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[WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

  • misterbister
  • December 15, 2005 at 9:35 PM
  • ⌐■_■
    • March 20, 2006 at 6:40 PM
    • #61

    I demand a betarelease!

  • Grinwhrl
    • March 20, 2006 at 8:19 PM
    • #62

    I demand you to change your avatar!!

  • ⌐■_■
    • March 20, 2006 at 9:45 PM
    • #63

    why?

  • Grinwhrl
    • March 20, 2006 at 11:01 PM
    • #64

    becuase i hate seeing that picture of you!!! IMAO

  • misterbister
    • March 26, 2006 at 8:14 PM
    • #65

    Progress:

    Ive been working on elevators and elevator shafts today, aswell as texturing here and there. As far as I can see, the beta should'nt be to far away. However dont expect it to be released this week or something like that...

    I dont want to make something hasty =).

  • misterbister
    • April 7, 2006 at 1:24 PM
    • #66

    Progress:

    I planned to release a Beta this weekend but during a last minute test with some friends i quickly realized that i have to brighten the map up. Everyone with CRT monitors had a real hard time playing the map because of the darkness. Ill focus on improving the lighting and release a beta next weekend.

  • spine
    • April 7, 2006 at 10:29 PM
    • #67

    It's looking good Sir!

  • ⌐■_■
    • April 8, 2006 at 12:51 AM
    • #68
    Quote from spine

    It's looking good Sir!

  • MJ
    • April 11, 2006 at 4:10 AM
    • #69

    status?

  • misterbister
    • April 12, 2006 at 1:52 PM
    • #70
    Quote from MJ

    status?

    Currently doing very well, the lighting has been fixed and works good on both TFT and CRT monitors. Im doing some finishing touches at the moment.

    There will be a beta available on friday, or in the weekend.

  • JAL
    • April 12, 2006 at 2:00 PM
    • #71

    misterbister what's your fps on the map?

    And what are your pc specs.

    I hope the whole map isn't rendered at one time, it would certainly kill my pc

  • misterbister
    • April 12, 2006 at 2:47 PM
    • #72
    Quote from JAL

    misterbister what's your fps on the map?And what are your pc specs.

    I hope the whole map isn't rendered at one time, it would certainly kill my pc

    The whole map isnt rendered at one time .

    Specs:

    3000+ (1,8ghz)

    1 gigg RAM

    Radeon X800XL

    I play with ALL the settings on MAX and in absolute worst case scenario get 30 FPS in the outdoor scene, looking in a certain direction.

    The map is quite demanding though, im pretty sure of that.

  • misterbister
    • April 14, 2006 at 3:06 PM
    • #73

    The school keeps me from uploading the Beta today, ill release it tomorrow or the day after tomorrow.

  • misterbister
    • April 16, 2006 at 9:54 PM
    • #74

    I have now tested the beta with some friends and made sure that it works as it should.

    You can download it here:

    http://www.home.no/misterbister/maps/dm ... tyBETA.rar

    The fundamental layout of the map will not be changed very much at this point, however im open to all crits you can give me.

    Please test the map with some friends if you can and tell me what you think. I would greatly appreciate that.

    Heres a list of things that i WILL change/add with the final version:

    Sounds (Ambients and stuff, everywhere)

    Throwable objects

    Materials (Ill replace some of the materials, aswell as make new ones)

    3D-sky (will probably remade quite alot)

    Weapons (Probably change their position aswell as add some where they are needed)

    Teamplay (Ill add specific spawnpoints for teamplay)

    Ads (Ill completely remake all the ads)

    Here's some images of Dm_cloudcity BETA:

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740008.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740009.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740010.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740012.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740013.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740014.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740016.jpg]

    Again, the map can be downloaded here:

    http://www.home.no/misterbister/maps/dm ... tyBETA.rar

    Feedback is appreciated.

