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My first map: Bukkake Ville! (delete)
Posted: Sat Jun 19, 2010 11:23 pm
by BatteryAziz
delete
Posted: Sun Jun 20, 2010 10:22 am
by STORMnl
nice map,,for the first time,,cool
Posted: Sun Jun 20, 2010 2:44 pm
by jv_map
Cool! Very well done for a first map, and for an x-th map too

Posted: Mon Jun 21, 2010 12:31 am
by BatteryAziz
thanks. found one texture bug at the mg42 (due to compiling), so i'll have to look into that. will test with detailing some extra stuff.
also the bazooka ammo at the 'cellar' sticks through the shelves.
and i was also thinking of adding a smoke plume fx in the bunker, coming out of that standing piece of pipe or whatever it is. is there maybe a tutorial explaining how?
Posted: Tue Jun 22, 2010 8:35 pm
by 1215drew
Do you think you could upload it to the medal of honor filefront? I'm having trouble with both of your links because, unfortunately, due to my internet connection 1 in every 4 websites or so i cannot acces withought waiting for several days of loading to occur. (thank goodness .map isn't one of those sites)
Posted: Thu Jun 24, 2010 11:02 pm
by BatteryAziz
1215drew wrote:Do you think you could upload it to the medal of honor filefront? I'm having trouble with both of your links because, unfortunately, due to my internet connection 1 in every 4 websites or so i cannot acces withought waiting for several days of loading to occur. (thank goodness .map isn't one of those sites)
maybe i can email it to you?
btw i've updated the map, will upload asap. doing a fullvis compile now since fast vis seemed bug free. though full vis with 0 blocksize seems to take forever
Posted: Fri Jun 25, 2010 4:49 am
by 1215drew
yeah that would work. ive update my profile but for times sake here it is -Removed- (no spam please

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Posted: Sat Jun 26, 2010 12:17 am
by BatteryAziz
* updated! * same links as original post
http://dl.dropbox.com/u/4193009/user-saaaimen.pk3
http://www.aww-kittah-aww.com/up/files/ ... aaimen.zip
a few extra screens ...


it's a fast vis compile this time so let me know if the performance is still acceptable. i know full vis improves fps a lot but it's not a big map so it shouldn't be much of a problem.
i know of a few minor shadow bugs which can be resolved with -bounce 0, but that makes my static lamp models turn dark making them require more light sources around them. (or is there a fix for this?). this compile is with -bounce 2, which luckily didn't give me any bugs. but mostly radiosity is painting black spots all over at random, and detailing some walls seems to reduce the bugs (up to this point). i'd rather turn off radiosity per recommendation but it makes the static models look lousy. thoughts?
Posted: Tue Jun 29, 2010 11:13 pm
by Rookie One.pl
Lol? I'm surprised radiosity actually does anything. I never noticed its effects.
Oh, and cool map! It's nice to see someone still mapping, 8 years since the game's been out.

Posted: Wed Jun 30, 2010 5:53 am
by BatteryAziz
Rookie One.pl wrote:Lol? I'm surprised radiosity actually does anything. I never noticed its effects.
Oh, and cool map! It's nice to see someone still mapping, 8 years since the game's been out.

thanks! and yeah, it's most noticable with lamps and stuff, you usually just place a light entity under a hanglamp for example, and without radiosity the lamp model itself will be very dark, since the light source is casting a shadow on the lamp model. and so it's fixed by placing 8 less intense lightsources closely around the lamp model.