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Old 05-03-2011, 05:36 AM  
yyler
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cp_hella_a11a
A 3CP attack/defend map


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Last edited by yyler; 11-06-2012 at 03:01 PM.
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Old 05-02-2012, 01:25 PM   #120
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Horizontal looks utter bitching.

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Old 05-03-2012, 01:12 PM   #121
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Alright well that pretty much seals it. Next week sometime I'll change it and see if I can improve it any more at all.
 
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Old 05-11-2012, 04:25 PM   #122
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a10:
made some stairs between B and C recede into the wall when B is capped
changed the black hole back to horizontal, added an ending sequence for it
some minor detail
lots of optimization around the BLU spawn and A area
http://calcified.net/maps/cp_hella_a10.bsp.bz2

Here are pictures of the back hole (looks better in game; ending sequence triggers when RED wins) and of the stairs that recede (pictured halfway in on purpose):


 
Last edited by yyler; 05-11-2012 at 04:27 PM.
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Old 05-11-2012, 11:35 PM   #123
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Noclipping through that particle kills my fps. Probably want someone with a bad computer to come in a test it out.

Clip the area below the windows so I can just run through them. All of them plox.

That's some z-axis fighting.


This blade of grass sticks through the floor.


This thing's fade-distance is a bit low. I can't even see it from across the close part of the map when I look right at it.


From a distance these windows are black.


Lots of these props have a bit low fade-distances.


Pleeeeease clip this prop.


This roof looks... weird.


Can you add a light here? It would emphasize the location as well as making the roof look a bit brighter.


Otherwise: eh. Let's test it.
 
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Old 06-24-2012, 03:30 PM   #124
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Chaofanatic made me a really kick ass particle system, you guys.

http://www.youtube.com/watch?v=-1SDIXIhZqI

Dormant, active and dying states, for gameplay, red winning and blu winning respectively. Sound effects are a work in progress that I'll be playing with the volume of in game.

as if I wasn't under enough pressure to finish this already
 
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Old 06-24-2012, 03:32 PM   #125
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Astronomer in me: THAT ISN'T HOW THAT WORKS

The rest of my: that is really fucking cool.
 
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Old 06-24-2012, 03:32 PM   #126
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I prefer "really fucking cool" to "how it works". SORRY
 
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Old 10-24-2012, 12:23 AM   #127
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Hey so expect a release of a11 pretty soon here. Other than adding in Chaofanatic's particles (above) I have some other changes planned


Adding an upper area for red here, kind of like on Upward, and also trying to shrink C a bit


In general I am reducing a lot of the extra props and bullshit around the map for performance reasons mostly, but also because it just got out of hand. This isn't a trade map (yet). I bet you can't even tell what I removed, and that's a good thing


Along the same token I deleted all the shit that was out here because it looked neat but I can't optimize it. I will try to strike a balance between something interesting and the dull expanse that is Thunder Mountain stage 1


Did I ever post this sign that Seba made me? <3 Seba
 
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Old 11-02-2012, 02:00 AM   #128
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for the first time in about five months, a release

download a11

pretty sure everything is packed correctly, but the black hole is tricky

a11:
got rid of receding stairs, not that important
new black hole courtesy of chaofanatic
new scaffolding at C, in addition C is somewhat smaller and red has a slightly redone spawn situation
prop reduction and better optimization across the board
loads of new detailing

million images:


















download a11
 
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Old 11-02-2012, 03:04 AM   #129
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neat

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