[wip] Warbell (again new pics!)


(]UBC[ McNite) #81

Small update:

The crypts went final tonight… had to get rid of the cobwebs though. Tried a lot of different shaders including Hummers shader from Raiders and the RtCW shader… its always some kind of trouble with them, they just don’t look good.
Also I got rid of the skyportal again, because it kept messing up the skyline for no apparent reasons. The map will do with a simpler solution (also the skyportal eats frames: same spot 280FPS with current solution, 160 FPS with skyportal).
And we have some awesome flowing water effects in the river now (thx 2 carnage).

We r going into final playtests soon, and hope to release within the next 2 weeks :smiley:

Here are 3 new pics for those who can’t wait:

Final main hall of the abbey:

Crypts with stone sarcophaguses and graves in the walls:

And a peek into the side chappel of the church in the abbey:


(d3coy) #82

looking very nice. Ive started a new map recently and should be able to post some screenshots of it in the next week or so. Of course ill be showing them to you before i post them as i can do that… lol… anyhow keep up the good work.

Also im still working on the drawings of the three maps i drew up while overseas so I will send them to you soon and get your thoughts. :slight_smile:


(shadrach) #83

It’s looking awesome…one day I’ll get alphablending down. The terrain and cave areas look real pro.


(carnage) #84

just one minor surgestion

rtcw has a cadle wax decal that you can place undearneath the candels making them look like they are melting and more like real candels as now i think they are a bit too perfect to be belivable

otherwise cant wait to get inside thoes sweet new crypts and also kill you a few times at the playtest


(Etnies) #85

wouldnt mind play tetsing this map either, looks sweet, if you need anyone pm meh


(DAbell) #86

Hey ]UBC[ McNite

That was great being able to get involved with your playtest on Friday I had a blast.

In short i thought the map was really good the balance of play seemed just about spot on with multiple attack routes which gave the attackers options and the chance to flank any heavy camping.

Great original objective, nice use of sounds to give a atmosphere that had me jumping every now and then.

Some points that i had from it are as follows.

  1. There was a slight texture glitch on the water (see screenie below)

  2. Does the engineer need to do something to release the bell rope, i was never sure about that.

  3. Trying to find your way up to the rope was a bit hit and miss, but i guess you learn it like any other map.

  4. I guess the command map is going to have some work done on it before final.

But overall you could release it now and it would put most maps to shame and be a close comparison to the original classics.

Hopefully see it again soon for anymore playtesting you may wish to do.

<DJ>


(claudio) #87

i hope i’ll be as good as you one day :stuck_out_tongue:

btw, if u need some players for testing i’m available!
just pm me or whatever


(deej) #88

LOL erm haven’t been reading the latest threads have we?