[MAP]Outer_Space


(aaa4) #21

sorry dwe_flame: i didnt want to do this. this will hopefully be my last reply.

darkix: its about transfering lifestyles. read what i said more closely and take some time to think it through. its ok if you feel annoyed by me, but by following this forum some time, i say this because you are new and might not yet see the things i see, you will more and more respect me for bringing the neccessary order. i really mean it. childrens will at some time be grown up and if they have not the right values then, they will make the world even more bad.

[QUOTE=Darkix;225279]Not really? Only if you prefab your entire map and rip everything.
[/QUOTE]

do you really believe what you say ? a developer doesnt base his work on another developer, the only case happening this should be in a team, everything else just states that you are not skilled enough. taking even a single prefab is fake and you gotta go to the readme file and make this guy making the prefab shown as a co-author, right beside the author notes
thats how real credits would look like. just humiliate yourself in the readme as much as you did by taking a prefab from the source files like fueldump or other maps.

not really fitting this analogy.

see above. you should humiliate yourself with your own readme. moreover you shouldnt even exist as a name, just deliver and be nameless and dont take any respect and honor for this. honoring people by seeing they took alot of the work of others, even if it is allowed by them, is what i cant stand about this forum society here. you honor fake people, dont you get it ? honor real work pls. there are also people here doing real and original work, god bless they exist, but i just dont accept distorting reality.

you may think about me what you want, i will deliver my message as long as i am able to. and if it goes on with this fake mapping and modding lifestyle in here, i will get even more annoying. just be original and no problem with me.

and again darkix: you are too new to judge this topic really. i could actually show you alot of work taking the credits for themselves, right here in this forum.


(Magic) #22

So…you are like the lonely wolf …fighting against prefabs??

Think you are bringing this to a comical level :slight_smile:


(stealth6) #23

W:ET is based on RTCW, Wolfenstein is based on W:ET

actually most new games are just remakes of old games, or have idea influences from other games, but why reinvent the wheel?

if it’s a great concept why not improve it?

Anyway i’d suggest if you want to continue on the topic you should make a new topic :smiley: I hear they are on special offer! :eek:

Anyway as for the map, I like it ofc since it’s my fav style :smiley: weird, sci-fi, crazy, non-realistic,…
LOVE IT!

Maybe a little too open, but that was already stated.
and you should use your vertex dragging skill on the ship too, then you can make a smoother shape (just an idea)

:riflenade:


(dwe_flame) #24

just did a few more editing on it :slight_smile:

i also want to prevent filling up all those space, since i want to keep that FPS as low as possible.
more boxes and stuff => more fps.

On my pc i have problems testing the FPS for other the players, cuz i work on a Quad core with a kick ass vid card in it :confused: so it happens that with default hunkmegs, even the most FPS lagging maps wont get my FPS below 60 (default 90)


(Nail) #25

“do you really believe what you say ? a developer doesnt base his work on another developer, the only case happening this should be in a team, everything else just states that you are not skilled enough. taking even a single prefab is fake”

So Splash Damage, who got their start modding Q3 are fake ?
They used assets from RTCW in W:ET, with permission of course, but that makes them fake in your eyes ?

a funny world you live in aaa4, please show us your all original work


(stealth6) #26

[QUOTE=dwe_flame;225290]just did a few more editing on it :slight_smile:

i also want to prevent filling up all those space, since i want to keep that FPS as low as possible.
more boxes and stuff => more fps.

On my pc i have problems testing the FPS for other the players, cuz i work on a Quad core with a kick ass vid card in it :confused: so it happens that with default hunkmegs, even the most FPS lagging maps wont get my FPS below 60 (default 90)[/QUOTE]

I have the same problem on i7 :smiley: but there is a solution

:smiley:
Easy way to solve this lol, go through your map with r_showtris 2 then you see the portals (what your pc is drawing atm)
Also us r_speeds 4 if I remember correctly, then watch console while you walk around
25k tris is pretty dam high 10k or under is pretty good

EDIT: for example on my map ctf_toxic you got around 21k tris in the main area, but in the tunnels on average 8k tris which was pretty nice :smiley:


(aaa4) #27

no, fighting a lifestyle. you also didnt get my point.

