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ut4_oaks_b2 [BETA] Rate Topic: -----

#1 User is offline   Delirium Icon

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Posted 28 September 2011 - 07:24 AM

Hey look another map by Del!
I present to you the second beta of my FTWgl mapping competition map Oaks

NEW things to note;
* second pk3 contains bumpy textures and what not.
* some/most model textures are place holders which is why they're pretty meh.
* Bouncy castle and vents are not accessible in BOMB or TS.
* This is more of the visual quality I was after in the first beta but gameplay needed to be tested. So if you have visual inputs (rather than just gameplay inputs) please do let me know :D
* Brighter lighting & better player visibility.

Known bugs;
* Cubemap probes acting up a little with the bumpyness. Will have to look into this
* Glass is not transparent with Bumpy client. Not sure what's causing this so for now it stays as it is.
Other than those 2 please report any others which bug you

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DOWNLOAD UT4_OAKS_B2 23.7Mb
DOWNLOAD OAKS BETA 2 BUMPY FILES 25.7Mb

Also I feel like releasing the .map with this one, feel free to do all the learning you want. You can use stuff from inside the map provided you read and understand the terms in the ut4_oaks_b2.txt first.
Here you go mappers http://www.gotdeliri...s_b2_source.zip


Put it on your cycle or I'll send my minions to eat your soul while you sleep!

This post has been edited by Delirium: 07 November 2011 - 09:34 AM


#2 User is offline   SubJunk Icon

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Posted 28 September 2011 - 07:25 AM

Looks great as always :)

#3 User is offline   rfx Icon

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Posted 28 September 2011 - 08:02 AM

Nice L4D2 touch

#4 User is offline   Rayne Icon

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Posted 28 September 2011 - 08:19 AM

It look good, but I'd add more colored lighting. Like the red arcade sign that could cast some nice red light, the romantic ride tunnel, I'd make those stars emit low light, it would look good with bloom.
Outside lights against the walls (visible on those screen shots) I'd raise the light intensity and radius.
It's not so much a lighting issue but more a lack of contrast. But that's just me and everyone knows I'm a contrast/high saturation freak so it might be best not to listen to me :D


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#6 User is offline   VanilleOD Icon

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Posted 28 September 2011 - 08:16 PM

looks nice, good work again del :biggrin:

#7 User is offline   Delirium Icon

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Posted 29 September 2011 - 07:40 AM

Thanks all, Rayne I've been using complementary colors for everything in my map. With the base light being blue most other details are everything extending to green(foliage, the doors and fire exit sign) to red(the arcade sign) or in between (other lights throughout the map). Though I understand more of this will be needed to make the map color less bland.
The stars in the tunnel of love are low lit :> they have a surface light of 30 and trust me that's more than enough, any more and it looks too fake heh.
I agree with you on the outside lights though, they look like they need a bit of an intensity boost. And you are a bit of a saturation freak :>

Its also on the NZ -WAR- servers, both CTF and TS. Slackin is going to put it on pugbot some time tonight.

If you have it on your server let me know, I'd love to have a couple of games on it.

#8 User is offline   Swiiitan Icon

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Posted 29 September 2011 - 05:08 PM

Played it with some friends yesterday and i think the map looks really cool so faar (cant wait to see final version :P)
and layout i think is okey, maybe a little to small (i mean from one spawn too another.) but idk :)
Ingame: Swiiitan
Clan: **Saft

#9 User is offline   SubJunk Icon

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Posted 03 October 2011 - 06:17 AM

The filename says Oaks, the levelshot says Whispering Oaks, and the title says Whispering Oaks Carnival. Can you just pick one? :p

#10 User is offline   Delirium Icon

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Posted 03 October 2011 - 11:29 AM

Ill fix that :] cheers

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