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Posted: Fri Feb 13, 2004 9:01 am
by -=[BAD]=-dodgerman[CL]
np for that, only to happy to help out, regarding the lod, in radient I bet it looks as if it's touching, but when playing it's not. This happens with lod because it's a pain in the a**. lod uses brush size 4, so if u used any other brush size on your land brush and tried to match the to together, thats the problem. Redo your land brush using brush size 4 and you will find they meet perfectly. thats how I do it, not saying it's the correct way, but it works ok 4 me..
Posted: Sat Feb 14, 2004 6:18 pm
by Shifty
Thanks for the tip dodgerman however it didnt fix the problem so im thinking maybe i cover it with a slighty raised patch mesh but wide enuff to blend in
Posted: Sun Feb 15, 2004 8:29 am
by -=[BAD]=-dodgerman[CL]
just 1 other thought, i bet your lod is slightly lower than the brush, and the brush is all caulk apart from the top, that would mean that because the lod is lower you see part of the brush face that is caulked. make that face the same texture.
Posted: Tue Feb 17, 2004 4:29 pm
by Shifty
Heres an update on whats left to do
Updated 21/02/04
Town
------------------------------------------------------------
+ Add lights to Houses
Axis Spawn
------------------------------------------------------------
+ Add more spawn points for axis - In bunker, sewer outside
Scripting
------------------------------------------------------------
+ 2nd Objective
I'm hoping to release a beta Very Soon
Posted: Tue Feb 17, 2004 6:46 pm
by Axion
Sweet, I can't wait!
Posted: Tue Feb 17, 2004 10:49 pm
by Shifty
Posted: Tue Feb 17, 2004 10:54 pm
by Axion
Nice brushwork and lighting.
But (you had to know that this was coming), your manhole cover looks a little funky. It appears to be too thick and the textures look out of place, but maybe that's just me.
Posted: Tue Feb 17, 2004 11:00 pm
by Shifty
your manhole cover looks a little funky
lmao

yeah I know, i used one of the metal door textures and scaled and roated it etc.... It's temporary untill I find a suitable manhole texture If any1 knows of some good ones send em my way please

Posted: Tue Feb 17, 2004 11:10 pm
by Axion
Posted: Wed Feb 18, 2004 9:07 am
by Shifty
cheers for the links Axion but I think I found another i'm gonna use

Posted: Wed Feb 18, 2004 3:10 pm
by Arro
Aw crap, I thought you were going to release another beta.
I
am holding my breath for this map.
Sexy screens Shifty

Pre - Release Download
Posted: Thu Feb 19, 2004 12:56 am
by Shifty
Ok Well Once again I need your help
My Computer is in a bad way and i get dodgy fps on alot of maps
So heres another pre-release version of the map
alots been added since the last one and there is some stuff i need to do see the list above.
You'll see some errors that i wouldve cleaned up but im tired and i need sleep
So any comments on the fps or in general would be great
LINK REMOVED
Posted: Thu Feb 19, 2004 4:45 pm
by Shifty
Anyone tried it?
I been sitting here all day at work waiting for an email to come in saying "Topic Reply Notification"
Posted: Thu Feb 19, 2004 5:06 pm
by Axion
Yeah, I tried it out.
My fps were good. The only times that they dipped noticeably was when I would be at the very end of the map and look across to the other end. Other than that, your map ran nicely. I had highs of 90-100, and lows in the mid 50's, which isn't a problem for me (Man, I sound like the weatherman on the news).
There were a few little errors that I noticed, but seeing as how this is a pre-release, I'm not going to go overboard and list them, because I' fairly sure that you are probably aware of most of them already. I'll post a few screenshots of the ones that I think are important.
Other thoughts-
-Your manhole cover looks a lot better. Nice texture, too.
- I would consider putting a car or something to serve as cover in the middle of the main street near the manhole. It just looks too open, and with those groundfloor windows that the Axis can snipe from, it almost makes me think that the Allies will be forced to move to either side of the map. At least with a little cover, you have a chance of storming in by coming straight through, and it isn't like shooting ducks in a barrel.
-Your metal door in the bunker that leads to the sewer doesn't have a metal opening sound. You can fix this by entering
doortype metal in the entity window for it. The control panel next to it does not trigger its opening, but I'm sure that you will fix that.
-I think the map would look cooler if it was raining. It already has that sort of atmosphere going on... that's just my opinion.
-Nice explosion effects on the radar.

Posted: Thu Feb 19, 2004 6:24 pm
by Shifty
Cheers Axion once again
Yeah Cover would be a good idea i would like to see the bunker assaultable from many different ways for instance the wall dividing the town and the bunker i was gonna destroy a little bit so there are other places you can get through
As for the metal door sounds i am gonna use an existing mohaa sound if i keep it sliding im thinking of making a hatch so its quicker to open and possibly make the texture like some grating so u can see if theres any1 in the room before u go up.
Rain yeah does rain alter fps I heard it can lower it, i did have some moving window shutters on the houses at one point so maybe
As for the explosion you know alot about that lol
