http://voiseymms.com/cherbourg.htm
Screens and info.
File is to big for home-site, I’m uploading it to RTCW-files, it should be available there soon.
Use this site for your maps : http://www.pcgamemods.com
You can use this site too : http://www.domaindlx.com (100mo)
Wow they must have a slow release time…Im still waiting…If you email me Ill put it on my server and get it out…
Are you sure you posted this map??
lol I just saw this post. Haven’t received anything from you kommando email me @ dragonfly@rtcwfiles.com or visit our irc channel…
Server: QuakeNet
Channel: #rtcwfiles
Hurry up! I want to see the map !!
:drink:
((Edited next day))
But is it true that theres a new version :???:
Hmmm, theres no doubt this map is better than the previous version (best fps, best graphics, best map! ), but…
WATER TEXTURE



:???:

didn’t you know this isn’t meant to be a water texture but the TRON race-
ground where you can battle in races with those fancy motorcycles 
ok, i dont know anything about mapping, the only i know is that i see that instead of water.
I get the following warnings when loading the map:
WARNING: Couldn’t find image for shader textures/cherboburg/church_floor
WARNING: Couldn’t find image for shader textures/cherboburg/normandy_water
Notes:
Funny fence
, can go throug it (its the one in the dam)
Another one in the floor:
So, my last post about this map, i would like to say this can’t be a final version, and must call it beta, and please, explain the objectives in the limbo menu, and fix these bugs i’ve reported. You’d better test the map in some private server before releasing it.
I hope you can fix all these because I like this map 
Is it possible you see also the flags owned by the other team, and not only yours?, it would be easier to know how many flags, and which flags, you have to take.
Well, i say, TRY THE MAP YOURSELF FIRST.
Lets’s see, when I see the water from outside the water, I can see the texture (awfull texture, not transparent, as it had to be) but being inside I dont see it. And i continue saying that the map is too dark, look at the screeshots, can you see anything?
Out of the water: (cant see anything underwater)

Underwater: (no texture)

I take temple2 as example:
Out of the water: (transparent texturecan see anything underwater)

Underwater: (can see the waters transparent texture)

PLEASE NOT SO DARK, i have to put max brghtness to see it right.
I hope i am helping you and not bothering you. 
I agree that you should consider adding more light to this map. I have my gamma set to 1.6 (default 1.3), and I still couldn’t see anything, even at night with the lights turned off.
You are being very helpful, it is much appreciated.
The overall feel of the map is dark but I could lighten it up a little, the water texture is looking much different on my server… need to investigate that problem more.
thanks.
(I’ll post a new pk3 soon as the compile is done).
OK just had a look, and while it looks like it might be fun, it’s got a few issues I think you should resolve, and some other non-essential niceties.
Most importantly:
Miscellaneous:
In more detail:



All three show that you are relying (I’m guessing) on surface lights from the models themselves. This creates a really small area of lighting, with an extremely harsh edge. What you should do in these cases is also position some light entities, give them a value of maybe 150 - 200, and set them to be non-linear. This will give a much wider radius of light without the harsh edge. In other words, the lights will light up the rooms, not just anything within a foot of them. In the case of the streetlights, they’d actually light up the ground, which they currently don’t!

30 fps? And it’s not the slowest it runs, but I rarely get above 70 fps when outside. Considering I’ve just bought a new computer with newq graphics card, I don’t think it’s my setup causing the problem
It’s most likely due to you doing an outdoor map with no hinting. There’s not a great deal you can immediately do about this, but 1 simple thing to try (assuming your building walls are structural, which they should be) is to dump a huuuuuuge hint brush over your entire map, making the bottom face just above head height when at the top of a jump, so maybe roughly 128 units above standard ground level. It’s a nasty hack, but might well help improve your framerates. You could also try setting the following in your worldspawn entity:
KEY = _blocksize
VALUE = 512
although to be honest, I’d not be suprised if either compile times were too long to endure, or you got an error from q3map2 saying too many portals or some such stuff.


Both locations allow you to get into the water behind all the main structures. You need to work out where you don’t want people to go, and block them off with clip brushes (brushes painted with one of the common/clip_??? textures).
And now for my picky stuff 






Notice how in the first picture the sky looks dark in the circle? This is actually a corner of the skybox. Then note by turning how what was in that circle is now light (right circle, bottom pic), and indeed another part of the sky has gone dark (left circle, bottom pic). It’s much more obvious if you are in game, just look at the sky and rotate and see bits pulse in and out of darkness.
As a potential bonus, it might speed up the map on slower computers, because fogging is another pass that needs to be rendered on top of all triangles. I’m not too sure on this one - it makes ‘technical’ sense to me, but it depends on how many passes are already used in shaders. So best case scenario it may help on older systems (the ones that need the most help!). Worst case scenario is FPS-wise it won’t make any difference.
Phew, that’s it for me 
Thank you for the advice, the pk3 is updated (now lighter & correct textures). I suggest that no-one install this version on their server as I will have another version (clipped & hinted) as soon as the compile is finished.
Thanks for all the help
:chef: