The Pic Wh0rez

Public => General Information => Topic started by: shinobi on 2007-03-21 09:36:58

Title: vctf-ClockTowers
Post by: shinobi on 2007-03-21 09:36:58
Hi@all me again. I got a new map ready thats called vctf-Clocktowers. Its some small map and should get the gameplay from maddog. So plz playtest it all and annihilator plz upload it. Downloadlink: http://files.filefront.com/vctf_ClockTowersrar/;6989687;;/fileinfo.html (http://files.filefront.com/vctf_ClockTowersrar/;6989687;;/fileinfo.html)  :) ;) Ps: sry no screenshots any problems with that server ill get me a new account soon.
Title: Re: vctf-ClockTowers
Post by: Jonny on 2007-03-21 10:32:10
Looks cool. I have some suggestions if you want to hear them.
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-21 12:41:22
thx. Ya wanna hear them.  :)
Title: Re: vctf-ClockTowers
Post by: Jonny on 2007-03-21 19:19:55
(http://img150.imageshack.us/img150/6905/clocktowerskf6.jpg) (http://imageshack.us)

Thats afew general things. I hope you don't mind but i couldn't resist playin around with this map on the editor - those clock towers are awesome - good work! Anyhow i've been doing a bit of an 'afghanistan' job on it, just tweaking it to how i like it. If u want u can see it when im done playin but f'course u dont have to - bit cheeky of me really but i just wanted to try and work on it - i've not touched the editor for quite a while so im kinda testing myself to see how much iv 4gotten  :o  :).
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-21 21:46:34
Well sounds cool. But for that glass tubes i thought it would b a cool idea u can trick around with them if u wanna capture a flag cause they crush ppl with 300hp- and u can open and hide behind them wisely. Also i wanted to c how they work in the end picture that should bring some funny pictures if ppl get crushed then :D. From the top sniper point u can go down without loosing hp 2ways: 1st is let u fall to nxt stage i think it dont hurts and with shield it will defenetly not hurt 2nd is u can jump from the top into the water thats real fun and works fine :D The vehicles copyed from maddog so they got same spawntime and "anzahl". But anyway if u got time to do some changes to the map the endmap will b great like afghanistan so thx  :) ;) Btw ur Terrain paintings is real good i still cant do it like that.
Title: Re: vctf-ClockTowers
Post by: Mr.Sunshine on 2007-03-21 22:28:19
keep the glass tubes, but reduce them to two
Title: Re: vctf-ClockTowers
Post by: Jonny on 2007-03-21 22:42:30
Quote from: shinobi on 2007-03-21 21:46:34
Well sounds cool. But for that glass tubes i thought it would b a cool idea u can trick around with them if u wanna capture a flag cause they crush ppl with 300hp- and u can open and hide behind them wisely. Also i wanted to c how they work in the end picture that should bring some funny pictures if ppl get crushed then :D. From the top sniper point u can go down without loosing hp 2ways: 1st is let u fall to nxt stage i think it dont hurts and with shield it will defenetly not hurt 2nd is u can jump from the top into the water thats real fun and works fine :D The vehicles copyed from maddog so they got same spawntime and "anzahl". But anyway if u got time to do some changes to the map the endmap will b great like afghanistan so thx  :) ;) Btw ur Terrain paintings is real good i still cant do it like that.

Cheerz matey ill try n make it good for ya, i must say tho im impressed with the clock towers, the cogs, waterwheels and clocks are brilliant. I have no idea how to do that stuff. I did decide to leave in one glass tube and found it worked well, so ill go with that for now - as u say it will be interesting - i found myself kissing the ceiling a couple times i was fooling around  ;D. I did notice you were drawing on maddog alot, but ive changed afew things around like the middle hills are different (ill post pics when i have time) I like the idea of having one half of the map in the summer and one half in the winter - it's been really fun playing with this theme! Also a cool touch i noticed was one of the clocks is going backwards, like some kind of parrallel universe.  :)

