Update Mammut Radar

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Shifty
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Update Mammut Radar

Post by Shifty »

I wasnt gonna put this up yet as its hardly finished, theres some building missing plus other stuff that you will spot, but i did a compile and my fps was terrible, but i rebooted and it was ok so can you please try it out and tell me what u get.

Of course any recomendations would be nice :)

Cheers

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Last edited by Shifty on Wed Feb 18, 2004 10:20 pm, edited 2 times in total.
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Axion
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Post by Axion »

My fps were excellent when I tried it out, so I don't think you have anything to worry about. Of course, once your map is completed and fully detailed, that may be another issue altogether.
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More Screens

Post by Shifty »

Heres a radiant shot of the gas station, which im adding to the town.

Theres a few more buildings to do, finish the bunker off, clean up some mistakes, and then script it and ill be ready for a proper beta release yay!!!

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Last edited by Shifty on Tue Feb 17, 2004 10:43 pm, edited 1 time in total.
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Post by Shifty »

Heres whats left to do (thought i'd post it then i got a reference point lol)

Edited 11/02/04 (Removed Completed Points)

Mammut radar To Do.

GENERAL
------------------------------------------------------------
+ Add more lights!!!!!!

Allies Spawn
------------------------------------------------------------
+ Add more trees

Extend Town (Originally Planned anyway)
------------------------------------------------------------
+ Add Windows to Church
+ Add Glass texture
+ Add Windows to houses
+ Change Church Door (Currently Sliding)
+ Add factory
+ Add Pub
+ Add Road Sign
+ Add Benches
+ Add telegraph poles
+ Add more models

Axis Spawn
------------------------------------------------------------
+ Add more spawn points for axis - In bunker, sewer outside

Axis Bunker
------------------------------------------------------------
+ Add more detail
+ Add content to empty rooms (i.e power room)
+ Construct Blown up Version of Radar including part of roof
+ Construct Power Room and Blown up version

Sewer
------------------------------------------------------------
Add Sewer System

Scripting
------------------------------------------------------------
+ Objectives
Last edited by Shifty on Thu Feb 12, 2004 1:02 am, edited 2 times in total.
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Post by Jack Ruby »

That gas station looks very nice, good job Shifty :)
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Post by Arro »

I ran the DM version in Spearhead. FPS was fine, there was a little white line bye both the bridges (pic later) Other than that it is looking good. Putting in all those things you have mentioned will help.

Don't forget to put in to some barriers and cover for us non-sniper folk, this looks like a killer sniper and rifle map.
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Shifty
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Post by Shifty »

Cheers Arro
there was a little white line bye both the bridges
Yeah its where a patch meats a brush even though in radiant there on the same level, i have no idea why its doing that but i may put a patch mesh over it to mask it, it may look better that way anyway
Don't forget to put in to some barriers and cover for us non-sniper folk
The town will be larger and have more stuff in which should give cover also therll be some sewer entrances curently im thinking 2 one in the graveyard, i.e. the local resistance have created some entrances to the sewers in places they shouldnt be for example under a grave/mausaleum by the church and acces using the pit in the auto repair building as well as the proper sewer entrances in the street
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Post by Axion »

One thing that I didn't like was that your houses were too cookie cutter. All three of them shared the same floor design, architecture, and layout, which struck me as fairly bland.

I'm not getting down on you though, because I konw that it's a pain in the ass to construct three original houses that stand next to each other that look good. Still, I thought I'd throw that thought your way. :)
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Post by Shifty »

Yah i did plan to change some things to give them indivuality but the structual layout of them wont change ill move the positions of things and add different furniture different interior wallpaper etc...
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Post by bighoss »

Wow. I cant wait to see the map when you get it to the final form Shifty. Sounds like its gonna be a great map with everything that is gonna be added.
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gas er up??

Post by bobzilla »

Hey, wow..great start....
The only thing missing from your list is: the little hose thingy that goes: ding, ding!
hehee
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Post by Shifty »

Heres one side of the updated town

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looks a bit better now i think
Last edited by Shifty on Tue Feb 17, 2004 10:44 pm, edited 1 time in total.
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Post by -=[BAD]=-dodgerman[CL] »

Just had a quick run around on your map, looking good but there are a few flaws that i noticed, this is no way intended to knock your map in any way. The ladder to the Radar does not work, those white lines either side of the bridge is where your lod terrain and your surface brush do not meet. around the outside of the map looks kinda plain, why not push the tree line back and put some buildings behind the wall, you only need the front and sides as you cant see behind them, then add two rows of tree lines behind that. This is just an idea and in no way meant as a dig on your fine work.
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Post by Shifty »

Thanks very much for your comments it really is appreciated when some1 takes the time to look at your work and give feedback, those things i did no about and a few more lol mainly i wanted feedback on the fps cos it bombed when i tried it but then i restarted my PC and it was fine, about those white lines i dont know why its doing that the lod and brush that meet it are on the same lvl maybe ill use a slightly bent patch mesh to hide it.

Again thanks very much mate

Shifty
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Post by Shifty »

Well i managed to get monday and tuesday off work so expect the beta around then :)
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