Hi all!
I justed wanted to show some screenshots of a map I'm making called Oildepot. I am finetuning it right now and hope to have it ready really soon. Click on pics for bigger.
cheers
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New map - Oildepot
#3 Guest_Wolfseye
Posted 22 October 2004 - 01:43 PM
Quote
Now that's really sweet! What about playability? Need beta-testers?
It´s nice, guys. I can tell you
Of what I can tell he is almost ready and it will hit the community soon
More Infos maybe here:
http://mapping.act-of-war.de
Greets
Wolfy
#4
Posted 22 October 2004 - 01:47 PM
In the outdoors r_speeds are currently averaging round 4-8000 and peak at 14000. The Ann Clan, AoW clan and some of the Aards and UKVs have been gracious enough to test it through development and have no complaints on playability or frame rates. I guess however it will be hard on vid cards before GF3 / Radeon as there are a lot of textures to hold in vram. And procs below 1.5GHz might struggle here and there with the geometry. It's probably on par with Twinlakes 2, Laneway 2 and Demolition in performance.
cheers
cheers
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#8
Posted 23 October 2004 - 12:07 PM
Thanks all!
Regarding the cliffs I'm working on them by shifting around and slightly rotating the textures on individual brushes, it's a trade-off between looking good in the distance and close-up. I wish I could use the fancy terrain blending tools sock uses in 'Pyramid of the Magician' but as those cliff walls surrounds 3/4 of the compound adding a stage or two to them would sink the frame rates to unplayable for most peoples.
If you haven't seen PoM check it out - now that's a really impressive map.
http://www.planetqua.../q3maps/pom.htm
And sock has also written a long tutorial how to make terrain like that plus released the source files! You find them all at his site above.
cheers
Regarding the cliffs I'm working on them by shifting around and slightly rotating the textures on individual brushes, it's a trade-off between looking good in the distance and close-up. I wish I could use the fancy terrain blending tools sock uses in 'Pyramid of the Magician' but as those cliff walls surrounds 3/4 of the compound adding a stage or two to them would sink the frame rates to unplayable for most peoples.
If you haven't seen PoM check it out - now that's a really impressive map.
http://www.planetqua.../q3maps/pom.htm
And sock has also written a long tutorial how to make terrain like that plus released the source files! You find them all at his site above.
cheers
#9
Posted 30 October 2004 - 05:00 PM
Jeesus, it looks beautiful, mate!
Very clean and straight forward. Lovely texture choice.
I think you should give more space for movement in the kitchen and office. Even though you can jump up on the tables and easily avoid, I think it would flow better if you gave more floor space. We are gonna look at the computers and chairs once, maybe twice and then it's all playability.
Be careful not to make the roofs too sweet-spot'ish. Looking at pic #3 it might seem like you are a big invinsible up there, unless someone can get you with a nade.
Keep going, CMF!!!
I'm def up for some beta testing if it's needed.
Very clean and straight forward. Lovely texture choice.
I think you should give more space for movement in the kitchen and office. Even though you can jump up on the tables and easily avoid, I think it would flow better if you gave more floor space. We are gonna look at the computers and chairs once, maybe twice and then it's all playability.
Be careful not to make the roofs too sweet-spot'ish. Looking at pic #3 it might seem like you are a big invinsible up there, unless someone can get you with a nade.
Keep going, CMF!!!
I'm def up for some beta testing if it's needed.