Posts by arhurt
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WOW That`s freaking awesome!!!!!!!Congrats Min0!!! :megaman: You deserve it a lot man!
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Awesome! I love the subtle lightning and the dampness of it all.
That worm is freaking scary, could be a boss monster in some survival horror game!
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Thanks guys!
The reception has been great so far. I've posted it in a dozen of TF2 clan and community forums.
Also, here's the FPSBanana page for the beta 1: http://www.fpsbanana.com/maps/67068
Thanks again, your help and feedback has been invaluable!
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Thanks m8nkey, I've fixed those now, and along with the new control tower models and some major optimization, Beta 1 is out.
You can download the map from here: http://forums.tf2maps.net/downloads.php?do=file&id=376
I'm not bringing any new screens since the only visual improvement was on the models of the control towers. There should be a few servers with this map soon as I'll be advertising it around with server admins in the next couple of weeks.
Thanks a lot everyone, now go play some TF2!
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Well the game is Fun, at least to game developers who can truly appreciate all the tech and art that it has. The RTS stages are surely paid off by the space age, at least to astronomy geeks such as myself...
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I mean, where else can you get so close to a Protoplanetary disk?
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just to bring back life to this thread while we wait for more news.
One thing I really want them to fix is to get more varied body shapes i nthe game. In Oblivion everyone was as fit as a top model, or one of the spartans from 300... even the old ladies and the merchants were perfectly fit.
I want fat people in the game too!

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I know, I just wanted to emphasize it for the naive people who may think that all is good in the land of Mario, Dr. Freeman and... 50cent: The Game...

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Nice! I don't know how you are implementing them, but make sure the entrances and exits are set inside some kind of respawn room (as in a room where only your tem can enter) to prevent sticky bomb and sniper camping on the exits.
Also make them less than optimal so an engineer can still be useful with teleports of his own

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Nicely done!
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Very nice design dude. Teleporters are going to be a must so be sure to include a few safe spots to hide one, those heavies will be crying like babies for some help, I like it

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Jenn0, those look really nice. Preparing for a barbecue?
Here are the air traffic control towers for the 3d sky of my map:
[Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/towers.jpg]
I figureed I was being lazy not making the red tower it's own model... I could at least make a different skin

[Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/towers-1.jpg]
Edit: Don't mind the invisible polys, the models are supposed to be viewed from below so they shouldn't be noticed.
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I was careless and forgot to compile the HDR cubemaps the last time, so I´ve updated the file on that link. If you want to take a look and have downloaded it previously, please download again to get the correct version. I haven't changed the filename so you should overwrite all files.
Here's the link for convenience: http://forums.tf2maps.net/downloads.php?do=file&id=376
Sorry for the inconvenience, now back on our regular schedule.
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You have to collapse the modifier, don`t be afraid.
Right click the model with the UVW modfier, select "Convert to Poly" and collapse it. Then you can reshape/reapply smoothing groups and add and remove polys without hesitation.
After that, if you need to tweak the UVW mapping, just add the filter once again and you are done.
Edit: Also, that looks TF2-ish to me. Like an airplane door? Must see!

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Hey guys thanks

I`m sorry for the HUGE post. I kind of get carried away now and then... I tried to minimize it by changing most of the pics to Tumbnails, so if you want to look more closely at any of the other images you just click it.
Although I haven't playtestet it as much as I'd like, the size of the map actually makes for a change of pace from traditional 2fort style ctf. Usually the flag is captured after a couple attempts are made. Thats one reason for the double return time for the flag. Usually it takes 2 or 3 pushes to bring the flag to the cave or yard and then it finally can be escorted back. That's another reason for the advanced resupply lockers, so you can quickly set up a forward defense.
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The download link is up: http://forums.tf2maps.net/downloads.php?do=file&id=376
The new Readme is done, and if you feel like you should be thanked, shoot me a PM and I'll see to it, as I can't possibly remember everyone who helped.
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Big update!
This version shown here is a Beta release candidate. That's right, I'll finally move from Alpha and into Beta. What does that mean? I'll soon put the map out on FPSB and advertise it out in as many forums as I can. I have been avoiding exposure of the map so far, and when I reach beta I'll want as much exposure as I can get.
But before that I'm putting this Beta release candidate for gameday so we can hammer down any showstoppers or major bugs. Also this will give me time to properly write a readme thanking and acknowlaging (sp?) everyone who's helped me so far. I also added the TF2Maps.net posters

