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ut4_coldwar [FINAL] Rate Topic: -----

hmmm

#41 User is offline   ValkoVer Icon

  •   mapper   
  • Account: valkover
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Posted 22 August 2010 - 04:24 AM

Im not lazy :cool: I've made mine shaft under hill (not "moirrored" on other side yet), i think it's just great place for that. And looks like bots play better. Notice flares btw :laugh:
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Gate on red side is now made of wood. Just for difference :wink:
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#42 User is offline   ReaperX Icon

  • Account: reaperx
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Posted 22 August 2010 - 05:42 AM

Nice. I tested the map on 3 gametypes , and i'm impressed.
|-DX-|ReaperX|`
DeGenerationX Recruiter.

#43 User is offline   Dawai Icon

  • Account: dawai
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Posted 23 August 2010 - 07:27 AM

View PostDawai, on 21 June 2010 - 01:37 AM, said:

Same shader conflict with blizzard as on winterassault for the plants.


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#44 User is offline   ValkoVer Icon

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Posted 25 August 2010 - 01:56 AM

Hehehe thx for pushing me to fix that Dawai - it will be ok in next beta :laugh:

Eye candy i've made today: (reinforcing bars)

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I think i need to tweak light, improve spawns, and i will release next beta.

#45 User is offline   Dawai Icon

  • Account: dawai
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Posted 25 August 2010 - 07:36 PM

View PostValkoVer, on 25 August 2010 - 01:56 AM, said:

Hehehe thx for pushing me to fix that Dawai - it will be ok in next beta :laugh:


Thanks, I like the map otherwise I wouldn't be pushing. It's also still a problem on ut4_winterassault_2_b6, don't know if you're still working on that, maybe next winter :cool:

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#46 User is offline   ValkoVer Icon

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Posted 29 August 2010 - 10:34 PM

Beta3 released, updated screenshots soon.

#47 User is offline   Seven of Nine Icon

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Posted 29 August 2010 - 11:40 PM

I've made an Urban Zone mirror for ut4_coldwar_b3

#48 User is offline   Delirium Icon

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Posted 30 August 2010 - 12:20 AM

Ambient lighting is still obvious and is stopping your lighting from casting some nice shadows(inside and on the terrain)

Performance is noticeably better.

The new tunnels are quite high, I can walljump and still not hit the roof. I'd say make the max height 112-128 units so you can power jump but not hit your head and slow down.

I know the skybox I gave you might have lagged but you could have still added the terrain model w/ your current skybox w/o affecting performance drastically.

For speeding up Bomb mode I think you should spawn the house doors "open" so you don't need to open them every time.

Some models would be better off vertex lit, Ill let you know on xfire.

Terrain textures look much better :rolleyes:

Some inside models could be shrunken and unclipped for easier movement inside.

Overall good job, and I'm glad to see this map is improving :happy:

#49 User is offline   ValkoVer Icon

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Posted 30 August 2010 - 12:42 AM

Without ambient light i have ugly, pitch black shadows in some areas :sad: (especially inside spawns). I think mines are okay, because player can move fast.


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