Anyhow ill post sum pics soon - maby you should look to get axion and afghan polished? I hope u will like the changes anyhow.  ;)
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-22 12:07:38
Thx sounds all good. The idea of the map is 1 side uses industrie future technology and the other 1 nature old technology. So in the old side the clock goes backwords and they use water for gettin energie and fire as light. The others got real light :D and use mechanic steelwheels. Ok its not 100% like i planed it but i thought if i do much more on that map it may eat fps again and then some ppl not happy withit belongs to their lower pcs. Thats always the main problem with maps u know. Like basically and binary space r only played that much cause thats simple cube rooms that zoned good and run for even low pcs perfectly. Ok that maps also good formed to play but simple u know. For the summer winter idea i always wanted to make a map that got four diffrent terrains ,skybox clouds ,and so on like the 4 "jahreszeiten" and all that should meet in the middle then. For now i made 2 "jahreszeiten" that i hope looks cool :D.
Title: Re: vctf-ClockTowers
Post by: Jonny on 2007-03-23 12:07:19
Alright ive taken into account what you said about framerates, and atm on the version i've been working on they're pretty much the same as they were before i touched the map. I can double check this but to compensate for adding more static meshes i've increased the size of the central antiportal and deleted some terrain that wasnt visible, as well as cutting out other unessesary emitters etc. I've tried to work on the theme of "jahreszeiten" that you talked about.  :) Here are some screens so far:

(http://img260.imageshack.us/img260/8742/clock1ev1.jpg) (http://imageshack.us)

(http://img260.imageshack.us/img260/7423/clock2dg2.jpg) (http://imageshack.us)

(http://img360.imageshack.us/img360/7716/clock3cx4.jpg) (http://imageshack.us)

(http://img360.imageshack.us/img360/9207/clock4be7.jpg) (http://imageshack.us)

(http://img293.imageshack.us/img293/7921/clock5vk9.jpg) (http://imageshack.us)
Title: Re: vctf-ClockTowers
Post by: Molgan[ApA] on 2007-03-23 12:14:10
Nice! =)
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-23 12:52:52
Good work. I hope we can play it soon from the screenshots it looks real impressive.  :) ;)
Title: Re: vctf-ClockTowers
Post by: Annihilator on 2007-03-23 13:01:38
Shinobi - master o' ideas
Jonny - master o' execution
;)
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-23 13:20:09
If we work toghether on maps the endproduct gets real good. Maby jonny molgan and me can make a map by time with 3 ppl that 1 should get real good then. Some like a city map should b great for that so every adds some diffrent buildings by time or so.. like it dont must get ready but anytime some1 got some time he does some more to it.  :) ;)
Title: Re: vctf-ClockTowers
Post by: Jonny on 2007-03-23 13:30:51
Quote from: shinobi on 2007-03-23 13:20:09
If we work toghether on maps the endproduct gets real good. Maby jonny molgan and me can make a map by time with 3 ppl that 1 should get real good then. Some like a city map should b great for that so every adds some diffrent buildings by time or so.. like it dont must get ready but anytime some1 got some time he does some more to it.  :) ;)

Wicked idea, im well up for a good city map, but they can be hard to pull off right. I'd like to produce something that looked like the alleys fragbu version, but with more colour, or maby something like AS lostcity. Anyhow im glad u guys like the pimpin' up of clocktowers - i should be ready soon, im still a little unsure about the gameplay tho - i will work on that a little more. I like the idea of throwing a map around between us anyway, but it obviously depends on when people r available 2 work on it. Damn i just wish i could find that chinatown map :P. Anyway we make a good team shinobi  ;D
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-23 13:41:26
Great that u agree now we only need molgan to agree and then some1 starts that map i think the rest will run itself by time inspiert by screenshots of the nxt stepps. But anyway we can start that if yall like (i got no "timepush" = Zeitdruck) but first lets get Clocktowers ready. Maby u dropp in ya sign there 2 cause u worked alot 2 on that map its like we made it toghether and not me alone. Or make a new sign "This map is made by Jonny and KINGshinobi" or some.  :) ;)
Title: Re: vctf-ClockTowers
Post by: Jonny on 2007-03-24 15:34:22
OK im having some framerate issues especially in the corners of the map, the problems is the map is pretty much one large, open space and the two towers are always in view. I don't know how to solve this problem as i dont know too much about optimisation yet. I've deleted some terrain layers, taken afew meshes back out, increased the size of the middle antiportal, but the framerates still swings around. Can anyone help me out with this?

