Base12(beta4)


(TF) #1

Base 12 Beta4

Changes:

  • Edited side entrance.
  • Edited second way to rocket.
  • Edited forward bunker.
  • Added some voice announcments.
  • Added keycard that allies must steal to open second door and secure the forward bunker.
  • Its possible to shoot trought the side entrance wire section.

Download:(4.8 MB)
http://liveformusic.pri.ee/map/base12_b4.rar

TF


(nedd3h) #2

GREAT! I’ve been following this map since beta 1 :slight_smile:
I’m looking forward to giving this a run!

Available to play in Australia on an etpro SW rotation.
Can download from server or site.
http://ned.theoldergamers.com/index.php?entry=entry060520-221903

202.60.73.80:27960


(SPU9) #3

thats a reat improvement since last version…side looks ok and i want to knew how this keycard thing will work in comp. mode… i think i will organize a europe custom cup under the flag of #et-cup

with snatch base12 dubrovnik sos_secretweapon and more :wink:

time will tell!


(]UBC[ McNite) #4

Nice small map, plays well from what i experienced in a couple of games today.

Plz work a bit more on your shaders: the tiling in the terrain is pretty bad imo. All it needs to improve that is changing the tex size by using tcMod_scale (i suppose you use an EasyGen generated terrain right?).
And a bit of variety in the bunker textures outside wouldn’t hurt too.

I also wonder about your lighting or compile settings… a bit of contrast by shadows etc. would improve the map visually a lot.


(DerSaidin) #5

Pics

Top left, decorative doors are nice, but sometimes its a little confusing - particularly for players new to the map - to have them textued so similar to ACTUAL doors.
Perhaps consider “textures/metals_sd/door_a” instead.

Top right, fan speed doesnt match the sound.

Middle two, some funny shadows. As McNite said, I think a few different light compile options would solve this.
Try (pick your own -gamma and -lightmapsize):
-light -filter -fast -shade -v -bounce 2 -gamma 1.10 -lightmapsize 256 -samples 2
I know -filter and -fast are conflicting, but meh.

Bottom, again as McNite said, those shaders dont look right. Once your past the blend you could just use a normal rock texture with no UVmapping shader properties (like tcMod_scale or q3map_tcGen ivector).

One more thing, you could probably improve FPS a bit if you did some vis optimisation using hint brushes. Here is probably the main one. I think you might be able to do it by making a hint brush the same thickness and height as the roof over the rocket area.
Experiment with that.


(TF) #6

]UBC[ McNite,good to hear it plays well :slight_smile:

Yes,its easygen generated terrain. Ill try ‘tcmod scale 0.089 0.089’ -> ‘tcmod scale 0.030 0.030’ to rock texture

I didnt used any custom compile settings. I use q3map2build.exe by DLB to generate bat file and i chose normal to every compile settings.

Ill sometimes when i have some time try those that Der’saidin suggested and see what happens.

Der’saidin,both fans have same texture and same sound :stuck_out_tongue: Ill change both ‘sound\world\fan_fast.wav’ -> to ‘sound\world\fan_slow.wav’

As i understand you are suggesting to use this rock texture without stretched,i tried that and it wasnt pretty,it looked liked a lot of squares…

Ill try to place some hint brush where you suggested and see if it works then.


(]UBC[ McNite) #7

-light -filter -fast -shade -v -bounce 2 -gamma 1.10 -lightmapsize 256 -samples 2

For a simple compile u don’t need all that.
Just go for LIGHT -fast -v -patchshadows

I especially can’t recommend the -gamma switch because it brightens up everything. If u want that, rather use ambient and _color in your worldspawn because u can at least set the basic color of the general brightness then.
Also a -bounce is a waste of time for betas imo. All testing maps for Warbell are done with the 3 switches I just gave u above, and that is sufficient for testing the lighting (check pics here).


(SPU9) #8

whats up m8?
your still alive? if yes should i go once more through the map and look what you can improve for gameplay in comp. mode?


(antman) #9

I’ve been wondering the same. Haven’t seen T-force in IRC for more than two weeks now. Been looking forward to the next version of his map.


(nedd3h) #10

maybe he’s just taking a break from gaimg etc for a bit… sometimes need that
i’m also looking forward to future updates on this map :slight_smile:


(TF) #11

HI :slight_smile: Yes im taking a little break. My graphic card is broken and i cant use my pc right now :stuck_out_tongue:


(Jaquboss) #12

you need a better lighting my friend, this one is way too ambient, and way too fullbright…
well i understand if you don’t want to go for it…
few thread lower Caha Tavern, has really HQ lighting but a small quote…

specs : AMD Athlon 64 3,2Ghz, 2GB RAM, Radeon X700 pro 512mb
light compile : -light -custinfoparms -dirt -export -fast -nocollapse -patchshadows -shade -compensate 3 -gamma 1.5 -lightmapsize 512 -thresh 0.25 -samples 3
compile stats : bsp: 112 secs.
vis: 17 secs.
light: 4400 secs.

73 minutes on 3.2 Ghz CPU :nag:
EDIT: Interior is quite ok, just those hills and terrain isn’t
you maybe can add detail texture to hills ( maybe to grass as well ? )
and mainly apply lightmap on those as well
Also Hills look cut at sky, maybe use more gray/brown sky? Dusk would be nice


(*PM|Sypher) #13

GOD DAMN RICH PEOPLE :angry: :angry: :beer: :bump: :banghead: :banghead: :banghead:

:wink:


(*PM|Sypher) #14

btw, when i connect to that ip, it dls stuff, then et quits?
???


(Hitm4n) #15

Looks sweet. I will have it added to my wolfenstein resources web site. :slight_smile:


(nedd3h) #16

Sypher, here are the server’s details
http://ned.theoldergamers.com/forum/viewforum.php?f=5

it has quite a few maps on it
you can download most from the site
(eventually all server’s maps will be available to dl from site)

i’ve had no one else comment on this problem so it may be a client issue
grab some maps and give it another go :slight_smile: