New Map : desert rats


(Blowfish) #1

Screenshots are continues updated

Here are some screens of my new map called “Desert Rats” :

http://www.p0wnd.nl:668/images/Screens/screen1.jpg
http://www.p0wnd.nl:668/images/Screens/screen2.jpg
http://www.p0wnd.nl:668/images/Screens/screen3.jpg
http://www.p0wnd.nl:668/images/Screens/screen4.jpg
http://www.p0wnd.nl:668/images/Screens/screen5.jpg

Axis attack, 3 objectives (water pump, 2 guns) Multiple ways to finish and avoid spawn camping.

Probably ready this week… then Ill send a copy to wolfmap.de to publish it… :smiley:


(IndyJones) #2

this skybox is awfull!


(ischbinz) #3

nice map! (on screenys)

but the skybox look just blue - maybe try one of those:

http://www.wolfmap.de/details.php?file_id=3352
http://www.wolfmap.de/details.php?file_id=3275
http://www.wolfmap.de/details.php?file_id=2952


(reaply) #4

I actually like the skybox, it tells us that this is in the middle of no where such as a dessert.


(IndyJones) #5

judging by the amount of palm trees, water, grass and buildings, this is an early civilisation :wink:


(system) #6

[quote=ischbinz;223865]nice map! (on screenys)

but the skybox look just blue - maybe try one of those:

http://www.wolfmap.de/details.php?file_id=3352
http://www.wolfmap.de/details.php?file_id=3275
http://www.wolfmap.de/details.php?file_id=2952[/quote]
Your in Germany too, today the sky was blue as blue can be dude :slight_smile:

Anyway, looks good Blowfish, looking forward to test it :slight_smile:


(Blowfish) #7

Yeh, dont know of some of you ever been to a desert… but its HOT, blueeee sky and not many houses around the forts… I think a clear blue sky fits fine here. You dont put a skybox in a map because it looks nice, you put it in because its fits nice.

Ps. Did I mention it was HOT in a desert :P.


(Avoc) #8

I have been to a desert, and the sky was not babyblue :stuck_out_tongue:

Looking good, but you should work on the lighting, looks rather unnatural in places.


(-SSF-Sage) #9

Yeah the color of the skybox is bad, nothing else wrong with it. Reminds me of cartoons, Simpsons? That’s the first thing to pop into my mind the very first second when I opened your screenie.

I still don’t like the inside texturing and detailing (RTCW lab inside desert house with old siwa pillows and carpet, ehh?). You should not use those darker textures and details like the closet etc. Pretty much 95% of the textures/details from pak0 other than egypt/tobruk doesn’t fit here at all.

Outside is nice, but fix that lightning before realease. Minlight/ambience should do enough. Is that inside picture taken without light compile because the intensity does not match the outside at all and the lights doesn’t light? Even the colors looks exactly like taken with no light.

General impression good. This stuff above doesn’t matter for playtest/alpha, but I would suggest not to go release final straight away. Keep up the good work.


(ischbinz) #10

maybe make the skybox a little bit more blue - darker blue - and few light clouds make it more interesting…


(Blowfish) #11

I did a lot of research to check how old forts in north africa look like and the texture they use for the houses. Carpets, light yellow stones, palmtrees, etc are all there irl. Even the dark stones on the floor and a lot of mosaic is common.

No idea why the lightning looks so bad when I look at the screens from my other pc. Wayyy to dark. On my other windows PC its way better and the lightning in /devmap is ok on 96% of the places…I think.

Before release I will post a link to the pk3…then its better to see where the updates should be made. Still think the baby blue sky fits in well, but I will try another one I used before… A lot of blue sky, sun, some minor white clouds.

What do you mean with the “RTCW lab inside” … the green metal things inside ? If so, would yellow camouflage look better ?


(-SSF-Sage) #12

I mean that you used textures and details from RTCW (and ET), which were used in labs and general european facilities. They does not fit very nicely with ancient carpets and pillows… That dark tile, closet, fuseboxes etc., yeah it is possible they had exactly same looking ones, but just does not fit with the rest of the stuff/walls/roofs at all, IMHO. Pretty much any dark RTCW/ET texture does fit to the African textures really bad imho.


(Blowfish) #13

Ok, get it…

Shouldnt be hard to change the color balance… or create new :slight_smile:


(Blowfish) #14

http://www.p0wnd.nl:668/images/Screens/screen6.jpg


(UJERebel) #15

Better!!
Great job on the whole map!!


(dwe_flame) #16

whooo

Wáááy better that that first skybox :eek:

looking good :slight_smile:
for how many players you think your map is suitable ?


(BackSnip3) #17

Really nice map Blowfish!!:slight_smile: Looking forward to play on that :smiley:
But I think the tris pavements are way too big :open_mouth:
Also I always see maps with that kind of palms,but I think the ones used in goldrush are way better(the leaves).
Also I liked the old skybox more,I think it should be similar to the one of oasis with less white part imo !
:stroggtapir:Run tapirz run!


(Blowfish) #18

I checked out the oasis palm trees… think they are to tiny. :slight_smile: Map will be for around max 10 vs 10, which I personally like the best. Maybe more players is possible… You need to avoid the camping then… that’s why I made axis attacking some extra ways to move from spawn and kill spawn killers from rooftop at 1th axis spawn. I tried different tris pavements , but this looked best.


(Diego) #19

That new skybox is much better. Looking at your original images, Screen shot 3 looked like you sunlight was below the ground. You can see the buildings were brighter on the bottom and dark on top - really nasty. Had that happen to me a few times until I found a good position for my sunlight in the shader.

We are always looking for smaller axis attack maps to try out at work. So I’m looking forward to checking this one out when it is released.


(Blowfish) #20

I redid the entire lightning after walking trough the map with Backsnipe, changed some minor things in the shader, doing the final debugging… And for some reason, you can debug 10 times and still find a small bug… so funny. Thats why we always debug with 5-10 members. Then we know for sure its bug free.

Just doing some final things. Opening up a small building, making the water tap functional and making the camel piss in the oasis water … yeh I know :). But if my wife says…camels piss…camels… :smiley: