Presentation of the map maccupiccu beta2


(Necromancer) #1

Hi all,

I new on this forum and will you presenting my new map maccupiccu.

Objectif from map:

Allies need to capture the city and steal the two symbols (sun and moon) and secure it on the truck stationed in the allies spawn.

  • Allies need to dynamite the main door for capturing the city (permanent spawn in city).
  • Allies need to dynamite the 2 pyramid doors for steal the 2 symbols.

- For capture the city for allies 2 method :

- First method : Capture the flag in city, this is non permanent spawn for allies in city.

- Second method : Destroy the main door and the allies capture permantly the city.

History of the map :

Maccupiccu is based on real photo for constructing house, pyramid, temple. And the anime film Mysterious City Of Gold.

Fun stuff in map :

  • Axis tomb spawn doors are blocked for alies team (include covop).
  • Alies spawn door are blocked for axis team (include covop).
  • 2 constructible destructible ladder assault on moutain for allies.
  • 2 constructible destructible ladder defence in city for axis.
  • Special command post.
  • 2 constructible destructible mg42 for axis in city.

Installing the map :

Just copy the maccupiccu_b2.pk3 into your etmain directory.

Mapping and compilling :

Program : SD Radiant 1.4.0

Compiled on : q3map2.5.17

Build time : 7 month

Compile time : Under 2 minutes

Compile machine : Intel Quad Core Q9550, 4 Go Ram DDR2 800 MHz and 8800 GTX 768 Mb Ram. Win XP Pro SP1a

Specific : This map launch on Hunkmegs 56 !

New Textures : Yes
New Models : Yes

I send screenshots from map :

One screen from the total map.

Allies spawn in mountain.

Other screen from city.

Axis tomb spawn.

Other screen from city.

And screen from main city door and the bridge.

And for downloading the map click on this link :

http://pagesperso-orange.fr/necromancer67/files/maccupiccu_b2.pk3


(twt_thunder) #2

looks great!! and interresting :smiley: :smiley:


(th0rn3) #3

Im gonna make a review tomorrow, looks really cool!


(th0rn3) #4

So I downloaded and tested your map. Its not bad but has some bugs (begining text as always the same)

Images:

^ I just dont know why you did this, but I can shoot through all trucks, consider adding clipweapon metal


^ I can also shoot through snake


^ Grass is concrete!


^ I can run through this tree (I know its an idea, but its pretty unrealistic

Text:
I really think you must add objective icons on command map. Map is really easy for allies in the begining, but gets very hard for them in the middle. Objective deliver point is toooooo far also.


(nUllSkillZ) #5

Haven’t had a look at Beta 2.

But from Beta 1:
I like the setting very, very much.

But I think the pyramides are to steep.
And there should be possibilities for Allies to get into the “castle” from the buildable ladders.


(Necromancer) #6

Hi all,

Ok thorn3 thanx for the testing i fix this one the new version.

On the beta3 i will include new trees, and one escortable truck ( include two barrier to destroy).

nUllSkillZ wrote : But I think the pyramides are to steep.

Yes normal you can seeing on reallity the temple or pyramid from the maya civilization are same. (is for reallistic)

Necrom@ncer.


(Pande) #7

Also, try to add more details before it is released as a final. Supports on the Bridge parts that are made of brick (where it meets your wood bridge), battlements on top of your walls and the heighest rooves (the tan rooves at the top of pyramid and other towers), and also some support beam-like structures against the outside wall where it goes into the valley (to fight texture repeat that is obvious there)


(Diego) #8

Based off the screenshots, I’d say the shadow sides of the buildings are too dark against such a bright daytime sky. They look almost totally black. If you don’t want to increase your ambient contribution, try adding another low intensity q3map sun parameter in your sky shader from the opposite direction to fill in the black on the outdoor section.

Some more variety in the rooftop textures, red/green tiles perhaps?


(Tyrlop) #9

its nice, but some of the textures are very “squared” or not real like, there was some shader for terrain that made it more soft i cant remember what it was, but make sure all your textures got a shader. and terrain texture in your map needs grasssteps


(-SSF-Sage) #10

q3map_nonplanar
q3map_shadeangle 160

[QUOTE=Diego;186737]Based off the screenshots, I’d say the shadow sides of the buildings are too dark against such a bright daytime sky. They look almost totally black. If you don’t want to increase your ambient contribution, try adding another low intensity q3map sun parameter in your sky shader from the opposite direction to fill in the black on the outdoor section.

[/QUOTE]

A little higher _minlight value in worldspawn does that great. Or if you don’t have it at all, then use it. Try 15-20 for example.


(kamikazee) #11

[QUOTE={SSF}Sage;186771]A little higher _minlight value in worldspawn does that great. Or if you don’t have it at all, then use it. Try 15-20 for example.[/QUOTE]Quoted for emphasis.


(-SSF-Sage) #12

Yeah and when you use ambient light, you usually end up losing variety and shade (and get uglier shadows), so even for that reason you should use minlight instead of ambience.

Btw. I had the chance to play this map on pub with about 16-18 players (Bunker 4#). There was couple things. I had no idea where everything was, and neither did anybody else. While we had figured it out, we won it very easily (I was on Allies). Also you should work on the performance, as I got low FPS. Many complained also for very low FPS (almost everyone)… several ppl having it around 5. Apart from that it was nice.

I noticed there were quite some “wasted tris” and a little space to improve the visibility. So work that out, as FPS is the king. Nice map and good luck with it. :wink:


(Necromancer) #13

Hi all,

Ok i change this on the next beta.

Thanx for the precision.

Necrom@ncer