The only thing i can think of atm is to make the middle hill higher (and thus the antiportal inside it) but im not sure if shinobi would want this/ how it would affect the map etc.
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-24 16:02:06
How about we try playing the map like u got it now b4. So we c how it works and c then if it needs more optimizing. But the idea with making the middle hill higher is also good. I think distance fog , antiportals and static mesh cull distance is the only way to optimize an outdoor map . O ok and cutting not seeing terrain off (dont know how to do that btW). But too much distance Fog wouldnt b good cause u cant use the sniper top place then.  :) ;) ??? I mean alot of other maps dont run that good on my pc and i dont think that 1 will make much driffence from the fps to other maps. It always belongs to the pc u got. Maddog also runs not like it should on my pc but i can play it and its fun for me :D I think n outdoor map will never get the fps of a zoned indoor map.
Title: Re: vctf-ClockTowers
Post by: Jonny on 2007-03-24 16:07:24
yeah iv been trying all the optimisation stuff i know, but im working on making the middle hill bigger atm, then i will host it so we can all try it. As for the terrain visibility thing, go onto the terrain layers window and select visibility on the list. Then you can use the brush to right click make terrain invisible and left click make it visible again. This is good for areas like under the clock towers where the terrain will never be seen, and under large rocks etc. I also noticed in your maps you place pathnodes at weapon lockers and sometimes pickups, you don't need to do this as every weapon locker, pickup, vial, etc acts as their own pathnode. Anyhow ill keep trying at it and host a beta soon. (also i somehow got the bots to use the vehicles)
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-24 16:22:09
:) sounds easy with the terrain visibility thx. Also good that the bots work so ppl can play that map at the night with only a few ppl, its small and runs then also better from fps. Maddog should b from its name also a 2v2 map i guess. But ok if its on the server it should run good for 18 ppl 2.
Title: Re: vctf-ClockTowers
Post by: Molgan[ApA] on 2007-03-24 18:14:29
Another thing to try for optimization is editing the colission on static meshes (if u havent already). Turn off colission on all meshes players can't reach. For meshes that need colission; if possible turn it off completely and replace it with a blocking volume. There are more tweaks but this is often enough to minimize the lag a bit especially online. Also try to reuse textures so that the list of textures "in use" is as short as possible.
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-25 12:41:01
Thx also a good point.  ;)
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-29 10:48:52
m jonny u still working on the map?   ^-^ ???
Title: Re: vctf-ClockTowers
Post by: Jonny on 2007-03-29 14:59:58
sorry mate ill send it to you today - its not quite how i want it but i don't have time to work anymroe on it. Maby molgan could help you with the framerates i dunno, needs more antiportals maby. Ill host it on my site 2day, check out my sig in a while.
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-29 15:03:15
k  ;)
Title: Re: vctf-ClockTowers
Post by: Jonny on 2007-03-29 15:26:59
http://files.filefront.com/VCTF_ClockTowers_beta1ut2/;7067994;/fileinfo.html
Title: Re: vctf-ClockTowers
Post by: shinobi on 2007-03-29 16:28:56
Jonny dont remove the downloadlink. I just played the map like it is now and it runs much better from fps then b4. U did a real good job also from the look. I think the map is great like it is now and it will run better then most outdoor maps that already on the server (from fps). Annihilator can u upload the beta1 to the server? Hope jonny agrees 2.   :) ;) ???
Title: Re: vctf-ClockTowers
Post by: Jonny on 2007-03-29 16:48:31
Yeah i guess i mean it's your map. It's just i was in the middle of working on it but i guess it doesnt matter too much. The black areas of terrain just need some snow texture applied to them, and there are afew more tweaks i wanna do but i guess that can come in a beta2. Glad u like the aesthetic tweaks  ;).
Title: Re: vctf-ClockTowers
Post by: Hurrah on 2007-03-31 18:13:34
Awsum all that editors! KING, Jonny, Plugh, Molgan... keep on the good work.
Title: Re: vctf-ClockTowers
Post by: Uffish on 2007-04-02 10:22:50
Yeah, this burst of artistic collaboration is teh cool.
Title: Re: vctf-ClockTowers
Post by: [king]hipy on 2007-09-09 15:13:08
hi maby can there be add lifts and maby you can put a demer inside the tower ( ore  some secret ways under the level etc ? ) im nog good in map edting but maby is?