
* the tunnel door there, maybe a bit to the right? so it makes it faster to wj and go into the tunnel .. we are playing urt, so speed is the biggest fun in this game.
* the difference between the green area and the edge is too huge. every time u will get broken legs .. noway to avoid it unless u rly slow down, stop, go down and crouch :/ ..
why dont u make this area nodamage (like cath abbey when u 3wj from the spawn, u can continue flying without any damage).
This post has been edited by toph: 19 February 2010 - 11:17 PM
#59
Posted 20 February 2010 - 03:51 PM
#60
Posted 20 February 2010 - 10:59 PM
Weedwalker, on 20 February 2010 - 01:10 PM, said:
Great job and congratz from all duff (fench team) members !!!
I hope we will play this map on the next clanbase OC
thanks
that would be cool, I'm suprised tohunga even made it to CB
NulL, on 20 February 2010 - 01:38 PM, said:
NulL, on 20 February 2010 - 01:38 PM, said:
actually its from LMS spawns
NulL, on 20 February 2010 - 01:38 PM, said:
roger :>