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Denile
Denile isn't just a river in Egypt, it's a TF2 map!!
Hello, My map is an experiment in vertical positioning. I started with the Egypt theme because i thought it would be easier with less detailing, but then i decided to make a sloped wall structure(dur).
The map is strongly based after the Edfu Pylon([ame]http://en.wikipedia.org/wiki/Edfu[/ame]) The Red and blue blocky things in the middle are going to be statues of a sitting Pharaoh and a sphinx, they are just place holders as i am in the middle of texturing them at the time.
Im having some textures display as black, not sure why, any advice would be top-shelf.
Any feedback is greatly appreciated.
thanks in advance
Dogmeat
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 Changelog |
-Fixed the water
-Built proper cube-maps
B2
-Sight line changes and overall tightening of areas so snipers won't dominate.
-Rooftop done
-Side scaffolding added for second access to roof
B3
-Added structure below point for flanking |
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09-14-2009, 06:42 AM
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#1
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L1: Registered
TomHoen is offline
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This looks more like early beta 2 version than alpha 1, but it looks really nice. You have eye for details and architecture.
For water problem, have you pointed your cubemap to the water? Maybe bad texture on water?
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09-14-2009, 07:59 AM
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#2
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L3: Junior Member
The Gentlemanne is offline
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Map looks really good,You should submit it to a gameday and have it tested out(only after fixing water that is)
Quote:
Originally Posted by Dogmeat
MAN!! as if, two egypt maps right before i post mine. shatty
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Shatty?
__________________
SconeFrog [Inspoirtaion]: no no no, this is inspoirtaion
SconeFrog [Inspoirtaion]: not insporiation that sounds like a legal term for rape
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09-15-2009, 11:36 PM
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#3
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L1: Registered
Dogmeat is offline
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fixed the water, didn't realize just putting at env_cubemap was half of it, it only uses a default cubemap until you buildcubemaps in the console, and restart the map, its got some weird clipping issues, but its totally playable because if you fall off theres a kill brush anyways, actually in future versions i should probably let people know that in the map with signs or something. Hope to see this get tested.
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09-29-2009, 09:53 PM
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#4
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L1: Registered
Kumakay is offline
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So I totally love the map. It's really good as far as my testing has gone. I need to play it some more to get some real testing in. Also, once you upload it for a gameday then we can see how it plays with a bunch of people. That downwards ramp that we talked about earlier would make the game flow a lot better as well. Overall really nice job. Just one quick note about some lag. You know the rig that I use  , but there was a lot of lag at the initial loading of the level. When I was selecting my character it was really slow. Not too sure what it was, but worth looking into. Really nice design and gameplay management so far. Of course, as with everything, test, test, test. Cheers!
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09-29-2009, 10:21 PM
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#5
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Thunderclap is return :o
absurdistof is offline
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looking very smexy indeed.
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09-30-2009, 10:07 AM
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#6
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Crafting rainbows in the forge of dreams
Aly is offline
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Looks awesome. I'm so testing tomorow. Let you know how it goes.
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10-10-2009, 11:23 AM
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#7
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L1: Registered
Dogmeat is offline
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Update B3
Pretty major updates if you haven't seen it since B1, Roof is not open anymore, added scaffolding on the sides for more ways to get up an down, and there's now an area below the point for flanking and a good spot for teleporters. Hope to submit for next gameday but they have all been so packed lately, couldn't even get in, suppose that's a good thing, lots of maps to play!
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10-10-2009, 11:25 AM
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#8
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Hey look its the guy who posts too much!
The Political Gamer is offline
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The map looks really nice.  You thought about making an arena version?
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10-10-2009, 11:31 PM
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#9
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L1: Registered
Dogmeat is offline
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thanks, not so much arena but i had plans for CTF, i was going to connect the chasm in the spawn room with a bridge and move the spawn room, although i suppose making the switch to Arena wouldn't involve much, iv just seen how little playtime arena maps get.
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