Author Topic: Newmap: Zemer (Beta 5)  (Read 11134 times)

Rassy

  • VM-68
  • Posts: 102
Re: Newmap: Zemer (Beta 2)
« Reply #20 on: January 26, 2011, 04:12:50 AM »
I see the fence

planB

  • PGP
  • Posts: 44
Re: Newmap: Zemer (Beta 2)
« Reply #21 on: January 26, 2011, 09:07:03 AM »
WOWOWOWOWOWOW :O
Thats by far the best looking map i've ever seen for this game!
Awesome work selda!

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Zemer (Beta 2)
« Reply #22 on: January 26, 2011, 12:15:04 PM »
Thanks to all, beta 3 will be soon. :)

RoBiNandL!nk

  • Autococker
  • Posts: 571
Re: Newmap: Zemer (Beta 2)
« Reply #23 on: January 26, 2011, 12:31:11 PM »
Can't test it. When i upload it... It says GL UPLOAD TOO LARGE. Shut Down game. And i downloaded every texture and sound. I just don't have the abby textures.


Got the abbey textures and it now works, looks great.
« Last Edit: January 26, 2011, 01:11:15 PM by RoBiNandL!nk »

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Zemer (Beta 2)
« Reply #24 on: February 07, 2011, 03:23:43 PM »
Beta 3
Download:
http://www.box.net/shared/zifq45dpcf
http://filelayer.com/1cn

And texture update:
http://img23.imageshack.us/img23/4289/wallx01.jpg
Paste it to C:\Games\Paintball2\pball\textures\selda\hr4 and rewrite.

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Re: Newmap: Zemer (Beta 3)
« Reply #25 on: February 07, 2011, 03:53:16 PM »
Online @ [OTB].

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Newmap: Zemer (Beta 3)
« Reply #26 on: April 07, 2011, 12:01:05 PM »
Put it in rotation on the beta server.  Looks pretty cool.

On the windows, you should cut out the brushes and make them flush with the wall.  This will look better, prevent the edges you can get caught on, and reduce r_speeds (the walls will be split up by the compiler anyway).  Where did you get the textures?  Is it possible to use higher quality jpeg compression on them?  The artifacts are visible (especially on ground_01).  On the parts that are open to sky with other parts of the map visible through the sky, you need to either build the wall up higher (so you can't see through the sky), or build the map out but clip brush it off (so it looks like the building goes out and covers up parts you don't want people to see through).

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Zemer (Beta 3)
« Reply #27 on: July 14, 2011, 01:50:23 PM »
Beta 4
To do list:
Fix textures on sides of straw packs

Download:
Map
http://filelayer.com/3PB
http://ultrashare.net/hosting/fl/abc7cdd099/zemer_b4

Needed files(Updated)
http://filelayer.com/3PC
http://ultrashare.net/hosting/fl/ee9d311cac/needed_files

or new texture update:

Paste it to C:\Games\Paintball2\pball\textures\selda\hr4 and rename to ground_02.jpg (thx Chef).
« Last Edit: July 15, 2011, 06:33:09 AM by selda »

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Zemer (Beta 3)
« Reply #28 on: July 15, 2011, 06:17:37 AM »
Nice to see that you continue this map :)

I like the solution with the windows. Now it's not necessary to add clip brushes around them.

For all players that use the attached texture (not the needed files), save it as ground_02.jpg instead of ground02.jpg, so it works well.

Some stuff for the next beta.


These doors have lots of holes and rough edges. I would redone them, complete.


Blue: Move this texture a little bit.
Green: Scale down the texture a little bit, that there will be 4 rows, too.


Blue: One more plant you need to work on.
There're some more plants like this.


Red: The trees have the same problem like the plants.


EDIT: You forgot the face above.


Green: Here're weird looking white spots. I'm not sure how could this happen. I guess it's a lighting problem.

Online @ [OTB] Beta!

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Zemer (Beta 5)
« Reply #29 on: July 27, 2011, 07:15:28 AM »
Beta 5
I think it could be last beta.
Download
http://filelayer.com/438
http://www.fileserve.com/file/e2GC8jb

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Zemer (Beta 5)
« Reply #30 on: July 27, 2011, 11:12:33 AM »
Looks nice :)

Don't forget to update your requiredfiles. Replace "requiredfiles" "scripts/selda.txt scripts/cmp.txt" with "requiredfiles" "scripts/selda.txt scripts/sktrees1.txt" to use the correct path.


Red: The tile texture on the left needs to be aligned for both bases, the tile texture on the right only for this blue base.


Red: This tree is a very good choice, because the side with the dotted line is not quite as wide. I'd rotate the tree with "angle" "#", that this side is looking at the wall.

Map is online @ [OTB] Beta!

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Newmap: Zemer (Beta 5)
« Reply #31 on: July 28, 2011, 07:47:56 PM »
Attached a demo with some suggestions and put the map up on the beta server for testing.  Looking good.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Newmap: Zemer (Beta 5)
« Reply #32 on: August 29, 2018, 11:13:31 AM »
This is the map that made me want to implement proper ambient lighting from the sky.  Later I discovered that arghrad already supports it if you use _sun_surface instead of _sun_ambient!

I did a little test where I tweaked these values and relit it:
"_sun_light" "150"
"_sun_surface" "150"
(and removed _sun_ambient)

Unfortunately this means some of the tunnels ended up completely black.  Hopefully selda is still around and can adjust the map to work with these settings.

Comparison shots:

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Newmap: Zemer (Beta 5)
« Reply #33 on: August 29, 2018, 11:19:34 AM »
A couple more comparison shots and the bsp file, if anybody wants to check it out.