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Night Raid beta map

Posted: Wed Feb 05, 2003 6:42 pm
by 7th Es Cyborg
before I do a final compile, I'd like everyones opinion on my map

http://mywebpages.comcast.net/eboone11/NightRaid.pk3

and some pics:

Image

Image

Posted: Wed Feb 05, 2003 8:03 pm
by [253RID]General-Haines
looks great a lil dark tho mite jus b the screenshots nice work when ur done can u set up a dl spot thx

Posted: Wed Feb 05, 2003 8:11 pm
by 7th Es Cyborg
it's brighter than the shots show - for some reason my screen shots all come out black and I have to lighten them up.

Posted: Wed Feb 05, 2003 8:15 pm
by PsychoE
I like it. I am not much of a critic and have one hell of a time releasing my own creations (have yet to release one), but I think it is good. Hope to see the final soon, and can't wait to meet someone in there.

I like all the nifty "doors" in it.

E

Posted: Wed Feb 05, 2003 8:19 pm
by [253RID]General-Haines
yeah same for e my screenshots are real dark well compile i and send me the file :-)

Posted: Wed Feb 05, 2003 8:19 pm
by wacko
Just tried to check it out, but I got MTex of over 40 and FPS under 10 mostly. So there it was hard to keep an eye on the map, it was hard enough to hit the doors :wink:
Nevertheless, I saw several textures (e.g. the wooden floor in the house with bent staircase) which are applied in scale 1. I'd say you should change this to 0.5, which looks more realistic!?

About the brightness: I have the same problem: When I test my maps, they look bright enough and the screens are way too dark. I think the reason in my case is a very high gamma-correction in MOHAA which I have to find those bastards in dark corners...

Posted: Wed Feb 05, 2003 9:04 pm
by 7th Es Cyborg
hhmm odd that your mtex is so high, I average no more than 10 and fps minimum of 50

time to get rid of the voodoo vid card i think - hehe j/k

I'll take a look at the wood texture, think i did forget to scale it, thanks for the input

Posted: Wed Feb 05, 2003 9:13 pm
by wacko
On my card is written GF4Ti4200, but who knows? :wink:
Had the same prob with "The Canal", it wasn't playable at all on my pc :cry:
Not really a mapping task, but is there anything I forgot about configuring my GForce?

If your MTex is so low and FPS so high, you should test my map dm_dorf over in
viewtopic.php?t=1513&start=0&postdays=0 ... highlight=. You probably get a negative MTex-value there?!

Posted: Wed Feb 05, 2003 9:19 pm
by 7th Es Cyborg
here's what I'm getting on my map

Image

let me check out yours.......

Posted: Wed Feb 05, 2003 9:27 pm
by 7th Es Cyborg
here's your map - something is wrong with your setup somewhere

Image

Posted: Wed Feb 05, 2003 9:37 pm
by wacko
I just set texture detail (or was it quality?) to medium instead of high and everything is fine. Jv_map said once he'd turn all settings to max for MTex-measuring, so I did this too (and forgot about it).
Nevertheless, I wonder if this difference can be okay?!
Atleast I can say now, that you've done a nice map!

Posted: Wed Feb 05, 2003 10:04 pm
by 7th Es Cyborg
another note - my map is still done with a fast vis, so the fps will improve on a final compile

Posted: Wed Feb 05, 2003 10:19 pm
by Desert Eagle
I would get rid of all the opeltrucks with headlights on and replace them with ones without headlights on. More realistic I think.

If all those trucks were lighted, I think the trucks would be running, and if thats the case we should hear some idle noise near the trucks.

Just my 2 cents. I luv the spotlights...thinking of using them on my map.

Posted: Thu Feb 06, 2003 12:59 am
by 7th Es Cyborg
I added the lights on the trucks for the reason of putting more light on an other wise dark night map. this was more for playability than for overall looks.

but I'll look into adding sound to make it more realistic when i get home from class ( you can really tell I'm getting a lot out of my college money if I'm sitting in class posting on forums - doh )

Posted: Thu Feb 06, 2003 1:52 am
by Slyk
I'd go with some sort of industrial lighting rig up outside the truck garage, more realistic and gives a better effect. Even just lights on each corner with decent light values and maybe tweaked colors...just a shade off 100.

The mtex thing, couple thoughts... making your textures increments smaller than 1.0, I think, will increase the mtex numbers. Generally, scaling textures UP when possible is easier on the engine and the video card...of course this is more important to the poor souls out there with GF2s and such. Increasing texture scale always depends on the setting/situation. For instance, if you have a building that's say 32 feet tall, and you look at the end of it, if you apply a texture, it will repeat two full times from top to bottom as scale 1.0 IF you up the scale to 2.0, it covers the entire height, and uses half the engine power... and in most cases, looks more realistic.

Now, ofcourse, brick work and such can look like crap that large. I'm mainly referring to the adobe/plaster type walls like the ones on the hotel in AA's 'bridge'. Just my two cents, always seems like four cents though........