OPERATION SPOOKY BETA2 Released just for Halloween!


(try3dnow) #1

http://home.comcast.net/~fodicio/

NEWS:Oct 23 04’ BETA 2 RELEASE: HAPPYÂ HALLOWEEN! Wow! Ok, so here it is! There are an enormous amount of changes that have taken place in this deathmatch objective map. Many new custom models and some new hidden suprises as well! Hence, the size of the file has grown to 12 megs! No new screenshots are being released as they would be spoilers to the changes in this map. Download the map to see the changes- sheeesh! LOL :slight_smile:
CHANGES: All new custom water texture. (I hated the original) This one I think is veeery cool. I’m proud of this one.
New custom textures.
Many new custom md3 models. I love to 3d model.
New custom mixed sound files added.
New atmosphere.
New buildings added.
New modifications to detail brushes and _gridsize to smooth out the flow.
Your average “better fix this stuff”.

Overall this map is a testbed for a much larger strictly objective map. So, what you are seeing are snippets of a much more involved map that will be call Operation Evil.
NOTE:
Please keep in mind that this is still a beta version of this map. So, if you see something structurally bad- let me know. There are some minor scripting glitches that don’t appear to be effecting anything in the map. This will be fixed later onto the next version after the Holiday.
:???:
Also, can someone give me a quick 101 class on animating md3 files without scripting in ET? Like the simple rotate function. I’m in the rounds of creating ase files, but I don’t have the time to impliment these files yet.
So, get out there and mix it up this Halloween and enjoy my map!!

Try3d
http://home.comcast.net/~fodicio/


(Fenris) #2

Kind of nice atmosphere on the map, definitively spooky feeling :slight_smile: However I only get 22 fps on the map, which shouldn’t be good, but it runs smooth anyway (apparently at least). Allied spawn placed too high to jump down from without dying and kind of narrow stairways, won’t that slow down gameplay ?
The allied wall construction is a bit too “invisible”, no flag, i.e. easy to miss. The crossover construction place is the same, and the actual bridge is behind the door, ok won’t take long to find out but still… And so I’m across, I got my obj (nice rings btw), but where to now ?


(try3dnow) #3

Thanks for the input! I’ve been heavily tweeking out the map in regards to the fps issue. Fogclippping is a beautiful thing. I’ve run it and been on other servers with multiple players and havent experienced any issues yet. There is alot of things going on in the map atmosphere wise. Expect that kind of fps report. Fast jump to get into the water-^^ Remember, it is a tall building after all. Narrow staircases placed inside the building are deliberate. But there are many avenues to go. Four in the middle alone. ^^ Game play should not at all be affected by this attribute.

When you get the objective, go back to where you spawned. You will have to do that three times. This is shown on the command map. As far as the construction issues go. Yeah, the next release will adress those issues. I agree, if you arent paying attention without using your command map, you could possibly miss the construction points. Thats going to take some tweaking, though. I dont want those objectives to stand out like a sore thumb, either. It’ll take some work-:slight_smile:

Thank you again for the observations. Especially about the constrution points.


(The Wanderer) #4

two things i noticed on a quick run through it.

  1. i had a bunch of textures missing(yellow/black squares) on the inside of the two houses with the bodies inside(the one with the guillotine and the one with the body on the table)
  2. You have tons of easily avoidable t-junctions caused by the castle walls. Just move all the “teeth” at the top of the wall one unit inwards so they’re not at the edge of the wall anymore and that should save you a bunch of triangles.