First off, the overhall changes:
SIGNS! - Yes, now you can't make a turn and not have a sign directing you somewhere. Signs are all over the place and especially the area leding from the spawnrooms to the intel has been made to ensure that players know where their intel is from the very first moment they arrive in.
Lightning - Finally I have reached the perfect sun settings for my map. W00t!
Ok, enough talk, lets comment on some screenies, one area at a time, on the next post:
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First is this overhead view of the map. One thing you can't see here is the cave because it is under the mountain. But then, I just wanted to see how this was done and I'll make a decent overhead view for beta release.
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Spawnrooms
I had expanded the spawnrooms from the last iteration. I wanted to have a little extra space in the spawnrooms so I can add a map of the map
and some other scenery as well as a large wall for forum/community banners and posters that is somehow hidden, but present.[Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0065.jpg]
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The spawnrooms are basically the same. I added a small area before the ressupply rooms where you can see the big boss office with a large glass window so he can watch his workers punch their cards and come to work. I have changed the intelligence room quite a bit (you'll see) and I didn't want to throw away the nice spyboss table I had done there, so I moved it here.
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Hangars (inside)
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Not much changed here in terms of general layout, but I tweaked the lights to give more contrast to the props in the middle of the room, making more clear the division in the passable area that they represent. The signs by the side of the stairs also help to keep the playerflow© fluent.
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Hagars (ceiling)
This area presented problems due to the HDR settings. I found out that for some reason I left an alpha channel on the ceiling texture, and the engine was interpreting it as a specular mask thus making the ceiling highly specular. This problem has been solved and the ceiling became dramatically more defined on both bases. You can alos notice the new details around the red base, that was kind of barren on every one of the past iterations.
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I also enlarged the windows in front of the hangar "tower" so attacking players have an easier time getting in the intel room.
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Inner bases (upper level)
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This area suffered a major reconstruction with the addition of more ledges and platforms. The raised areas give an attacking scout many ways of accessing the hangar, be it from the floor level, from the second level platforms or on top of the roof. The platform leading around the base should also be a good incertion point for a cloaked spy and possibly a good point for a pyro to drop on top of attackers.
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Inner bases (ground level)
This large open area is crampled from both sides by the hangar ceiling and the ofice buildings, but most classes must walk trough it.
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I added some props for cover and strategical movement, such as a few ramps and places that you can crouch and possibly hide from an unsuspecting player. I belive that in many situations this area will be the place for a fallen flag since anyone carrying the flag will have to go past it on the floor level (a scout can make a double jump from the hangar ledge to the platform on the office building, but it's a tricky jump). Since I set the return time of the flag for 2 minutes on my map I belive this will be most likely a stop for every capture (unless it's a very coordinated team capturing).
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Intel Rooms
Now this is the area I'm most proud of in this update. I made special props for each team so that the intel room in the hangar "tower" is the project schematics rooms. Check and see the new stuff!
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This time I timed it and a scout can get from spawn to the enemy intel in roughly 25 seconds. In the same timespan an engineer can get to the intel room and make a level 1 sentry in an optmal position.
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Sewer and underpass
This area had a few props added to provide cover and platforms to change from one level to another. Some more detailing and a tweak on the lights did the job. Alos, every base now has a ressupply locker near the rear entrance to the sewers/underpass so they can easly set a strong defensible position in the sewer.
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I also added a full ammo pack so that attacking engineers have a chance to set up an advanced base in this room that is quite strong. Also there are places to set up a hidden teleporter that should remain there unless the defenders are actively looking for it.
I also changed the more angled ramps to stairs.
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Cave
Aside from tweaking the lightning a little more nothing changed here. I just added it so this overview of the map would be very complete.
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The cave connects the two sewer/underpasses to the outside yard and office buildings, creating an 8 for the overhall layout of the map. I have removed the metal ramps and lamp fixtures and placed rock formations and an opening in the ceiling to let the daylight shine trough.
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Office buildings
I added a few shacks I copied from Lumberyard to add a little more interesting gameplay options to this area, such as places to hide teleporters and to sneak in as a spy or pyro. The platforms also give snipers three options of sniping. They can stay on the building and strafe trougnt the door at middle level, they can use the lower level for added cover, or they can use the highest platform, that gives the most field of view and angle advantage, at the cost of having close to no cover.
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If a sniper misses his target he also has plenty of time to run or prepare to face the foe, since only soldiers and demoman could jump up to his platforms directly, and all other classes have to go inside the building and run back to get to the sniper deck.
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Yard
[Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0043.jpg]
This area is where lots of fighting will take place. Since I changed my forest props for the Alpine trees from valve I had a feeling that Snipers had too much domination over this area. I added the bridge roof from 2fort to the middle of the yard and with the extra shacks I added they made for a very good playable arena. I also added tons of props that serve as ramps for the upper part of the tunnel.
A crafty engy might realise that he can build a semi-hidden teleporter or sentry gun atop the trees!
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Ok and that's it!
List of things to do to beta: Decent readme file. Map of the level for spawn room.
Well I hope you have enjoyed the update. I'll be packing and prepping a download for tomorrow so you can see all this stuff in first person.
Thanks a lot for the read!
edit:Forgot to add the compile log:
Code
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I'm not too sure about that. The first two games had their combat exclusively tied to the VATs system, and they where quite hard. I think that the videos are misleading because they give the player obviously overpowered weapons, I mean, he was using a powerfist and the guy attacking him had a crowbar in his hand!
There must be some sort of penalty after using the VATs system, either that or the NPCs can take actions as well, just like the first games. At least I hope so, but I think that the videos are misleading because they want to show off.