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Vemork factory objective, Release candidate 1

Posted: Tue Feb 25, 2003 3:44 pm
by Bjarne BZR
Elllo ello!

I'm bored to the point of insanity by waiting for my RC1 ( Release candidate 1 ) to compile. It will take about 3 days ( 2 days have passed ). So in my boredom I made some screenshots to tease you with. They are from the previous compile and thus have low lighting quality ( but you can probably not see the difference in this picture size )...

So here we go:
The Axis spawn all over the factory, but mostly in the upper floors. The Allies mostly spwn here in the Lobby:
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...and next to th lobby is one of the corridors:
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...one floor above this is the man transformer hall:
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...and next to it the distiller hall where one of the objectives are located ( blow the distillers ):
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...another floor up you find the office lobby:
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...leading to the many office rooms ( this is one of them where an objective is located: documents to steal ):
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...one floor up from the offices are the storage level:
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... and finally the complete factory in all its gloomy glory:
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Thats it! Tell me what you think! Try the DM version RC1 found on my site...

Posted: Tue Feb 25, 2003 4:11 pm
by Wolfish King
Um um um... BIG map! I like it. I'm download it right now. :wink:

Posted: Tue Feb 25, 2003 4:24 pm
by Gen Cobra
Nice work! Be proud of yourself. :lol:

Posted: Tue Feb 25, 2003 9:14 pm
by panTera
wow, filesize 8 Mb(?), must be a lotta brushes, but it sure looks promising;) I hope my stupid modem keeps going... still waiting for adsl here:(

Posted: Tue Feb 25, 2003 10:19 pm
by Wolfish King
Yeah i can play it soon!!! Pantera, i have a modem too. :cry: I have to wait 2 weeks then i have ADSL. :wink:

Posted: Tue Feb 25, 2003 11:37 pm
by Bjarne BZR
Well Pantera... 2,5 Mb is textures...

Posted: Wed Feb 26, 2003 7:27 am
by mohaa_rox
Wow! 3 days? Are you insane? 8MB? This is crazy.....

Posted: Wed Feb 26, 2003 1:51 pm
by Bjarne BZR
I've said it before... I'll say it again: Yes I am! :twisted:

:wink:

Posted: Wed Feb 26, 2003 5:21 pm
by Hunter
Looks good, but how on earth 3 days compiling??

Posted: Wed Feb 26, 2003 9:05 pm
by TheShiznaeSpe
looks great!!! the brush work looks good, and the atmosphere is perfect!!!

is there a way u could make it a tad smaller? custom maps never seem to be played in large servers

-so a smaller map is to your advantage if u want more ppl to paly it

Posted: Wed Feb 26, 2003 10:56 pm
by Bjarne BZR
I am aware of the size problem... but I've ben thinking of putting it on our FFisON clan-server that has a large number of really good regulars. And maby a little extra that is still a secret ( wink wink jv_map ) Maby I'll reduce the size some day... but it is a historical building that I reconstructed from old photographs, so I would rather leave it as it is for now...

Posted: Wed Feb 26, 2003 11:01 pm
by panTera
yes I noticed, the textures do take a lot of space, but the bsp alone is 5.5mb (27mb unpacked) which is pretty large. But anyways... you could if you want make your loadscreen a jpg (right now the tga is 1mb, the jpg will be about 150 kb max) and some of the textures could be jpg as well (I think all but the ones with text written on them). Just say the word and I'm happy to fix you a jpg loadscreen, that is if you want of course. Still, I think it's a pretty impressive map!

Posted: Wed Feb 26, 2003 11:21 pm
by Bjarne BZR
Hey! Thanx man! But producing a JPEG image is not a problem :D My biggest problem is compile time... but you have a good point as some poor sods still use... what dig they call them...Right! Modems! :roll:

Posted: Wed Feb 26, 2003 11:47 pm
by panTera
yeah yeah, alright, point taken;)

What I use(d) to do when working on a rather large map is take out the pieces of the map that need fixing. Let's say all I need to do is adjust some lighting in one room or area; no need to compile the whole map just to see if the lighting is finally right in that room. I just select and take out the whole room and edit it seperately from the whole map. When done I put the room back in it's place. (When cutting and pasting I make sure not to change the position of the selected parts on the grid. Next time when I put them back in the map, they'll be in their original location.)
Sure, MohLight can do nasty and unsuspected things, but still, I use this trick a lot and it saves me a serious amount of time.