Rockbound - New OBJ/DM map (Revised!)

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Trinitrotoluene
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Post by Trinitrotoluene »

You should set up one main place, like a forum, maybe this topic, where people can reports bugs. So you let people contineu to download the map and report bugs if they found some 8-)
I already openend a topic on the MohReloaded forum that serves like a bug-reporting topic.
And if you guys want I can host it on our clanserver, but thats only worth it when we can set a clear date when people can play and when people will really be there.
Once again, great creation. You got my vote to get it in Reloaded. :wink:

(oh and btw keep on checking that MohReloaded topic I posted earlier on, Snake is posting some good stuff !)
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Kalti
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Post by Kalti »

As I said it's outside the playable area... so it's just a small estetic problem.

You could consider creating a fixed version for use with the MOHReloaded project. Seemes to me like a solid effort to expand MOH's lifetime and the only true solution to make up for all those hours invested in mapping.

Personally I wouldn't consider adding health packs and/or ammo to maps. Mostly because of the fact that even when the visual supply is used up (and thus dissappears) players can replenish their ammo/health until full by repeatedly pressing "use" at that specific spot.
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Trinitrotoluene
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Post by Trinitrotoluene »

Hey Panterra, here's a tip and a few ''bugs'':

Maybe make a better ''ending'' of the map here, place another small mountain, maybe another tree. It looks so empty right now.
(yeah, there's also this mesh bug thingy, however you call it, but you already noticed that :wink: )

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Ok here's just a small (very VERY!) small detail, probably cuz I got bored after diner... The door doesnt hit the floor... :P

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Something about the barrels (nice barrels btw, its a new texture right? :? ) The endcap (of thats how you call it) is too ''wide'' for the base:

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Well thats all for now :D

- - - - - - - - - -

@ Kalti: Y0p, remove health/ammo replenishments (if thats an english word >,<) :roll:
panTera
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Post by panTera »

Hehe, okay lemme clear some things up for ya.

-"The Gap" (lol) is only there when you have set the Curves-detail to the highest. From what I know, the majority of players have turned down about every freaking option that makes the game look good. Of course that's no excuse and nobody wants to get rid of that "bug" more than I do.
-As for the "ending" as you call it, it's supposed to look empty since it's a road/path going somewhat down-hill. (You were probably standing on top of the iron railing when taking that shot?). Nonetheless I will take it into consideration *if* I decide to redo anything.
-About the door. This was a deliberate choice, if the door would hit the floor it would probably jam:)
-The barrel's endcap: It had to be somewhat wider to get the effect I wanted, namely making the barrel look round, seen from above.
---

As far as I'm concerned there are two issues that I might be fixing:
1)The Gap (that is if I can find a solution at all)
2)removing the items, ie. ammo& health...

I will visit the Mohreloaded forum and answer to some of the other stuff that was reported by InsoniaSnake. If there's is gonna be a newer version I will simply replace the current one and not release a special one.
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Post by Bjarne BZR »

Lining patch meshes up against each other. That can hurt. :twisted:
Have you tried starting the mountain patch a bit under the soil ones? May give some strange lightin/shadows but may also work. And bes of all: not a lot of work :D
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panTera
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Post by panTera »

Bjarne BZR wrote:Lining patch meshes up against each other. That can hurt. Have you tried starting the mountain patch a bit under the soil ones?
Yes I have, the problem is I have no clue (and control) on how the patches will deform because you can't see it in Radiant. But it's without question it will create ugly shadows. However it might be the best thing to try, thanks for the suggestion:).
I also tried to only use brushes but it's quite hard to shape them into something like that without getting errors, let alone lining up the textures. Lmao, once again this proves you would have to be a total nutcase to spend time on something like mapping!

(All I can ask for right now, is a little more patience. I've decided to just wait with the final release for awhile and fix some things, simply because there is a chance it might be included in Mohreloaded, which would be...ya know, kinda cool!)
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MPowell1944
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Post by MPowell1944 »

This map is by far the best map I have ever seen created for MOHAA. The useage of textures ambience and lighting is suberb. The new curtains and the bird in the sky are excellent touches.

This map is easily a 10/10. Makes me want to start mapping again. :)

Great work!
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Post by panTera »

Cheers Image
and thank you for the compliments MPowell, I'm glad you enjoyed it!
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Kalti
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Post by Kalti »

One more thing... when spawning in 'the yard' (the largest open area) you will be vulnerable to spawnkillers, especcially from the 'spawn-campers' in the wooden building.

Still, we're having great fun with this beauty :D
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panTera
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Post by panTera »

Thanks for mentioning, I'm still collecting input.
You are talking about DM right? Which spawnpoints would you consider extra vulnerable then? Because in DM mode I've placed no spawnpoints openly in the 'yard'-area, aside from one near the main entrance of the crema and one in the corner of a narrow passage nearby. They are both below groundlevel and not directly visible when you're inside that wooden building.

Edit: There are two spawnpoints in the building itself, so when you spawn there you have a good view of the open area and the players that might be walking there. Although that's not 'spawnkilling' it can be somewhat of an advantage.
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Kalti
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Post by Kalti »

Yes I'm talking DM... Sorry about it, but you just confirmed there are no spawns in the 'open' yard area.

Looks okay to me then, I just passed on the info which I received from some players back at Uberclan... I wasn't present myself during their session.
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seere
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Post by seere »

I think it looks and feels great panTera and congratulate you on a mighty fine piece of work.
Seere.
panTera
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Post by panTera »

hey Seere, thanks:)
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Post by elgaucho »

Hi Pantera! Congrats on an absolutely stunning map! It's goregous to say the least, and has great framerates! :D

By way of feedback, however, I have noticed the spearhead version at least conflicts with Fiveboy's recent St Floretes 3 map! Might be worth a look-in if you have time! St Floretes loads fine regardless, but yours makes SH crash to desktop...
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Post by Grassy »

elgaucho wrote:By way of feedback, however, I have noticed the spearhead version at least conflicts with Fiveboy's recent St Floretes 3 map! Might be worth a look-in if you have time! St Floretes loads fine regardless, but yours makes SH crash to desktop...
Grassy wrote:As for the map it works fine as it is, but just now I found out why it was crashing at loadup. I have many maps in main that contain custom ubersounds, good old SH just decided enough is enough and refused to load any more aliases. This could possibly happen on dedicated servers that have many maps with ubers as well...
You might find the problem will stop if you remove some maps not in the map vote list or maps not played a great deal, especially if they contain custom ubersound entries.
Grassy
An ambiguous question will get a similar answer...
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