[QUOTE=stealth6;225287]W:ET is based on RTCW, Wolfenstein is based on W:ET

actually most new games are just remakes of old games, or have idea influences from other games, but why reinvent the wheel?[/QUOTE]

you did not quote me correct. if you quote me right then you will see that sd actually got sponsored and payed by id and id also was credited and everybody knowing the history of egoshooters will accept that credits. sd is not like: “hey all you game companies, im am so skilled, look, this is all done by me” no, they didnt do that.

and it is good that you do not try to reeinvent the wheel, nothing bad with it. but thats ordinary, sorry to say. you did not really think about what you say, you are just doing it like every other ordinary human. thats unfortunately like it is. there are about only 2% of humans existing beeing able to really bring sth new. you can map this digit exactly on this forums and see that it really is representative. there are not many original mappers, at least that fake level here is too high.

so im just trying to make that clear for you. i am more than bored to see in another thread again beeing about another thompson with just another skin and re-trised abit. i mean why do you open this thread. “oh look what ive done isnt it great”. but infact you are just taking the credits of another developer and AND THIS IS WHAT YOU ALWAYS FORGET.

and if you want to open up a bottle towards gaming industry, then you will see exactly the same view in there. there are games so annyoing and boring because they are just copied, ripped, borrowed. these games are refering to companies beeing exactly as boring and fake as mappers here in this forum, taking even credits for what other people did.

and there are also existing arguments towards sd for only creating a mod with et, yea i read that article. me could also take it to that level, but i see the love, and thats a difference. not offending anything, i already spend too much time with that stuff, so lets just leave it like that. it always depends on the subjects emmitting their stuff in a certain way and how they behave. if they think they got skill then i come into game, because it is distorting reality and i can see that others really also think that it takes skill.


(iwound) #28

i now bring order. this map is very interesting and unique in its looks. good luck with it.

a map can be made with 100% prefabs and still be great.
or it can be made with none and be awful. as is the case most times.

should i make a tree when there is already a tree.

there is a limit to what one person can create as original for any new level. no custom level is exempt from using stock assets.

did you make your own map editor to make your maps. mm i think not.


(dwe_flame) #29

to give a small update and stay ontopic:

i think i got my script fully operational now for the omnibots :slight_smile:
now only the waypointing itself must be finished.
also some new stuff with light and so one is done.


(Darkix) #30

I won’t reply after this, I’m running out of food for the troll. Infact, I won’t reply to most of the nonsense in your post, just that line.

I am new?

AAA4:

Join Date
19th Mar 2010

Darkix:

Join Date
13th Aug 2007

This isn’t your forum, and you won’t be respected by me for trying to act like you’re better than everyone else. Enough trashing the OPs amazing thread and map.

to give a small update and stay ontopic:

i think i got my script fully operational now for the omnibots
now only the waypointing itself must be finished.
also some new stuff with light and so one is done.

Looking forward to playing your map with omnibot :slight_smile: I suck vr real people :slight_smile:


(IndyJones) #31

i just came back from work, and i’m not going to waste my time reading all this bullshiet by you aaa4, just STFU and start using your primary account. who are you hater? pegazus? he was always against using anything that was ripped/extracted/copied/inspired by other game.


(Pegazus) #32

Just to let you know, IndyJones, I am not aaa4.

I have nothing against with getting inspiration* and well quite frankly i don’t really care anymore weather a map is ripped/extracted/copied anymore. So you got a green light to do whatever your heart desires with COD, SOF and even with Brink in the near future and so on and on, because it seemed that nobody really cared (besides aaa4, sage, shagileo, paul, th0rn3, manwhore and few more who i dare not to mention) I just wonder when originality will be back in highlight instead of cough you know what.

Also thank you for your compliment, it shows I am still in your heart. Aww… (Ps. thanks for the insults to aaa4, I hope SD admins actually do something with you not close his eyes on you like last time… {Yeah that was a hint to one of the admins})

*Definition of Inspiration

Edit: Forgot to mention: Nice map. I like space so looking forward to it.


(dwe_flame) #33

[QUOTE=Darkix;225323]…

Looking forward to playing your map with omnibot :slight_smile: I suck vr real people ^_^[/QUOTE]

well dont set your hopes too high for bots they only walk oen route all the thime :stuck_out_tongue:
getting some help from Micky[MW] form the Omni-bot thingy, and really trying to do my best to get even the bots to a decent level of usage in the map :tongue:

so i hope in the end, its not like you can stay all map time in the same spot and because they take the same route all the time :slight_smile:


(BackSnip3) #34

dwe_flame your map is really nice!, I’m looking forward to it :slight_smile:
I had not time to check on your forums if you told the objectives that will come up with the map, so, if you never announced them,what would they be,could you make a short description ?:slight_smile: I can guess some of them on 1st and 5th screen and I see lots of dynomite objs on the Command map
Also I found that they are some really dark places(screenshot 3) or is it only me? But it’s maybe done on purpose I don’t know:rolleyes:
Also it’s maybe fixed but on screenshot 8 the terrain is flat shaded.Maybe add some Q3map_shadeangle on this?

