[MAP] Fueldump Desert Beta 1 Release


(kashka) #21

Yes. Dutch dreams to have one instead of dick…


(UJERebel) #22

And we like desert :slight_smile:


(BackSnip3) #23

And because the result is very good =)


(IndyJones) #24

because we can!


(system) #25

OoOps,


(hellreturn) #26

Feedback:

  1. Missing texture:

  1. I don’t get this door:

Suggestion:

  1. Please make machine gun, so that it can move little upside. I expect enemies to come from up side and if I can’t shoot them I will be dead on spot.

  1. Make the first door, open for all time.
    Reason: Newbies sometime don’t press F button at right time and they can chock up time.

  1. Add little bridge to go up?

At present it’s like I am coming out from cave and axis is ready to kill me. Cave is good idea to support allies, but bridge will be nice so that it will create 2 attack points from allies towards axis.

  1. May be try to reduce hunk usage? Will fix NQ issue? Many people still suffer that in old version or so.
    maps/fueldump_uv.bsp 46506400

  2. Missing sound scripts/error:

WARNING: CG_SoundPlaySoundScript: cannot find sound script 'fueldump_axis_gates_destroyed'
WARNING: CG_SoundPlaySoundScript: cannot find sound script 'fueldump_axis_fueldump_defend'
WARNING: CG_SoundPlaySoundScript: cannot find sound script 'fueldump_axis_fueldump_defend'
Wrote screenshots/2010-07-05-100308-fueldump_uv.jpg
  1. Make the 2nd wall of axis when blown by tank, to be little wider? With small wall, axis can camp there with MG and allies will be having tough time. A little wider will give little more chance in allies favor?

  2. Left side of fueldump is full constructible. Make it so that only half wall near axis spawn can be constructible? (Mortis has made that script). Helps against hyper active engineers.

  3. Remove ammo cabinets from the last axis spawn and set it somewhere else? Just imagine 3 new players and wounded snipers, camping at ammo/health racks to take ammo when players are spawning? Would just block the axis exist way.

Regards,
hellreturn


(Gir) #27

Are you still working on this…

I rewrote the Shaders and Fixed Black Mountains manually, here.
http://forums.warchestgames.com/showthread.php/30899-Fueldump-Desert-Edition-(Fixed)

Here is the rewritten Terrain Shader if you want to use it.



// Base for metashaders
//======================================================================
textures/fueldump/terrain_base
{
	q3map_lightmapMergable
	q3map_lightmapaxis z
	q3map_lightmapsize 512 512
	q3map_normalimage textures/sd_bumpmaps/normalmap_terrain.tga
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
	q3map_tcMod rotate 37
	q3map_tcMod scale 1 1
	surfaceparm landmine
	surfaceparm grasssteps
}

//======================================================================
// Metashader for both sides of the map
// _0: Slighty dirty snow
// _1: Mud/dirt snow
// _2: Clean white snow
// _3: Snow crispy rock
//======================================================================
textures/fueldump_terrain1_0

{
        qer_editorimage textures/desert_sd/sand_disturb_desert.tga
	q3map_baseshader textures/fueldump_terrain/terrain_base
	{
		map textures/desert_sd/sand_wave_desert.tga
		rgbgen identity
	}
	{
		lightmap $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
	{
		map textures/detail_sd/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		rgbgen identity
		tcMod scale 5 5
		detail
	}
}

textures/fueldump_terrain1_1
{
        qer_editorimage textures/temperate_sd/rocky_sand.tga
	q3map_baseshader textures/fueldump_terrain/terrain_base
	{
		map textures/temperate_sd/rocky_sand.tga
		rgbgen identity
	}
	{
		lightmap $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
	{
		map textures/detail_sd/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		rgbgen identity
		tcMod scale 5 5
		detail
	}
}

textures/fueldump_terrain1_2
{
        qer_editorimage textures/desert_sd/grass_sand_flat.tga
	q3map_baseshader textures/fueldump_terrain/terrain_base
	{
		map textures/desert_sd/grass_sand_flat.tga
		rgbgen identity
	}
	{
		lightmap $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
	{
		map textures/detail_sd/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		rgbgen identity
		tcMod scale 5 5
		detail
	}
}

textures/fueldump_terrain1_3
{
        qer_editorimage textures/temperate_sd/rock_graynoise.tga
	q3map_baseshader textures/fueldump_terrain/terrain_base
	{
		map textures/temperate_sd/rock_graynoise.tga
		rgbgen identity
	}
	{
		lightmap $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
	{
		map textures/detail_sd/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		rgbgen identity
		tcMod scale 5 5
		detail
	}
}

textures/fueldump_terrain1_0to1
{
        qer_editorimage textures/desert_sd/sand_disturb_desert.tga
	q3map_baseshader textures/fueldump_terrain/terrain_base
	{
		map textures/desert_sd/sand_disturb_desert.tga
		rgbgen identity
	}
	{
		map textures/temperate_sd/rocky_sand.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbgen identity
		alphaGen vertex
	}
	{
		lightmap $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
	{
		map textures/detail_sd/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		rgbgen identity
		tcMod scale 5 5
		detail
	}
}

textures/fueldump_terrain1_0to2
{
        qer_editorimage textures/desert_sd/sand_disturb_desert.tga
	q3map_baseshader textures/fueldump_terrain/terrain_base
	{
		map textures/desert_sd/sand_disturb_desert.tga
		rgbgen identity
	}
	{
		map textures/desert_sd/grass_sand_flat.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbgen identity
		alphaGen vertex
	}
	{
		lightmap $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
	{
		map textures/detail_sd/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		rgbgen identity
		tcMod scale 5 5
		detail
	}
}

textures/fueldump_terrain1_0to3
{
        qer_editorimage textures/desert_sd/sand_disturb_desert.tga
	q3map_baseshader textures/fueldump_terrain/terrain_base
	{
		map textures/desert_sd/sand_disturb_desert.tga
		rgbgen identity
	}
	{
		map textures/temperate_sd/rock_graynoise.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbgen identity
		alphaGen vertex
	}
	{
		lightmap $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
	}
	{
		map textures/detail_sd/sanddetail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR
		rgbgen identity
		tcMod scale 5 5
		detail
	}
}

The Trees are not desert Trees, they need to go.