Author Topic: _  (Read 13397 times)

Dirty_Taco

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« on: August 09, 2005, 10:56:19 PM »
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Cobo

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Re: Moonlit2 beta thread
« Reply #1 on: August 09, 2005, 11:12:49 PM »
nice, i like it.

but i like getting on walls :(

loial21

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Re: Moonlit2 beta thread
« Reply #2 on: August 09, 2005, 11:32:28 PM »
Any way to dumb down and make more confrontational like most early dt maps. Sorry, notice i said dumbed down. Antioch, eastwoods etc great  classics, if not all time maps as a matter o' fact. Now that I have expressed my opinion. I was hopeing for a tight compact map any chance of you whipping several up? Like the past moonlit maps?

Dirty_Taco

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« Reply #3 on: August 10, 2005, 12:53:40 AM »
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loial21

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Re: Moonlit2 beta thread
« Reply #4 on: August 10, 2005, 01:01:51 AM »
Compared to some of my recent maps, this map is considerably 'confrontational.' In my opinion its fairly small the 2nd route is just a little back door. The middle is fairly tight so it will make for some good firefights and not just a cap fest like most of my maps.

Its actually the perfect size for the ammount of detail/brushes that i use because i finished it with around 6200 numportals and i believe vis can't handle more than 6500.

Jits, maybe we could do the DSM thing and have the 2nd route closed off unless there are >3 players on each side or something
Bah moonlits are great maps.
*edit I will add but I expect u to play :)
« Last Edit: August 10, 2005, 01:26:23 AM by loial21 »

ShredsR

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Re: Moonlit2 beta thread
« Reply #5 on: August 11, 2005, 04:22:49 AM »
I like it.
I just dont care for the lighting. make sure you uh.. calibrate or whatever in the pball settings so your game isnt too bright by default. It causes maps to be too dark or too bright with bad blah blah blah.. you can figure that out.

A well lit night time map is midnight. Only a couple dark spots and they are well placed.

Pimp

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Re: Moonlit2 beta thread
« Reply #6 on: August 11, 2005, 04:48:40 AM »
oooh, u've stolen my jump wood thing... ;D
i like that, gj, ur still a living legende

i know that thingĀ  ;D


Dirty_Taco

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« Reply #7 on: August 11, 2005, 12:48:00 PM »
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jitspoe

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Re: Moonlit2 beta thread
« Reply #8 on: August 11, 2005, 03:56:01 PM »
To be honest, I don't think water fits in this map at all.

Dirty_Taco

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« Reply #9 on: August 12, 2005, 01:07:34 AM »
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Dirty_Taco

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« Reply #10 on: August 12, 2005, 12:51:57 PM »
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jitspoe

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Re: Moonlit2 beta thread
« Reply #11 on: August 12, 2005, 12:55:29 PM »
Nah, it's just that you never see water features that crazy naturally occurring and water just looks out of place in the desert-like texture theme you have going on.  It's more of a jungle/rainforest water feature you have.

Dirty_Taco

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« Reply #12 on: August 12, 2005, 01:35:36 PM »
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loial21

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Re: Moonlit2 beta thread
« Reply #13 on: August 12, 2005, 05:32:44 PM »
rubbed :)

Dirty_Taco

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« Reply #14 on: August 13, 2005, 03:08:40 AM »
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Dirty_Taco

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« Reply #15 on: August 14, 2005, 01:35:35 PM »
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jitspoe

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Re: Moonlit2 beta thread
« Reply #16 on: August 14, 2005, 06:25:52 PM »
Well, I've been gone all weekend, mostly, so I haven't been able to mess with it at all.  I did get some work done on paintball2 at the lan party, though.  Like everyone crashed at 5am, so I stayed up and coded. :)

I'd wait for build 13, though, before you go and release it.  You'll see what I mean about the water.

IronFist

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« Reply #17 on: August 14, 2005, 07:00:33 PM »
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jitspoe

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Re: Moonlit2 beta thread
« Reply #18 on: August 14, 2005, 08:53:30 PM »
We'll do a highres version of that at some point, but I don't know that it really fits with the rest of the map that well -- perhaps it would be better to replace it with one of the wood grain textures used for the rest of the bunkers.

And I don't know why I said build 13 eariler.  I meant 15.  The problem is, the water isn't flat, so it screws everything up.

Quote
it makes me wish that we could use "sector" entities to dictate exactly how VIS should chop up the map
There is.  It's called hint brushes.

Dirty_Taco

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« Reply #19 on: August 14, 2005, 09:21:19 PM »
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