Sands_of_time public beta test released


(S.S.Heirpie) #1

HERE

I fear the silicone slicks terminator…:slight_smile:

Not to much more time before we can release a first playable of this map.

Special thanks for all the mappers who are involved in this project.

william “neotic” buser (We call him Mr Ponza Isle)
Lowlife (terrain and sky)
S.S.Darkness (Minor touches)
S.S.Pons (Major map overhaul)

We will post some interior shots soon.


(Ifurita) #2

Looks nice, but you do get more than 24 FPS in some areas, right?


(S.S.Heirpie) #3

Yes we do get more then 24 fps I was trying to take some screens and held down the f11 button, its around 90 fps outside and 150 plus inside


(Schaffer) #4

Can you tell us about the objectives and who has the offence (presumably allies)

There is a very repeatertive look to the texture on the third screenshot and the wall of the last


(JIM_BOB7813) #5

Looks very good, pie. I can’t wait to play it! :banana:


(Loffy) #6

Hi Hierpie!
Cool map! Love it ! Want to play it!
a) To make texture less tiled: Select surface (SHIFT + Ctrl + left mouse button - you can select as many surfaces as you want), then hit “S”. Increase the textures’ scale (both horizontal and verital) and hit “Apply”.
b) Toss in a few bushes and some foilage. Doesn’t have to be more than a few. Just to make it less dead. But, on the other hand… it IS a desert.
c) Make sure the guys are well lit, in the corridors and halls indoor. Look at each other, or use /cg_thirdperson 1, to check how dark/light the guys are. If the guys lokk too dark, it will be hard to tell friend from foe. One way to light the guys, is to add a few juniorLight (or was it called lightJunior?). Those lights will only light the guys, not the walls.
I want to play this map now!
// Loffy


(Cartman) #7

hey looks good 2. screen looks like the map:“temple”


(S.S.Heirpie) #8

Can you tell us about the objectives and who has the offence (presumably allies)

Its a Allies defence map, the axis are getting lazy with the maps out there now.

I heard thru the grape vine schaffer that your the man to come to for a command map…would you be interested in helping??

here is the story:

The Axis war machine is running out of money to keep there war effort going, they have heard of a ancient temple that has a stash of gold that could keep the war going for years, allied intelligence has picked up the information thru informants and have sent a Special elite squad of allied Soldiers to stop the axis from pillaging the temples gold, allied forces have found the temple and have started to secure the area.

c) Make sure the guys are well lit, in the corridors and halls indoor. Look at each other, or use /cg_thirdperson 1, to check how dark/light the guys are. If the guys lokk too dark, it will be hard to tell friend from foe. One way to light the guys, is to add a few juniorLight (or was it called lightJunior?). Those lights will only light the guys, not the walls.
I want to play this map now!
// Loffy

we are working on that loffy now, the interior was a bit to dark, it was set at 115 and now will be 200…, sure wish we had your hand in this project…:slight_smile:


(Ifurita) #9

yeah, that cg_thirdperson trick is a good one. Add this bind to your test map config:

bind x “toggle cg_thirdperson”

It will let you flip back and forth and is very useful to checking out the lighting on the players as you run around the map - as well as taking cool screenshots


(xwin) #10

How’d you get those cool crosshairs?


(neotic) #11

loks like you did a really good job with my shitty leftovers pie. its amazing how much you remembered from the very first screenshots.


(S.S.PoNS) #12

Yeah neotic, i looked at the screenshots to see what kinda tunnel i should make (pie told me he liked the one on the screenshot)
So it looks a bit like it :slight_smile:
i just can’t wait to see alot of people playing on it, i hope its nicely balanced.
well right now i’m compiling another test of it for a private small S.S. test and after that it should be quite fine so it will be released shortly :banana:


(neotic) #13

when the hell do i get invited to these special tests! :smiley:


(S.S.Heirpie) #14

looks like you did a really good job with my shitty leftovers pie. its amazing how much you remembered from the very first screenshots.

Shitty leftovers is not what i call work like that!! I was waiting for the release ofred for along time!, but got a great suprise with your release of ponza isle!!!, that map has some great battles on it.

but of course work goes on with your NEW project, Ruins4, Oh dang let the cat outta the bag… :drink:

PIE


(neotic) #15

this is blackmail pie… you know i have to finish taht map of my university’s quad… cant wait for school to be over… so i can do ruins4.


(Schaffer) #16

Hey Heirpie, have you checked your PM recently?


(Genesis) #17

Looks good… i like sandy maps… :drink:

xwin wrote:
How’d you get those cool crosshairs?

bind o “cycle cg_drawcrosshairs 1 10”
OR
bind o “cycle cg_drawcrosshair 1 10”

dunno if it was with s or without…

soz for going off topic… just helping the guy out :moo:


(G0-Gerbil) #18

THose balls in the fourth pic down - take a look at shadeangle and nonplanar shader properties to make them look a lot nicer.


(neotic) #19

or use two cones back to back.


(S.S.Heirpie) #20

Just released the first playable let us know problems you run into