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Map Version: Alpha 
Type: CTF
Released: 06-16-2012 
Last Update: 06-16-2012 
3Dnj
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Yes guys ! So finnally a playable version of my third map. Still in alpha even if there is a lot of details. I hope I missed nothing in the .bsp !

- About the map, it's a classic capture the flag (2 bases, 2 flags and 3 points to win) with a great choice of paths in the middle (maine road, bridge, 1st floor alley and tunnels) but there is some hard choke points when you reach the ennemy base, defence can be very powerfull with a protected engy. The ceiling of the flag room is opened.

About this version, it miss a lot of clip (for props and navigation, borders and roofs are good), fade distance, etc...

I will probably remade the second line of building, the one attached with spawnroom, to make a better and easier optimisation, now it's probably laggy for a lot of people but I want to release this version anyway to have some feedbacks (and because I'm working on this since 1 year now ). There is aslo a lot of glitchs everywhere.

I also want to make a lot of snowy props (crate, roof, etc... ) to make it more cold but this if for the rc.

Soundscapes can be improved too.

- Overview : http://www.minerality.fr/images/maps...osty_a8_09.jpg


I hope you will like it ^^


Changelog

A8 - First release.



Old 06-16-2012, 05:25 AM   #1
Sergis
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well, it was about time

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the fact a map recieves feedback from us at all is like a God send

 
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Old 06-16-2012, 05:34 AM   #2
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Beautiful! In the 2nd pic, the snowy peaked mountain is the same colour as the sky, in the bit that's under the snow. It looks a little strange, almost as if the snow is floating on nothing. Consider making it more distinct.

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Old 06-16-2012, 05:43 AM   #3
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you've got some missing textures

https://dl.dropbox.com/u/9180221/TF2...sty_a80000.jpg
https://dl.dropbox.com/u/9180221/TF2...sty_a80001.jpg

and cubemaps too i think

some more signs would be welcomed

also my framerate goes to shit. with the middle area as un-segmented as it is i'm not sure if even i could optimize that map's beautiful tho

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the fact a map recieves feedback from us at all is like a God send

 
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Old 06-16-2012, 05:52 AM   #4
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You can get in here.
 
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Old 06-16-2012, 06:05 AM   #5
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Ha, packbsp don't take cubemap by default ? Optimize this will be a hard challenge yeah ^^ that's why I want to rebuild the second line of building.

Ho and nice one tech, didn't see that.

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Old 06-16-2012, 06:20 AM   #6
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Whouhou !! Marvelous ! I Download it right now ! I want to test it !!!
 
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Old 06-16-2012, 09:44 AM   #7
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A few visual nitpicks:


The metal supports in these rooms should maybe be set to disable per-vertex lighting. That goes for the computer fronts too.


I realize that pipe is in shadow, but it should probably be lightened to match the other one with an info_lighting.


I'm not convinced the lightmap back there needs to be that high-scale. That's an out-of-the-way area. Also don't forget to update your forklift to the latest version!


This lightmap, on the other hand, needs to be higher scale. And the light source needs to be moved so the light doesn't bleed through the top of the fixture.


Something funny going on with lighting here. Also that snow-to-dirt transition texture might need to be redone; it looks rather rushed.

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Old 06-16-2012, 12:02 PM   #8
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Looks gorgeous, but I don't think it's gonna change my opinion of ctf :<

Quote:
Originally Posted by Bermuda Cake View Post
Beautiful! In the 2nd pic, the snowy peaked mountain is the same colour as the sky, in the bit that's under the snow. It looks a little strange, almost as if the snow is floating on nothing. Consider making it more distinct.
About a month ago I spent a while in Oregon and on a cloudy or foggy day every mountain looked like that. Here's a picture I carefully edited to actually bring Mt. Hood into visibility. Before the edit it just looked like there were some black lines in the sky.
 
Last edited by yyler; 06-16-2012 at 12:04 PM.
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Old 06-16-2012, 12:28 PM   #9
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Impromptu this
 
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