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Author Topic: Map: Freeport 21 [Alpha]  (Read 4406 times)
pluto soldier


Turrets: +2/-0
Posts: 19


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« on: November 17, 2007, 05:51:40 PM »

This is a small and really simply contrived map. this release is a GAMEPLAY TEST release.

screenshots:






check it out and have fun Smiley
link:
http://uploaded.to/?id=s58u5m
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E-Mxp


Turrets: +27/-10
Posts: 722


« Reply #1 on: November 17, 2007, 06:19:03 PM »

Looks great! Just hoping that servers will play this Grin
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your face
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Turrets: +109/-407
Posts: 3533


really your face here


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« Reply #2 on: November 17, 2007, 07:19:40 PM »

awesome!  my server will!
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{NoS}Your Face
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epsy


Turrets: +8/-25
Posts: 205

Personal Text


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« Reply #3 on: November 17, 2007, 09:24:19 PM »

From the screenshots, i can tell it's mostly good looking, haven't tested it yet

oh seriousely common! i think you could have made your own texture for this !!
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Knowitall66

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Turrets: +70/-52
Posts: 489

Oh well. If we fail, it's only death.


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« Reply #4 on: November 17, 2007, 10:45:00 PM »

Over Use of the Atcs light texture as mentioned above. Fog in Alien base is like a block when seen on top of stairs. Also odd glitch if i stand here(Where im aiming above human base): http://i124.photobucket.com/albums/p32/knowitall66/Weird.png
Then i can get shot by turrets. Lighting a little too bright in corridors and 'Control Room' is a bit Odd. Camera Postions need moving rather then all being in human base.
Other then that looking good. The Damaged Corridors are cool.
« Last Edit: November 17, 2007, 10:46:34 PM by Knowitall66 » Logged


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Odin
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« Reply #5 on: November 18, 2007, 03:43:40 AM »

Screenshot 4: Oh fuck.
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TRaK


Turrets: +94/-21
Posts: 442


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« Reply #6 on: November 20, 2007, 01:50:48 AM »

It's a good start. As mentioned, the lighting in the halls is way too bright in relation to the rest of the map. Also, there is an area in the ceiling of the human base that is noclipped.

As cool as it may be, I think it would be wise to block off the glass between human and alien base in order to get good vis seperation. The human base is usually laggy enough as it is without it looking into a foggy alien base. Your map would perform a lot better if you did that, at not too much of an aesthetic cost. I notice you're a chronic bad optimizer, too; Outpost p4 and The Two Towers are both interesting maps, but they both suffer from the fact that you can't seem to accept the limitations of the q3 engine.
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kangounator


Turrets: +2/-1
Posts: 35


« Reply #7 on: November 20, 2007, 10:15:07 PM »

I looked a bit at the map and it is really one of the nicest maps I've seen, but I have a few criticism :

As TRaK said, putting a wall instead of glasses between A and H base will greatly improve FPS (without a single player I had 60, it would go down to 15-20 with camping humans).

Another Thing I found while jumping with the marauder is that the glass part of the doors we can see in the fourth screenshot are not solid, the marauder can jump through it without waiting for the door to be opened and so does other things.

There is also in the upper room some parts where the dreth cannot wallwalk (unless it is made on purpose).

(It seems that you used light entities, you could consider using light shaders instead)
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fleash eater


Turrets: +25/-33
Posts: 408


« Reply #8 on: November 21, 2007, 05:58:20 PM »

its ok for a start, need to have the map moree interactive with the player, that would make it better Grin
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