And I’m not going to join a side of that forum war,but this gets really annoying that from one side there is spamming posts of non-sense and on the other side replies to that man you guys call the troll and not to the main topic of this,in this case,the map called outer_space!!!
Or at least talk about both topics plz :slight_smile:
If you guys can’t then just scroll down faster when you see aaa4 long posts and you’ll have no problems :smiley:
aaa4,you are not using the correct way to convince people of what you want to defend,please stop making such things on other people’s topic and make your own! Then you can’t “troll” your own topic can you?:tongue:


(system) #35

btw. dwe_flame, it looks a bit quake style (wich i love) and thats why i am waiting for a release :stuck_out_tongue:
For our quake 3 compatibility we have a free quake 3 texture pack (opensource) so if you need more quake3 stuff/textures i can give you a downloadlink(~45MB) for it cause i think a lot of textures would fit in your map.

And another question, is it ctf friendly ? :slight_smile: I don’t know the word but are both sides/ways the same as in many ctf maps ?


(dutchmeat) #36

Is that a teleport at the right bottom corner of http://www.aqua-page.nl/dls/dls/images/outer_space/2.jpg ?


(dwe_flame) #37

giving a short description of the map
Updated Command map
will walk trough that.
in the lower left corner you see a big and a rather small ship.
the small ship is the axis attack ship. the bigger ship is a allied ship were a portal and 2 energy crystals are on =)

for them the first objective will be to destroy 2 energy crystals. from the axis attack ship(the small one) they will have 2 teleporters to teleport them to the deck of the larger ship below.
trough snipers and a MG, part of the axis team sould cover the teleporting engineers. so yes you will need to teamwork a bit.
Once that crystals are blown up, a portal will be opened allowing them to teleport to the second area of the map.
second area is the part to the right.
allies will now spawn at that flag at the right of the image.
axis in the lower right, coming out of the teleporter. (they spawn in front of teleporter for spawn killing protection :slight_smile:

now you see there the Door (that custom limbo thingy with the gold) this is the door that will lead to the last part of the map. allies need to protect this door, while the axis will try to blow it up ofc.
a alternative objective here will be the cracked wall, leading into a kind of sewers sci-fi part.
axis attack routes will go trough that outside sand so allies have also the opportunity in this phase to use mines to slow the axis down.

in the last part of the map, once the door is blown up. the allied team need to protect that big power crystal you see as a limbo icon on the top left of the image.
you see there a health and ammo cab icon, though it only is ammo over there.
allies have the opportunity in this phase to construct the power crystal defenses that can be blow up with satchel by axis.
also in this part is a neutral command post.

as far as i can say at this point, i think it is pretty much equal balanced for the teams in difficulty.


about the screensots, they look darker than they actual are in-game but thats just the ET-screenshot thing.
although in some points i made darker spots with for example only a flickering light source. trying to make it a bit creepy and nice to make a attacker jump out of the dark.

Q3map_shadeangle ? i dont know anything about that :confused:

@dutchman, you can PM me the link if you like, although i dont think for this map i will put in new textures, but you never know on maybe a next map :slight_smile:


(BackSnip3) #38

Thanks for your description :slight_smile:

[QUOTE=dwe_flame;225498]
about the screensots, they look darker than they actual are in-game but thats just the ET-screenshot thing.
although in some points i made darker spots with for example only a flickering light source. trying to make it a bit creepy and nice to make a attacker jump out of the dark.

Q3map_shadeangle ? i dont know anything about that :/[/QUOTE]
Yes flickering lights is nice on some spots :slight_smile:
Q3map_shadeangle is a command you need to put in the surface parameters of your terrain to smooth it and not looking flat as it is now.
For example:

textures/example/grass
{
       qer_editorimage textures/temperate_sd/master_grass_dirt3.tga	
[B]       q3map_nonplanar
       q3map_shadeAngle 80 [/B]
	surfaceparm grasssteps
	surfaceparm landmine	
	{ 
		map textures/temperate_sd/master_grass_dirt3.tga
	        rgbGen identity
	}	
   	{
      		map $lightmap
      		blendFunc GL_DST_COLOR GL_ZERO
      		rgbGen identity
   	} 
}

:smiley:


(system) #39

Ok, just did.


(dwe_flame) #40

ok i had now:


textures/outer_space/sand
{
	surfaceparm landmine
	surfaceparm gravelsteps
	qer_editorimage textures/outer_space/planet_sand.jpg
	{
	map $lightmap
	rgbGen identity
	}
	{
	map textures/outer_space/planet_sand.jpg
	blendFunc filter
	}
}

so that must be like:


textures/outer_space/sand
{
	surfaceparm landmine
	surfaceparm gravelsteps
       q3map_nonplanar
       q3map_shadeAngle 80
	qer_editorimage textures/outer_space/planet_sand.jpg
	{
	map $lightmap
	rgbGen identity
	}
	{
	map textures/outer_space/planet_sand.jpg
	blendFunc filter
	}
}

correct ?
and than i need a new compile i guess ?