Work in progress: Istanbul-themed (loosely) map


(Ifurita) #1

Still has lots of work to go. This is a dual-objective map with each team having to cap 2 objectives. One objective is behind a dynamitable door, the other on will be inside a cabinet that an engineer has to disassemble in order to gain access.

I took screenies showing both FPS and vert count to give an idea of the maps current performance. I have been watching FPS closely since map inception. Screenies were taken on a P4 2.5 Ghz machine with a GF4 at 800 x 600.

The current command map is two levels and is taken right off of the Radiant editor


Dock area containing the location of the two allied-held objectives (buildings on either side of the covered pads) as well as the truck where they have to return their objectives. Each objective has two entry points.

Shot from the mosque spawn, looking across the courtyard, at the forward flag

Axis safehouse where one axis-held objective can be found. Two entry points. Axis can construct a door covering the front.

German embassy (needs much work) where the second axis-held objective is located. The truck where the axis team needs to return their objectives is located at the top right. The well leads down into one of the cisterns. There are two ways into the first floor and two ways up to the second floor (fire escape and stairwell)

One of the cisterns below the city

This is the single worst place (FPS- and r_speed-wise) I could find within the map boundaries. It is located by the ceiling, looking down at the mosque, and is far far above where anyone can get to.

Cheers

/me heads back into Radiant


(Shai) #2

Damn thats looking very good :slight_smile:


(Ifurita) #3

BTW, it is a large map, intended for larger servers.


(blushing_bride) #4

Don’t know if you’ve played Indiana Jones and the Emperors Tomb but there are some levels on it based in Istanbul and they look mighty fine. If you need anymore inspiration and can’t go to Istanbul then i recommend having a look at it.


(Machine for to kill) #5

looks like it’s gonna be good…have you decided on whether it’s going to be during the day or night


(Gecko) #6

Not all custom maps at night (and raining) please! :moo:
:bump:


(flashkillaman) #7

WOW :notworthy: :notworthy: :notworthy: WOW
wonderfull


(Ifurita) #8

It’s supposed to be pre-dawn, so not night, but not bright daylight either. The ambient is currently set at 15. I’m using r_intensity 1.5 and r_gamma 2.0. Any suggestions if I should make this brighter? I don’t think it will be raining, though there is some thunder and lightning in the skies


(chavo_one) #9

The shadows in your screenshots imply a time frame of about 9am or so. So to me it looks like a cloudy morning. If you want it to look like pre-dawn, you need to weaken and lower your sun entity, and add more bluish entity lights all around your map (a la goldrush).


(Machine for to kill) #10

I think what would look best is if you made it at sunset and put a nice red hue over everything…a nice orangy sky…still semibright but with a orange/red glow to it


(Touch&Go) #11

:notworthy: :notworthy: :notworthy:

good job Ifurita,
I’m the admin of an et server in turkey— and I should admit that it is very amazing…

if you need any, I will be very pleased to help…

& may be we could do the first tests of the map in our server with other turkish wolfers…

keep up th good work!

Touch&Go
touch@sanane.com
icq#76890783


(Ifurita) #12

Cool, will keep you all in mind. If you know of a good site with Turkish textures (mosaics, islamic tilies (would love to get a set of Isnik tiles), etc) I would be most appreciative


(redfella) #13

I know you ditched your zeppliner map due to the fact that it wasnt very vis-friendly… but to me your layout here is still pretty wide-open. Perhaps strategically adding some completly interior hallways (with about 4 axial turns or so) will help cut-down on the vis demands… if there are any.

I could be way off here… but its simply the impression that I’m getting by looking at these screens.


(Ifurita) #14

Actually, there are some large skywalls that go from the roof to the tops of the buildings, which isolate the dock areas, the covered bazaar, the mosque, and the axis spawn into 4 seperate areas. The passages into between each section is either thru the interior of a building or thru an S-hallway … though I’m working to improve frame rates even more


(chavo_one) #15

I didn’t think that brushes textured with a sky shader blocked vis.


(Ifurita) #16

Here’s a pic from the docks area

There is a long skywall on top of that first row of houses, which blocks the mosque from being drawn


(chavo_one) #17

Interesting. Not exactly sure what you are doing then, because in my experience, anything existing behind a sky brush would be drawn in game, since skies are sorted last.

I would think it would be unrealistic to turn a corner and all of a sudden see this giant structure that I hadn’t seen before in another section. :???:


(redfella) #18

Thats an interesting way to do it Iffy. Not traditional in the least bit… but perhaps it may work. I’ll be interested in hearing the answer to chavo’s question.


(Ifurita) #19

The sky walls are only added where the buildings (2-3 stories tall) already block POV to the mosque. If I took out the sky walls, you’d see the same thing, just with twice the drawn tris


(chavo_one) #20

Ah, I see. In other words, a large horizontal hint brush set at the height of the top of your buildings would accomplish the same thing.