[MAP RELEASE] Dingenskirchen - a tribute


(twt_thunder) #61

If it havent been that I love this map :slight_smile: (Yeah I do)… I wouldnt bother comenting anything here. BUT I for one know how hard it can be to optimize a map.
I having big issues on the ho_chi_minh trail map too. problems sometimes is when you optimize one part another become actually worse… This is the real hard part in mapping.
One thing I’ve learned from this map of mine is to block out your map first so you want have that problem later. Tho this isnt too fun, you save a lot of trouble later. Experienced this on the latest started map safe_spot.
There I made the terrain first, then I blocked the whole map so VIS cant be a problem.
the big problem on this wonderful map is the line of sight. So you’re gonna have big problems optimize it. I hope you pull it thru, I really do as this is true quality work :D.

Keep it up!


(RayBan) #62

@Dragonji Never my intent to alienate a member as you say, but his hate filled comments against a mapper needed a rant, and let’s face it, his comments were not intended " to help this map gaining any popularity" in anyway… his comments were meant to run someone down… nothing more…
Not to encourage the map maker to do better, try harder… no… just to run down his effort’s…
And please don’t say “you guys alienate someone” Although i’m in good company with those who felt bothered by the way he ranted, if you mean
“you guys” as to not call me out specifically for my comment’s… I would appreciate that you address me specifically… as I stand by my comment.
I think I earned the right in this community to have someone tell me i’m wrong… right?


(RayBan) #63

and @Kemon, I just downloaded the map today… =P

And I see your using my RoQ flame shader, and have issues with it freezing… i can help you with that.

As for fps issues, I can offer some help… but ppl need to remember, this game engine was made back in the day… and can only
do so much… so many innovations and optimizations, and new gl and direct code that offer this old engine nothing to help… This engine did would it could for its day… and could not see the future of graphic development… It is what it is… But…

we can do tweaks to help…


(.Chris.) #64

Kemon, just out of interest, do you use any image references for buildings and other structures?


(KeMoN) #65

On this map I used very little third-party references and rather sticked to the RtCW style of houses and structures. It’s obvious with the castle, but also the village is strongly influenced by the original designs.
But for other projects, or even a few buildings in Dingenskirchen, I use pictures from pinterest or directly from google images, so unfortunately I can’t point you to a nice Level-design reference page.
I once had one with nice bunker images for Pointe du Hoc, but can’t find it anymore.
If you know some proper sites, I would appreciate the input :wink:


(.Chris.) #66

Was hoping you had nice site for old style buildings :slight_smile: I was struggle making nice looking buildings from that era.

For bunkers, this site is okay but a pain to navigate, http://bunkersite.com/index.php


(Eugeny) #67

Cool
Thanks for credits :slight_smile:


(huPoo) #68

I am truly very sorry to have offended your extremely sensitive feelings. I do however like how I managed to get you people together into dissing me in this topic, some even trying to insult/judge me and my knowledge of things. I wonder which is more childish, my original rant or the ****storm for almost one page caused by it? I still stand by my words and I don’t see anything wrong writing it is stupid to make a map that demanding, because it really is. I said it a loud so he hopefully wouldn’t make the same mistake again. Maps should always be made for best possible gameplay. No player wants to spare their fps for map looks. If there’s a map that is literally unplayable for 99% of the community, then it for sure has been a planned stupidly. Harsh maybe, but also true. If you want to make art, make a painting or something.

In any case, is there any update on this? Are you going to fix the issues or will this be dead project? From few tries it would seem the gameplay isn’t really good in this one, even if fps would be good.


(Dragonji) #69

Yeah, would be really great to see the next release with significant improvements in performance area.


(Mateos) #70

I recommend to read a thread before posting, see post #48:
http://forums.warchest.com/showthread.php/39432-MAP-RELEASE-Dingenskirchen-a-tribute?p=491960&viewfull=1#post491960


(Tardis) #71

[QUOTE=KeMoN;490617]Thanks for the comments, tell me what you think once you gave it a try ingame.

As for bot waypoints: A waypoint-file has been forwarded to the omnibot devs, hoping they will create a proper script for it, as the sole waypoints are useless without it.[/QUOTE]

Kemon ,

You have defiantly have a way with time with all your projects going on its good to see that hard work pays off - and I thought I was the Lord of Time :smiley:

As for waypoint’s and botting I will have a look and get it sorted at least you will know there will work correctly :smiley:


(Mateos) #72

https://www.assembla.com/spaces/omnibot/tickets/126#/activity/ticket:

Edit: About the ticket desc, merge is done, village defense and Tank escort too. But not synced yet to repo (when I’ll be done with the village part I’ll perform a first sync, step by step).

