11thFlotilla offical release.

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bobzilla
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11thFlotilla offical release.

Post by bobzilla »

This map is HUGE! Created my Nezzi and assisted by Bobzilla. The map is a DM/TDM for MOH Spearhead. It has not been tested in AA. Officially never release till now, the map has been tested in play with several MOH clans. A few bugs were noted, but fixes are forth coming in the objective version.
Nezzi is one of MOH most creative mappers and this map will certainly be considered by many as his masterpiece. All efforts have been made to keep fps as high as possible, but there are a few areas that are considered low.
Comments and constructive critism is welcome. (p.s. This map sets all time record for compile, over 50 hours!)
Here is screenies and a link to dl.
Enjoy, Bobzilla


http://www.ultimatewarriors.clanservers ... otilla.pk3


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Rookie One.pl
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Post by Rookie One.pl »

Too bad peeps don't run custom maps. Would love to try this one out.
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here's my stuff - inequation.org | here's where I work - thefarm51.com
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Mj
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Post by Mj »

OK:

I could produce a buglist the size of a toilet roll for this map, but you say you have most of them covered, so i believe you; but careful, your doing a PA.

Constructive critisisms.

The thing looks unfinished in parts. In some of the corridors i was made to feel like a gun-toting elf, which i guess is not the effect you are aiming for. The door lining, and window lining with that wood texture of the name that evades me (plank?) needs two things: 1. Make them thinner, they look thick and ugly and cramp your style. 2. SHRINK the texture!! that texture looks crap as it is, so shrink it to at least 0.25 - much rather tilation than pixelation, to be honest.
Mk. You had some really great windows otherwise, really sexy, full of life and individuality which was really great, so i applaud you for that. Ok, the aqueduct - looks 2D, probably as it is atm 2D - give the other side a support. I got some glithing somewhere (for me that is when lines attack me from a point on the map) but it was only minor and may just be my crappy gfx card. Some Statmodel clipping was bloody awful - a car that is not only IN the wall, but you can walk through it. And the chairs of the umbrella table type need re-clipping so that it is not just one chunky block - if in doubt, just playerclip it. Hmm. Nice sky btw, very tasty. I think the insides are just out of proportion - they just felt 'wrong'... which i must say, is very unhelpful of me, but hey.

Meh, good try, but needs finishing

Remember this:

It aint the size that matters - its how you use it

Mj out -
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bobzilla
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flotilla

Post by bobzilla »

thx for indepth check out mj..I also have some of same items on my fix list..
the vibrating/flashing textures on the corridor is vine and seems to flash back at you. I think certain video cards/setting affect as you suggested.
Not many peeps are aware of the things a fellow mapper looks for, so its
always good to have a nice look here. One major bug in the map is
light streak from the outside park benches when you squat in front of.
I've had them before when you have a lot of brushes in one single plane..like ladder rungs..etc.
I put your suggestions in the fix box..and thanks for good review of map.

bobz
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mcunha98
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Post by mcunha98 »

In screens i see this...
Only for comment, is beatiful place, but in my opinion your screenshot dont give "valor" to map, is very dark, and not is possible see your architeture job.

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bobzilla
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sceenshots

Post by bobzilla »

each persons on monitor/vidcard/setting/gamma produce different conditions. This shot were lightened from orig screenies in game..and look fine on 3 computers i have. If you need to see in "LIGHTER" mode, you can save the screenie to disk, and use photoshop to lighten. thanks for the texture boo-boo..no one else found.
bobz
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