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Posted: Fri Sep 05, 2003 12:38 am
by Jack Ruby
Its looking very very nice
Is it another objective ? I have the other maps in the series.
Posted: Fri Sep 05, 2003 4:30 am
by Random
Oh silly Bjarne this is just the lay out.
Most of what you noticed will be corrected especially the stone bridge the tracks are on. I wanted to make some type of access from the river to the top but i am undecided on how to make that happen so yes rails lights bells and whistles will be coming.
The Fjord will be easy to make deaper, in earlier versions i was using a water texture you couldnt see through so i didnt really notice how it looked visually.
Also in front of the Hydro i was planning on representing the heavy military presence i was askin you about but havent decided yet on how it is going to be placed yet. Have to consider the access points to that area and rearrange a few things. [I already built it but didnt like it so took it all back out...DOH]
The bend in the tunnel is a can do, i just kinda figured with a suicide run like that most people will head to the main valley which is what i was trying to make happen. On second thought though vis is more important and i like giving players options, it just makes gameplay seem more tactical instead of just nade spamming so we will see how that plays out.
But one thing i will have to insist on is that the n00bs must drown!! Especially if im gonna make it even deeper. Sorry i get a kick outta watchin em explore then die for their troubles.

Posted: Fri Sep 05, 2003 7:30 am
by Bjarne BZR
[Spec Ops] Jack Ruby wrote:Is it another objective?
Yes it is. i mean, yes it will be.

Posted: Fri Sep 05, 2003 7:38 am
by Bjarne BZR
Random wrote:Oh silly Bjarne this is just the lay out.
Most of what you noticed will be corrected especially the stone bridge the tracks are on.
I suspected you were on top of things as usual.
Random wrote:But one thing i will have to insist on is that the n00bs must drown!! Especially if im gonna make it even deeper. Sorry i get a kick outta watchin em explore then die for their troubles.

There there... remember that swimming can be made a sneaky, but dangerous access to the hydro (instead of a n00b killer).
Imagine: adding some slowly bobbing stuff in the water that swimmers can hide behind... And suddenly: the bomb is set! "Achtung! Die bombe ist im position!"
Just a thought...
Posted: Fri Sep 05, 2003 10:43 am
by Bjarne BZR
Jason: just to make your life easy around the area of the "Hydro": The areaportals in the ferry were f**ked up when I rotaded it. So expect a 10-15 FPS increase when it is reworked

Right now the interior is drawn all the time. :S
Posted: Sun Sep 07, 2003 3:24 am
by Bjarne BZR
Jason, sorry I'm not on MSN lately... this 56k modem is killing me
I'll have broadband again in about a week.

Any changes on the map?
Funny you should ask
Posted: Sun Sep 07, 2003 3:32 am
by Random
Have to redo the lighting to see the revisions i made to the train tunnel, but it took hours to figure out how to improve vis and and give the allies a chance to make it down there with out getting shot. I know it seems like it woulda been easy but i took me some time to give up on using patches in the tunnel. Also some tricky lighting effects will also make it possible, dark in the tunnel a bit brighter on the outside.
But im somewhat happy with this version of the berth area so far but who knows what other bright ideas will come to mind.
Posted: Sun Sep 07, 2003 3:51 am
by Bjarne BZR
Damn my man! That looks sweeeetah!

Great work on the berth area!
Maby I can help out with the manual VIS if you have trouble with it... just gimmi a shout and I'm at your sevice.
Posted: Tue Sep 09, 2003 7:59 am
by small_sumo
Caw nice new screnes. Neeeeeeat
Posted: Tue Sep 16, 2003 12:08 am
by Bjarne BZR
Posted: Tue Sep 16, 2003 12:42 am
by small_sumo
Wow I bend my knee to this map. Say um ..... what emitter did you use for the smokestacks?
Lookin good.
Posted: Tue Sep 16, 2003 1:56 pm
by Bjarne BZR
small_sumo wrote:what emitter did you use for the smokestacks?
Thats two fx -> smoke -> firesmoke entities. ( the model is emitters/firesmoke.tik ).
Posted: Tue Sep 16, 2003 3:07 pm
by Hunter
Whow the sky is wonderfull it gives the map a nice atmosphere
Posted: Wed Sep 17, 2003 3:51 am
by small_sumo
Thanks. Another question, how do you link the cliff patches to the top grass? And what is the top grass made of lod, patch or brush?
Thanks again.
Posted: Wed Sep 17, 2003 4:30 am
by Random
Are you ready for this.... Brushes the whole thing is made outta brushes cliffs, grass and all. For this project patches and lod were outta the question. Reason being i noticed a big difference in the way it looked if you are one of the unfortunate peeps who dont have a decent graphics card. With the setting turned down it looked too distorted to me. Peeps floating 5 feet above the ground. Also i didnt want to go searchin about through the rough if i had to drop my gun real quick. (you know that lil gliche where it looks as if your feet are underneath the ground when standing on a patch) So i reworked and tooled around a bit with at and with the help of a terrain generator program i was able to create the landscape. Maybe not an ideal solution but for what i was trying to do it appeared the best option.