Also have to handle what to do if the Village flag get taken by Allies.


(Tardis) #73

[QUOTE=Mateos;510235]https://www.assembla.com/spaces/omnibot/tickets/126#/activity/ticket:

Edit: About the ticket desc, merge is done, village defense and Tank escort too. But not synced yet to repo (when I’ll be done with the village part I’ll perform a first sync, step by step).

Also have to handle what to do if the Village flag get taken by Allies.[/QUOTE]

I totally forgot to look at the obi-bot ticket system before I wrote my last post - senility setting in :frowning: .

Nice Job Chris :wink:


(webDogster) #74

Kemon
we love the map its in our server rotation just wondering if there could be a couple of subtle changes, Could it be made so that the city gate is not dynamitable until the allies second spawn is permanent. Once gate is blown maybe a time extension of five minutes? and all three objectives necesary to complete the map. we have done some pretty extensive testing and we think this could make a great map just plain awesome!
many thanks in anticipation
{WeB}DoG


(KeMoN) #75

Wow, thank you very much! This comes completely unexpected as beta 1 was labeled unplayable due to its performance by players.
Don’t you have issues with that on your server?

The problem is, that if/when beta 2 will be released it will be a lot different because the terrain has been restructured to have seperate areas. This has been done to tackle the FPS issue. That version will be more or less completely different anyway.

The things you mentioned are without exception all possible with ETPro mapscripting. Might I ask which mod you are running on your server?
If it supports mapscripting then your requests can bei implemented without having a different map version and your players don’t even have to redownload the map.

Thank you for your interest and feedback.
If / when I get beta 2 done (absolutely nowhere in the near future) I will make sure to contact you pre-release for an early feedback round. Are you interested in that?

Cheers


(Teuthis) #76

@ kemon, see, here you go. We just chattet on you getting back into mapping. Good reason here right away…


(webDogster) #77

[QUOTE=KeMoN;540735]Wow, thank you very much! This comes completely unexpected as beta 1 was labeled unplayable due to its performance by players.
Don’t you have issues with that on your server?[/QUOTE]

Initially there were a couple of problems but after my experience of Raid B4 map I knew that some of that may be a sound megs issue so as a clan we used teamviewer to amend issues we didnt have hunkmegs as all our guys have raised theirs. so now its absolutely fine.

[QUOTE=KeMoN;540735]The problem is, that if/when beta 2 will be released it will be a lot different because the terrain has been restructured to have seperate areas. This has been done to tackle the FPS issue. That version will be more or less completely different anyway.

The things you mentioned are without exception all possible with ETPro mapscripting. Might I ask which mod you are running on your server?
If it supports mapscripting then your requests can bei implemented without having a different map version and your players don’t even have to redownload the map.[/QUOTE]
Actually our FPS is was fine a couple of stat junkies thought it was a little low but foor our guys it was no major issue it was just wonderful walking round the RTCW world again! By the way we run ETPUB last version!

[QUOTE=KeMoN;540735]Thank you for your interest and feedback.
If / when I get beta 2 done (absolutely nowhere in the near future) I will make sure to contact you pre-release for an early feedback round. Are you interested in that?
Cheers[/QUOTE]

Absolutely we have been testing three maps for sage Kerkyra, Western and River Port all of which will be going into our rotation! so we would be more than happy to do any testing required if that helps in any way
kindest regards {WeB}DoG


(KeMoN) #78

That was exaclty my first thought as well, haha.

The River Port map you were testing, was that the one by Magic? It looked really well and was just lacking the final obj stage iirc. Curious what happened to it.

Will have to look into ETPub for the mapscripting part. Unfortunately I can’t really focus my attention towards ET right now.

Thank you again!
Cheers


(Mateos) #79

If all the related entities have a scriptname key, regular scripting will be enough :slight_smile: If not, all recent mods do support it, since ETPro made this possible.

With high-frequency CPUs sure no FPS issue… With medium CPUs, well, a quick glance at rendered tris, or looking at Tank normals, or the river… :stuck_out_tongue:
ET isn’t good at rendering long distances, especially when it’s detailed with models, patch meshes, effects… The mountain of Fuel Dump that you have between Allied CP and the Depot is there not only for gameplay :stuck_out_tongue:

I’m sure the village houses could manage to optimize that, perhaps the building where Dogster want to disable a goal… That would need testing ^^


(webDogster) #80

Also Forgot to mention we have a fully working set of bots for Dingeskirchen made by {WeB}*Gangsta

available here
http://www.wolffiles.de/index.php?filebase&fid=4819