Quotidian - a map in development [Now with water/caustics]


(Wezelkrozum) #21

i want my rock back! :twisted: :stuck_out_tongue:


(Avoc) #22

Anyways, Sage has started with the scripting (thank god!!) so we might see this map before the end of January! :stuck_out_tongue:


(Wezelkrozum) #23

:lol:


(Avoc) #24

A new bach of screens, the new version has not been uploaded to the server though:

The wrecked house is a pre-fab, but I chose to re-texture it to something I liked more.

Happy New-Year :slight_smile:


(BaronBlabla) #25

It looks really nice, but maybe you can add more heaps of debri…


(89blitz) #26

Looks really nice especily the damaged building :wink:


(Avoc) #27

I don’t want it to be a DebrisSnowMap.pk3, I want it to seem as if the allies has sent a few bombers over the city to create a diversion for them in order to destroy the objectives, not a full-scale air-to-ground attack.

I want to keep it balanced :slight_smile:


(-SSF-Sage) #28

And also it adds tris. Let’s thing that not much debris means that axis has started to clean places up… :lol:


(BaronBlabla) #29

off topic: is it possible to make a tris (they are those dots right?) free terrain (with different levels) by using triangle pieces of terrain? Like I always use…


(Avoc) #30

A tri is a triangle and the most simple shape that ET can draw. All objects are made up of these “tris”.

As such, if you make a box brush, each side of the brush will contain 2 “tri’s” That means that a simple box can contain up to 12 tris.

You cannot avoid creating tri’s, since this is the only way the engiene is able to render buildings, shapes, models etc. So if you make a triangular “terrain” it will not have only one “triangle” even though this would make most logical sense, it is actually made up by 2 triangles or more (depending on the complexity of the shape)

0 tris = no map.


(Avoc) #31

I was about to post some screens of the new sewer area I’ve made, but they wouldn’t have done it any justice… so I made a little movie:

The sewer part uses the same shading techniques as the one I applied in Operation Chariot, throughout the map, giving a very nice ambient feel. I felt we had overused it there though.

A few videos on how the effect was applied in that map can be seen here:

and

The original shader for the waterfall and splash was made for an ET map, the name evades me right now. I did a few changes to it to better suit the needs of Quotidian, along with the original texture, but no doubt its awesome. If anyone knows the name of the map/author, please tell me so that I can put his name in the credits.

The Caustic effect was made by a German (I think) True Combat Elite mapper.

Hope you enjoyed it, it won’t be long now :slight_smile:


(stealth6) #32

nice efects in the sewer! is that version on your server :P?


(Avoc) #33

not yet :smiley:

I still need Sage to get a bit more scripting done before I add the next and final “test” version up. Then its time to procceed to release the first “playable” version.


(Avoc) #34

Incase you’re wondering how many tris… 72.450 was the max I could find from directly above.


(stealth6) #35

is it on the server yet?


(-SSF-Sage) #36

Yes. First alpha is here and is on the server.


(misterX) #37

If some map info in limbo menu would be there, i will put it up on my 40 slots server. :smiley: Always like new great maps like this one, the layout is excellent, looks tight. But my users will ask what to do. Its a public server :wink:


(Avoc) #38

Ah yes, ofcourse ^^

Well, those things have actually already been taken care of, Sage and me just need to add a few more things and get some more feedback from the alpha version before we release the beta.

Simply put, the map is like Oasis but during winter. The allies have to first secure the trainstation by destroying the road barricades, then they have to destroy the two fuel trucks.

If you would rather wait for the beta version then it should be here in the next few days, probably by the end of the weekend.

Or you can take a look at this thread for more info:

http://www.splashdamage.com/forums/viewtopic.php?t=17716