base12 alpha2


(TF) #1

http://new-etmaps.de/maps/base12_a2.rar <- download
some screenshots…









objective:
Allied

  1. “Destroy the base gate.”
  2. “Capture the forward bunker.”
  3. “Destroy the bunker main door.”
  4. “Destroy the protoype rocket.”

Axis

  1. “Defend the base gate.”
  2. “Defend the forward bunker.”
  3. “Defend the bunker main door.”
  4. “Defend the protoype rocket.”

(EterneX) #2

Pretty good except try to fix up the textures a bit, they are a little to repetitive.

But what do I know, I dont even have a 100 posts! :banghead:


(ChiemseeMan) #3

Mirror see next post.


(stadilainen) #4

The map looks like a good one for gameplay and FPS.
What are the objectives?


(Jaquboss) #5

Ok now I suggest to light all up…
Read some tutorials about lights and lightmaps
Also take in mind - larger resolution lightmaps = VERY nice shadows , but simple lights ( when using just round light somewhere or for making semi-ambient lights ) become ugly …
As you are in day just read how to use sky to light your map :wink:


(LxPower) #6

Thats look very coool !
Good work TF !
:clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap:

:bump:


(]UBC[ McNite) #7

Hm did you really do a LIGHT stage compile? Cuz the map looks like you didn’t do that…

And one thing about your terrain textures: you can see the texture repeating itself. That looks weird, and you should stretch the texture. In case the terrain was done in EasyGen, just scale the texture up in there. Otherwise you ll need to do it in your rock terrain shader.


(TF) #8

Allies are attacking,first they need to destroy the base gate. Then they can capture the forward spawn. Next there are 2 ways,allies can use covert to open “axis only” door (but then they have to go trought the allies scond spawn) or engie destroys the second gate that gives forward spawn area to allies eternally. Then they have to destroy the rocket :stuck_out_tongue:

Hm did you really do a LIGHT stage compile? Cuz the map looks like you didn’t do that…

And one thing about your terrain textures: you can see the texture repeating itself. That looks weird, and you should stretch the texture. In case the terrain was done in EasyGen, just scale the texture up in there. Otherwise you ll need to do it in your rock terrain shader.
nah,i didnt :smiley: it took so much time and i think it crashed :???: but im gonna do it in the next version,and before it i read some tutorials about lights and stuff :slight_smile:
Now,about that texture,can i do it by just editing the shader?


(]UBC[ McNite) #9

Yes you can edit the shader, but you ll still need a recompile i d say (not that sure about it though).
Of course the FPS are “good”… they always are as long as there s no LIGHT compile done… so actually the FPS u get now aren’t really valid.

Generally releasing maps without a LIGHT compile should be forbidden FFS.

If your compile crashed on it… you are in trouble. Do you have a compile logfile? I could have a look at it. How do you compile? With Radiant (which would be real messy)?
I recommend you get yourself q3map2build by Bobdev, that s a good frontend for compiling. It has the HUGE advantage of using your RAM a lot more efficient, and compiles are a lot faster compared to compiles with the Radiant.


(Northerner) #10

map is mirrored at RTCWFILES.com


(TF) #11

Thanks for these 2 mirrors Northerner & ChiemseeMan :slight_smile:
]UBC[ McNite,yes i used radiant. Ill try this q3map2build by Bobdev next time :drink:
EDIT:I dowloaded it from here http://www.bobdev.com/q3map2build.php ,is this it?
i get errors when i try to compile with it :S
[img=http://img325.imageshack.us/img325/6205/wtf4lf.th.jpg]


(]UBC[ McNite) #12

Do you have the latest q3map2?
Did you install that one properly (there s a readme on how to)?

And those errors are not caused by the frontend.


(TF) #13

hmm,i have v.2.5.16 right now and yes, i read this readme before i installed. Now it gives only “warning: unknown surfaceparm : landmine” and “warning: unknown surfaceparm : splash”
EDIT: iit started to work now and i havent changed anything :disgust: it just hates me imo :smiley:


(TF) #14

k,this is alpha1 :stuck_out_tongue:
changes:

  • fixed some clipping (somethng that always needs fixing somewhy :banghead: )
  • Voice announcements
  • Fixed the allied objective description in limbo menu (it was 2 axis descriptions before lol )
  • Lights ( finally :drink: )

(ChiemseeMan) #15

Mirror for your Map:
http://new-etmaps.de/maps/base12_a1.rar


(TF) #16

well, i have a question for those who have watched it :poke: i saw this topic “isnt it hard to win for allies?” and i thought that maybe it is :uhoh: waht do u think? does it need changes to make it easier for allies?


(Ifurita) #17

Really depends on who the audience for your map is. If it’s pubs, maybe a nice prolonged push of 30 minutes is fine, as long as the allies are making steady progress. An entirely different case if the Allies are just getting the crap spammed out of them for 30 minutes. An entirely different case if the intended audience is competition gamers playing SW mode.


(TrashCanMan) #18

Looks great! I think this will be a superb map. One problem I noticed… when Allies blow the second wall (to gain access to the rocket), the forward spawn flag disappears and the allies then spawn back at their original spawn location.

I’m sure you intended for the flag to disappear and the allies to continue spawing forward. Just some scripting that needs looking at.

Let us know when you fix it, and I’ll host it on my server… 66.102.113.100

Thanks.


(TF) #19

Thanks for reporting the bug , ill try to fix it :slight_smile:


(TF) #20

Fixed it now ( hopefully ) and now its alpha 2 :rocker2:
check the download link in the first post
changes

  • forward bunker should work now :stuck_out_tongue: