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agent-hwk

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Re: fishtank castle map
« Reply #100 on: March 14, 2006, 09:46:42 PM »
yeah the lights look great

Dirty_Taco

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« Reply #101 on: March 15, 2006, 01:20:20 AM »
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Playah

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Re: fishtank castle map
« Reply #102 on: March 15, 2006, 03:44:18 AM »
Wow. Looks great, especially the second screenshot. Just in the two windows above the big door in the second screenshot there should be at least weak lightening. This because i think (cant test it) people would totally be non-visible. Correct me if im wrong.

For the first screenshot: Wouldnt players be hardly visible there in the shadows next to the castle? If thats a problem maybe a brighter green for the grass-texture would fix it?

Eiii

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Re: fishtank castle map
« Reply #103 on: March 15, 2006, 09:29:20 AM »
Personally, I don't think the outdoor lighting works very well... it needs to be more sunlight-colored.

SkateR

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Re: fishtank castle map
« Reply #104 on: March 15, 2006, 12:36:42 PM »
oh my god DirtyTaco. It shows that youve learned something from the best (me). Looks great man, sucks I will get a poor FPS though :(

jitspoe

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Re: fishtank castle map
« Reply #105 on: March 15, 2006, 01:21:32 PM »
My -scale 2 suggestion still stands. Maybe even -scale 3 or 4.

Dirty_Taco

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« Reply #106 on: March 15, 2006, 01:26:22 PM »
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Dirty_Taco

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« Reply #107 on: March 16, 2006, 01:10:08 PM »
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XtremeBain

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Re: fishtank castle map
« Reply #108 on: March 16, 2006, 03:14:40 PM »
Most of the problems I found are with the red and yellow tile trim.  Almost all instances of these tiles have the textured aligned 1 or 2 units too high.  As well the top/bottom views of them do not align when the trim is being angled.  The texture would have to be rotated so it matches.
I found a weird one while playing around.  I looks like there is a small unnoticeable 1unit gap in the ceiling on the castle (I believe it's the one just above the flag.  This might cause some problems down the road with vis(I'm no expert here).
There some screenshots to give you an idea about what I'm talking about.

http://www.pbcup.com/community/zsiegebugsxb1.zip

Keep it up.

Dirty_Taco

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« Reply #109 on: March 16, 2006, 03:49:38 PM »
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Dirty_Taco

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« Reply #110 on: March 16, 2006, 07:13:48 PM »
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Dirty_Taco

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« Reply #111 on: March 17, 2006, 12:42:46 PM »
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Dirty_Taco

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« Reply #112 on: March 17, 2006, 01:42:29 PM »
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jitspoe

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Re: fishtank castle map
« Reply #113 on: March 17, 2006, 02:10:07 PM »
Haha, you should just call it Siege Castle 2, then.  It will continue the theme. ;D

I'll look at it when I get home and see what can be done.  Are you using the vis in the latest BSP pack?  http://dpball.com/files/mapmaking/bsp_pb2_build015b.zip

Dirty_Taco

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« Reply #114 on: March 17, 2006, 03:24:14 PM »
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Eiii

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Re: fishtank castle map
« Reply #115 on: March 17, 2006, 06:52:11 PM »
Just out of curiosity, what advanages does that offer?

loial21

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Re: fishtank castle map
« Reply #116 on: March 17, 2006, 07:00:40 PM »
Fun map. How many players was this map intended for?

Dirty_Taco

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« Reply #117 on: March 17, 2006, 10:26:31 PM »
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Eiii

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Re: fishtank castle map
« Reply #118 on: March 17, 2006, 10:47:09 PM »
I doubt that even with DSM it's big enough to support much more than 3v3. It's kinda cramped in my opinion. :-\

Clipz

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Re: fishtank castle map
« Reply #119 on: March 17, 2006, 11:41:44 PM »
Maps alright, to small inside the castle. Looks alot better in the SS's