Transmitter-Beta released


(heeen) #21

nope, it already is “naturalized”. the problem here is, that the curves hit in an 45° angle, i’ll maybe split them up into distinct patches


(rgoer) #22

I can see where you’re coming from with this statement, but I also get the feeling that you’re missing the point (at least a little). In a game, content is king–to the average player, especially one who doesn’t know how to write q3 shaders or make patch meshes, either it looks like a fire or it doesn’t. Right now, it does not look like a fire. To mappers, guys (gals?) that do know about patches and deformvertex shaders, this is kind of a “show-off” feature. “Look at me, I wrote a cool fire shader.” However, unless the implimentation is perfect, you end up detracting and not adding to the total content value. It’s as if you’ve got this huge tool box open in front of you. It’s got some badass tools in it–but it’s up to the craftsman to determine which tools he needs to use to get the best result. There’s no reason to use every tool in the box, just because you can. And that is especially so if you use such a “flashy” tool as deformvertex–even if the end result is just a little off, you can end up ruining a perfectly good room.

I hope you aren’t taking this the wrong way; I’m just trying to offer constructive critique in the interest of improving a map I’m already quite impressed with.


(heeen) #23

:banana: YAY!

hm, about the fire: actually i liked it already, but i think i’ll try to make it better- faster vertex movement, some alpha blending…
actually i don’t like animation fire… looks crap in my opinion…


(rgoer) #24

Alpha blending (having the fire fade away vertically) would probably solve a lot of your issues–the biggest problem I have with the fire as it is now is that the top of the “flames” patch criss-crosses itself in intersection twice with each wave of vertex deformation. That, I think, is the biggest distraction that jars me and shouts out “hey! I’m not a fire, I’m a patch mesh with a flashy shader!”


([cvd]ChickenHawk) #25

I Think this map is fantastic! Played it today on a private lan with ~12 people. Don’t think that it is at all that hard for the allies once they learn the map. They do have three ways into the castle after all.

But this map is really done well! :notworthy:

I have one suggestion though. Would it be possible to make it at night (or twilight) with snowfall? That would give the allies a little more cover I think. That is about all that I think that they would need.


([cvd]ChickenHawk) #26

I meant snowfall for the area around where the modification kit is and the castle not where the allies have to build the bridge. Perhaps just a very slight fog in that area.


(thegnat) #27

Most likely there will be some hints/signs in the final release. Then its easier to find the objectives. Surprise surprise! :beer:


(Argh) #28

Lil issue.

When you add this map to a campaign the map pin will be overlapping the fuel dump map pin. Please adjust coordinates in the final.


(Englander) #29

I played it for a few hours and really like the map,looks really good and I get good FPS as well on my GF3.

I would say the Bridge near the allied spawn can be a bit of a bottle neck and its simple for the Axis to spam and defend that area I would say another crossing just to split the Axis defence into concentrating on 2 points could be a nice idea,in saying all of that though the Alllies do make it past the bridge I just think it would be nice to give the Axis more to think about at that stage of the map.Maybe the second route could be a constuctable a C-Ops could satchel.

All in all I was very impressed and really enjoyed my time on the map I will be spending a lot more time on it :slight_smile:


(MindLink) #30

To tell the truth, I like this “winter-morning” flair currently on the map, as for cover, some things will definitly be changed… :slight_smile:

I don’t think the bridge needs much change, it may take some minutes for the allies to cross, but if they use artillery and support fire correctly it is possible without doubt. The next version will feature fixed MG nests, so there will be more possibilities to provide cover. The only thing still to change is perhaps letting the allies permanently control the forward hut once they capture it as it is quite easy to push the allies back to the beginnig atm. but we’ll see about this.

The routes to the castle WILL be changed, a MG-Nest will be added covering the front castle side from across the lake, and maybe we’ll add some roofs so it will be easier to panzer the defending axis from down below. As for other things, we’re thankful for any hints and will try out several things for sure… :slight_smile:


(Garfo) #31

goodjob there m8! :clap:

I really like this map :clap: cant wait until the final :banana:


(Vetinari) #32

unfinished graves for all the ppl who die during the match? .)


(Gecko) #33

Great map, when you release the final it will be running in my clan server :smiley:


(heeen) #34

oops


(creampuff) #35

Excellent. The Hampster server was full and its just a beta.

Suggestions:

Allies could spawn at the command post by the modification kit. It’s such a long run it gets tiring of running back.

Instead of having the breakable stuff in the cave have another jail cell enterance.

If you think the castle need another enterance you could make a sewer with a dynomitable grate.


(heeen) #36

[quote="“creampuff”"]

Allies could spawn at the command post by the modification kit. It’s such a long run it gets tiring of running back.
[/qoute]
already thought about that, on the other hand that’d be a huge shortcut…

[quote=“creampuff”]
Instead of having the breakable stuff in the cave have another jail cell enterance.
[/qoute]
hm, maybe that would be too easy to defend…?

that’s exactly what i had in mind :slight_smile:
but mind you, the castle already has 3 entrances (main entrance, holue with ladder in the floor, teamdoor+gate)


(Drakir) #37

The map looks great!
All i found was alot of missaligned textures,mostly the wooden roofgirders. And some other slanted girders.

Love the effort to make the amount of small details thats all over the map.
It was a little hard to find the switch the first time, maybe add a team_wolf_objective to that place so you know where i general to head.

The wheelopened door was a nice touch…but does it work during gameplay? It takes 1 player to open it, i dont think that many wants to play a doorholder during the fight.

The radiosounds was also a laugh at first, but gets really annoying after a while. I tried to shut the radio off or blow it to pieces…i understand the meaning of the sounds,so that u know if the swiths is turned or not, but maybe an icon on the CM would be better and radios that can be shut down.

Overall the nicest map yet i played! Keep it up…


(flashkillaman) #38

where do you need to use the modification kit?


(Fusen) #39

been playign this map for over 9 hours now lol was up till 4:30am last night :confused: shame I can only find 1 server runnign it and tis a 27 man server… the biggest problem I’ve seen is airstrikes on allies first spawn its practically impossable to get anywhere when you come out of house run to bridge and get hit on the head by 6 peoples arty’s so the bridge area needs some redesigning also there needs to be an easier 1 person entrance to the castle I mean as in you only need 1 person to use it like as said above a blowable sewer and maybe make it so that once allies have blown the serpant barrier, they keep the forward spawn as if you go round the back through the caves you can blow the bridge then take back the hut and allies have to start again

but overall VERY ncie map =D


SILVER SURFER VAPORIZER


(heeen) #40

FraggersHeaven n0lame
80.245.227.5:39508

my home server, located in germany.
the map should be somewhere in the rotation in a 4-maps campaign