  • ⌐■_■
    • April 16, 2006 at 10:08 PM
    • #75

    awesome!

    dl'ing it now

  • BlueCoatKarma
    • April 17, 2006 at 2:57 AM
    • #76

    Nice. You might be aware of this stuff, but it can't hurt:

    Dev Textures:

    [Blocked Image: http://img160.imageshack.us/img160/1760/dmcloudcitya7400006wi.jpg]

    [Blocked Image: http://img215.imageshack.us/img215/4089/dmcloudcitya7400052gg.jpg]

    [Blocked Image: http://img68.imageshack.us/img68/670/dmcloudcitya7400088je.jpg]

    [Blocked Image: http://img215.imageshack.us/img215/2034/dmcloudcitya7400101xp.jpg]

    [Blocked Image: http://img215.imageshack.us/img215/1232/dmcloudcitya7400030qt.jpg]

    Not sure what's going on here. It seems like the animated texture that looks more distant is actually closer than the texture that is bigger/more detailed:

    [Blocked Image: http://img66.imageshack.us/img66/6990/dmcloudcitya7400013am.jpg]

    Not sure if there's anything you can do about this, cuz the reflections from cubemaps don't really get dim enough, but the transition to black texture is obvious in your elevators:

    [Blocked Image: http://img215.imageshack.us/img215/4202/dmcloudcitya7400041rp.jpg]

    This texturing just looks really weird to me. I think you need something at the top of the ledge so the fact that this is just a normal mapped texture isn't so obvious.

    [Blocked Image: http://img220.imageshack.us/img220/2637/dmcloudcitya7400068pw.jpg]

    This texture seems really stretched and kinda out of place:

    [Blocked Image: http://img220.imageshack.us/img220/7927/dmcloudcitya7400124ev.jpg]

    This texture is aligned badly:

    [Blocked Image: http://img220.imageshack.us/img220/3475/dmcloudcitya7400135bz.jpg]

    Maybe I don't spend enough time looking at outdoor maps with mat_wireframe on, or maybe this is unavoidable, or maybe this is legitimately scary:

    [Blocked Image: http://img220.imageshack.us/img220/2530/dmcloudcitya7400111az.jpg]

    This map is totally "walk-around-able" and for the most part it looks great, but I don't want to think about trying to play it with other players running around and "throwable objects" added in.

  • RA7
    • April 17, 2006 at 10:42 AM
    • #77

    Where are the sounds? For a city its too quiet....

  • BlueCoatKarma
    • April 17, 2006 at 6:43 PM
    • #78
    Quote from misterbister

    Heres a list of things that i WILL change/add with the final version:Sounds (Ambients and stuff, everywhere)

  • RA7
    • April 17, 2006 at 7:02 PM
    • #79

    Mkay, must have been blindfolded

  • misterbister
    • April 29, 2006 at 10:50 AM
    • #80

    Sorry for not answering for two weeks, but ive had an hell at school and been sick aswell.

    I also wanted to hear what everyone had to say before rolling out my plans.

    Thanks for the feedback BlueCoatKarma. Ill fix all the issues you noticed.

    Aight, off to my plans.

    Optimization

    Lots of effort will be put into optimizing the map. First off ill try out the skybox suggestion. Secondly ill remove some of the reflective materials aswell. Heres some specific examples of what i will change:

    This particular area really gives me an headache. First off theres way more polygons than needed right here. Secondly the opening is made so that the engine is forced to render everything behind it from almost all angles in the open area. Ill add a wall here so that this wont happen. I think this will do alot for the FPS since theres so much being rendered without any need of it.

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740018.jpg]

    This whole building i completely retarded, pulling all of the resources away and being uggly at the same time. Ill probably remake it from the ground up.

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740026.jpg]

    In this area ill remove the opening.

    Gameplay

    One big thing that i noticed during gameplay, and ive had feedback about it aswell, is that the weapon placement simply doesnt work as intended. Players avoid some areas completely and some areas are far to rewarding. Im planning on making a total remake of this.

    Instead of putting all the good stuff concentrated, ill spread them out. Ive been thinking about making "routes" for different types of players which they can take to get the weapons and equipment they like.

    Im planning to add explodable barrels in the final version, simply because they are so much fun. Dangerous and unpredictable. What do you think about them?

    The map also contains lots of areas where theres very poor gameplay because of the lack of cover and "small stuff". One of the greatest example of this is this:

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740021.jpg]

    Any suggestions on improvement?

    Another area that totally lacks of small stuff is this one, how should i make it better without boxes?

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740028.jpg]

    Im very unsure about theese holes in the street. Do they really add as much as they take in performance? I made them because i thought it would be fun to shoot people out on the holes and watch them fall down and because i wanted the place to feel like a battleground. However this doesnt happen very much.. Whats your thoughts about them?

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740027.jpg]

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