Author Topic: Everglades revision.  (Read 5076 times)

James

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Re: Everglades revision.
« Reply #20 on: October 21, 2005, 03:09:28 PM »
Yeah, Dirtytaco finished adding what he wanted and I decided to keep the water.









Other than that all textures and excrement are aligned and it's done.

http://rapidshare.de/files/6581560/everglade_b4.zip.html

jitspoe

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Re: Everglades revision.
« Reply #21 on: October 21, 2005, 03:42:41 PM »
<nitpick> First shot: textrue on the side of the board needs to be rotated. </nitpick>

You should turn overbright on so we can see the shots better, or does your card not support it?

Dirty_Taco

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« Reply #22 on: October 21, 2005, 04:58:40 PM »
Post removed
« Last Edit: July 26, 2010, 01:10:56 AM by Dirty_Taco »

jitspoe

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Re: Everglades revision.
« Reply #23 on: October 21, 2005, 06:22:40 PM »
35 degrees from the horizontal?  That texture is vertical, so you need to tack 90 degrees onto that.

Eiii

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Re: Everglades revision.
« Reply #24 on: October 21, 2005, 06:50:49 PM »
R_speeds?

jitspoe

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Re: Everglades revision.
« Reply #25 on: October 31, 2005, 08:47:57 PM »
Well, we did some more testing on it.  Sorry I wasn't there at the usual map testing time (10:00).  Actually I was there, but nobody else was on, and dB was matching, so I matched and came back like an hour later on both days.  Anyway, some more feedback:

- Backs of ladder still need the ladder flag removed so you don't get stuck.
- Lots of textures (particularly the hay bales) need to be rotated.
- The autococker on one side (red?) is harder to get than on the other.
- I still think the flag is way too easy to defend.  One person can sit on the flag and pick people off as soon as they hit the water.  If you had 2 or more, they could stay by the spawn points and spray or ambush people fairly easily.
- The hills DT added look nice, but they make the old ones look inconsistent and even duller.  It might be nice if they were rounded off a little.

I'm not sure of an easy fix for the base.  The first thing that popped into my head was to put a side tunnel around to the flag.  You could have one that connects the two main entrance tunnels, just before they open up to the base, and also opens up at the flag platform.

James

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Re: Everglades revision.
« Reply #26 on: December 17, 2005, 04:37:33 PM »

jitspoe

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Re: Everglades revision.
« Reply #27 on: December 17, 2005, 10:54:32 PM »
What changed?  All of the problems I mentioned are still there.

Termin8oR

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Re: Everglades revision.
« Reply #28 on: December 18, 2005, 01:46:22 AM »
Nice
Job well done
Doesnt look to bad, havent found any glitchs or anything yet... Nice

-Termin8oR

James

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Re: Everglades revision.
« Reply #29 on: December 21, 2005, 02:52:03 AM »
See the thing is... I don't give a intercourse. What you say as problems, is only your opinion.

jitspoe

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Re: Everglades revision.
« Reply #30 on: December 21, 2005, 03:02:58 AM »
Some are.  Others are more objective.  Sorry for trying to help you make a better map. :P

jitspoe

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Re: Everglades revision.
« Reply #31 on: March 23, 2006, 07:49:31 PM »
I seem to have lost my copy of everglade_fin and the download link doesn't work anymore.  I don't remember it having the lighting issues that pbcup_everglade does.  I just wanted to take a look at it and see.  Also, the floating crates can kill you if you bump into them.