carentan screens


(=ds=bart) #1

after 2 years learning all about mapping .
and reading like truck loads of tutorials and bugging advanced mappers .
this is my result so far none of this work is copyd in any way .

this map was early released by some one i know.
bud he dith it without my permission .

for objectives i wil use a tank that drives to the mansion has to pass 2 barriers
then you will have to geth the gold out of the mansion and take it to the truck and drive of into the sunset .


(Loffy) #2

Hi!
Cool map.
Why are there no shadows?
How big is the pk3?
I like the tiles on the floor:

Keep on mapping!
//Loffy


(=ds=bart) #3

cause this is just a bsp meta compile i do have to put in some buildings to
i always wait until the very last to do a full compile

and i have to putt inthe objectives to lol

size im up to 4 MB so thats not so terrible hhe


(ewarwoowar) #4

Hi bart, looks cool :wink: lol


(=ds=bart) #5

this is not a finishd version bud i have some brushes that are inviseble i think cause off the flipped triangle stuff i dith a brush clean up .
this wil give you just a feel of wath im making .

i ditnt place in any objectives i keep them separated from map until the end so i can work of this flipped triangle prob .
lol i wil find it np.

can it be cause under my ground surface there stil are some open spaces can this be the cause ( to many caulk stil around))


(kamikazee) #6

You seem to have made everything detail: I can see the whole village from just anywhere if I face to the right angle. (I allso see this by the decrease of FPS)
Allso note that most doors and windows seem offscale. If you look at the door textures, they’re 1.5 the size they should be.

BTW: I would call this a FP instead of a beta. Or at least alpha. :wink:


(=ds=bart) #7

yep dint check that lol my bad sorry normaly i dont have that prob .
cause im making sure that would never happen bud it dith thx .
just fixd the detail structuale stuff.


(=ds=bart) #8

http://uk.pg.photos.yahoo.com/ph/mijnendonckx/album?.dir=78c2&.src=ph&store=&prodid=&.done=http%3A//uk.pg.photos.yahoo.com/ph//my_photos
objectives are inside just some more texture manipulation .


(=ds=bart) #9

for the pk

for the screens
http://uk.pg.photos.yahoo.com/ph/mijnendonckx/album?.dir=78c2&.src=ph&store=&prodid=&.done=http%3A//uk.pg.photos.yahoo.com/ph//my_photos
:frowning: :frowning: :frowning:


(=SC=Beef) #10

i love the map visuals, they are great!

but using it gameplay wise is so so hard. it just doesnt work.

It needs to be brighter


(Father) #11

Map looks great :banana:
…but I have there so low FPS (only 15 - 25 FPS, wit r_drawfoliage 0 too) with Fx 5600. As Beef wrote… i shoult be a bit brighter… not all map, only few parts of map should be enought…


(=ds=bart) #12

yep i do agree

i am stuck one hint burshes i know how thy work with seald of rooms .
bud how those hint work with houses where you have windows and stuff
.

about the dark feeling i wanted it to be real night time cause in lots of maps there are night time skys bud to bright.
lights burning when you can see every thing.


(Jecoliah) #13

What light compile did you use and what Worldspawn light effecting keys?

Just curious cause you might get a better looking map in terms of Lighting if you use some settings that your not currently using.

Or a different value for you current settings.

I downloaded your alpha 1 version and i like the map and i like the Light color, looks like sunset time but, it is a bit too dark.

Jec


(TNR360) #14

I like the CoD2/band of brothers theme but it’d be even better in daytime

and why is the flak88 pointing at wall?

It should point at sky or down a longer area but not at the wall right next to it


(nilius) #15

hey, sry i have found this following bug on the map Carentan and other question is, i have a beta 1 (2005) in my dl section…and this is now alpha 1…ups

anyway, the lightmapping is very dark on this map…


(]UBC[ McNite) #16

If a map is too dark to play… it wont get played. So u need to brighten it up to a degree where you can spot your enemies and tell who s friend or foe.

About the screenies: when you take screenies, you need to brighten them up with a gamma of about 1.3 because ET takes them without any gamma, but ingame r_gamma is at 1.3 standard.


(Axeman89) #17

There are some nice touches. I’d work on the lightmap a little, and edit the briefing for spelling and facts. The Ardennes Forest is hundreds of miles from Carentan. The Battle of the Bulge (at Ardennes) didn’t take place until half a year after D-Day.


(=ds=bart) #18

do i put in less lights to reduces this

here is my sky shader

textures/ds_snake/inteldimclouds

{
qer_editorimage textures/ds_snake/inteldimclouds.jpg
q3map_lightrgb 0.3 0.1 0.0
nocompress
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
q3map_globaltexture
q3map_sun 0.3 0.1 0.0 95 295 90
q3map_skylight 5 6
q3map_surfacelight 100
skyparms full 50 -
{
map textures/ds_snake/inteldimclouds.jpg
tcMod scale 1 1
depthWrite
}
{
map textures/ds_snake/inteldimclouds.jpg
blendfunc add
tcMod scroll -0.001 0.00
tcMod scale 2 1
}
}

then in worldspawn i putt in

_color 1 1 0
ambient 1
bud i think the ambient 1 thosend do any thing cause ambient lighting starts at 10

i will geth it brighter .
just wanted to see in real war it wasnt always light either hehe.

:frowning: :frowning: :frowning:


(TNR360) #19

try ambient 12


(]UBC[ McNite) #20

And dont use _color 1 1 0.
I d really go for a neutral ambient color and set the effects of colored light either with the skyshader or light entities.