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Beta / In-Progress Maps / Re: New Map: Haruko
« on: August 18, 2026, 09:56:41 AM »
Merging the threads to keep everything in one place. Nice looking map! Like I mentioned when we played, there's a really long straight shot across the bridge with no cover -- basically right as you round the corner from the base you can see all the way across to somebody on the other team doing the same, so it's just kind of a race to that position. The paths are much more straightforward now, though! I'd suggest having a different indicator for where the capture zone is (both the flag stands look the same).
By the way, if you set a light value (but don't check light) everything with the same value will get phong shaded together, so you can use that on barrels, grass, etc. The barrels should have that set by default, so I'm not sure why those are flat shaded. I did notice a couple misaligned textures: the ramp made of boards entering the base and the bottom of the sideways barrel but nothing major.
I think we can really bump up the quality of the lighting with the new ericw tools. These are the settings I use for ericw's light for the final compile (takes a while): -gamedir "C:\paintball2_mapping_resources\quake2\pball" -addmin -bounce 3 -bouncescale 1 -bouncecolorscale 1 -emissivequality high -soft -extra4 ${MAP_FULL_NAME}
And while you're working on it for a quicker compiler, you can use: -gamedir "C:\paintball2_mapping_resources\quake2\pball" -addmin -bounce 3 -bouncescale 1 -bouncecolorscale 1 -extra ${MAP_FULL_NAME}
By the way, if you set a light value (but don't check light) everything with the same value will get phong shaded together, so you can use that on barrels, grass, etc. The barrels should have that set by default, so I'm not sure why those are flat shaded. I did notice a couple misaligned textures: the ramp made of boards entering the base and the bottom of the sideways barrel but nothing major.
I think we can really bump up the quality of the lighting with the new ericw tools. These are the settings I use for ericw's light for the final compile (takes a while): -gamedir "C:\paintball2_mapping_resources\quake2\pball" -addmin -bounce 3 -bouncescale 1 -bouncecolorscale 1 -emissivequality high -soft -extra4 ${MAP_FULL_NAME}
And while you're working on it for a quicker compiler, you can use: -gamedir "C:\paintball2_mapping_resources\quake2\pball" -addmin -bounce 3 -bouncescale 1 -bouncecolorscale 1 -extra ${MAP_FULL_NAME}