Map Release: Teuthonia_final


(Teuthis) #21

LOL, I just got twice a negative Reputation from the same Person for the map


(spidysense) #22

[QUOTE=Teuthis;509582]LOL, I just got twice a negative Reputation from the same Person for the map

[/QUOTE]

I did I approve twice. I am not sure what’s the issue though. I even give +1 to Mateos for his new map. He received it just fine.


(Teuthis) #23

As I Said, no worries. It’s just funny. No idea what’s the Problem. I totally believe you. No worries. Thanks for your positive Feedback. Glad you like the Map.


(Nail) #24

a white star doesn’t mean neg rep, just the poster has a low number of posts, therefore less clout.

and I gave you more than you lost anyways


(spidysense) #25

[QUOTE=Nail;509623]a white star doesn’t mean neg rep, just the poster has a low number of posts, therefore less clout.

and I gave you more than you lost anyways[/QUOTE]

anh thanks for clarifying that! I always give him +ve reputation. The funny thing here is people PM you and then copy paste same PM in public and quote you. That tells me I should avoid talking to those people in PM’s.

Thanks Nail.


(macbeth) #26

@Teuthis we are going back with silent tomorrow so we will play the teuthonia final


(Teuthis) #27

Re: Map Release: Teuthonia_final
Originally Posted by Nail
a white star doesn’t mean neg rep, just the poster has a low number of posts, therefore less clout.

and I gave you more than you lost anyways
anh thanks for clarifying that! I always give him +ve reputation. The funny thing here is people PM you and then copy paste same PM in public and quote you. That tells me I should avoid talking to those people in PM’s.

Thanks Nail.

Hey Spideysense, sorry dude, totally my mistake. Many apologies.

And Thanks to Nail for clarification.

Again, no bad Vibrations please. I apologize dude.


(Dragonji) #28

Download link is dead. Where can I get the map?

Got some questions:

  1. Recommended player count?
  2. Max player count? (MAX_GAMESTATE_CHARS issue)
  3. Are FPS stable (not less than 125 with 20+ players on a dual core processor)

(Mateos) #29
  1. Yes

(Teuthis) #30

I think Mateos nailed it.

FPS are stable on what people Reported. Max Players I Would guess 16-24 Each Team but that’s just a gut feeling.


(macbeth) #31

http://wf-gaming.net/files/file/196-teuthonia-final-waypoints/


(Kynval) #32

nice!
is good!
but i made script for autospawn - Allies CP Spawn… now is great :slight_smile:

Now is for 9 places cuz i have no more time…
but tomorrow or someday i will do for 15 or smth


(Mateos) #33

When is it enabled? Maybe forward the spawn points a bit, the CP is unreachable where they’re if a covi just come now or engi tries to cover his dyna…


(Kynval) #34

i will fix spawnpoints.
spawn in enable when allies make a CP, but there is one problem…
If tank is not stolen yet and axis destroy CP… then allies spawn goes to Tank Depot, axis in 2nd spawn…
i dont exaclly know how to fix it…
is there way to do “if” in script ?


(Mateos) #35

No, but there are accum registers:
http://wetmapping.wezelkrozum.com/tutorials/specific/accums/index.html


(Kynval) #36

arrow shows witch side ppl look


(FAQIS) #37

FEEDBACK: this is something I wan’t teuthis to fix in next? release:

the light from the lamps seems to came from nowhere at some places, like in this pic you got lamps but the should not shine through the metals parts of the lamp, the light should be more detailed, and more specified so it not looks like light comes from nowhere, you know in the original GL style did they not have any dark at all, of course does the ambient kill everything called feeling but you need to bare in mind that _lightmapscale and such thing need some quality and the lamps should print the light at the walls exactly as their construction (like i.r.l.).

Example: Dersaidin’s (cellar?) design


(not 100% by the book and not ET either

Or look at a real lamp:


(it doesn’t need to be that good but, you maybe see the point :smiley:

so if I wanna see any changes, fix the lighting better.

here are info about alpha shadows: -> http://q3map2.everyonelookbusy.net/shader_manual/ch4.htm#alphashadow

and color: http://q3map2.everyonelookbusy.net/shader_manual/ch4.htm#lightfilter

and lamps in ET can be textures as well -> http://q3map2.everyonelookbusy.net/shader_manual/ch4.htm#pointlight

mapping music: -> https://www.youtube.com/watch?v=qAZDDkdLe_c
or maybe: -> https://www.youtube.com/watch?v=6HMtJAQtamY&list=PLCD9E5CBE47CFCCD5

about lighting in generally: -> http://www.worldofleveldesign.com/categories/wold-members-tutorials/magnar_jenssen/functional-lighting-magnar-jenssen.php

you can take this as future reference in the coming? :smiley: maps.

good luck in the future ;D


(Mateos) #38

Then the lamp will be non-solid, example the Radar forward spawn: each light has a corona, but since inside a clip, isn’t rendered because probably not visible.

You can try to target the light at a info_null or something like in GR, but it’s a 10 years old game…

Edit: And even inside the model, I don’t know how it would react… In this engine lights look good if they’re unidirectional or a shader (surface light) :confused:


(FAQIS) #39

[QUOTE=Mateos;510816]
Edit: And even inside the model, I don’t know how it would react… In this engine lights look good if they’re unidirectional or a shader (surface light) :/[/QUOTE]

but, you can use light pictures with nodraw and nonsolid and create really cool shadows with them :slight_smile:


(Mateos) #40

Means larger PK3 and more data to share between clients and server, while lightmaps are stored in few pictures. The map will start to kick players when 3/4 of the objectives will be played. Experienced it ^^’