Author Topic: INF_Warehouse remake  (Read 14243 times)

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Offline L[0ne]R

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INF_Warehouse remake
« on: August 05, 2009, 04:22:31 pm »
----------- Description:
For those who like INF. A visual rework of inf_Warehouse. It's almost exactly the same as the original map, except for minor adjustments and polybug fixes.
upd: I also repositioned bonus kit spawns for slightly better balance.

----------- Preview:



----------- Changes:
v1.3
- Slightly redesigned visual appearance of the tunnels
- Slightly redesigned red spawn
- Fixed a few polybugs
- Fixed a bug with warehouse's BG scenery

v1.2
- Added neutral player spawns.
- Added rambo bow spawns.
- Added BMP fades.
- Stretched textures.
- Improved background colors and polygon shading.
- Rebalanced bonus kit spawns.
- Fixed more polybugs.
- Other minor changes.
*removed the "lite" version from the archive since the difference in visual quality of both versions is now insignificant.
*included a 1.5-compatible version of the map.

v1.1
- Reduced contrast and desaturated colors a slight bit to make them less distracting.
- Added anti-spawnkill polys to Red base.
- Removed tunnel backgrounds from both versions of the map.
- "Lite" version has been adjusted to meet the default map requirements - all PNG sceneries removed comletely and some replaced with BMP sceneries.
- Other minor tweaks and adjustments.

v1.0
- Completely redone polygon shading.
- More trees and grass, more sceneries on Alpha base.
- Clouds and sun in the sky.
- Background sceneries for warehouse and tunnels.
- Completely redone warehouse, to make it easier to get in and out.
- Numerous polybugs fixed.
- Bottom and right part of the tunnel are now wider.
-



« Last Edit: February 06, 2010, 09:18:19 pm by L[0ne]R »

Offline L[0ne]R

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Re: INF Warehouse remake
« Reply #1 on: August 05, 2009, 04:43:36 pm »
It's a [visual] remake. It's same old warehouse, just with fixed polbugs, texture stretches, and better shading. I didn't intend to change layout in any way. Just the looks.

I guess i understood word "remake" a bit differently. :/

Offline Crimson Goth

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Re: INF Warehouse remake
« Reply #2 on: September 11, 2009, 05:22:27 pm »
i like it. is that an overview of the lite version?

Offline L[0ne]R

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Re: INF Warehouse remake
« Reply #3 on: September 11, 2009, 05:23:33 pm »
No, it's an overview of the "normal" remake.
Lite version is almost exactly the same, except trees are more transparent (you can see it on the 2nd picture, which was taken in lite ver.) and there's no tunnel background.

Offline numgun

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Re: INF Warehouse remake
« Reply #4 on: November 19, 2009, 05:37:26 am »
I'm diggin it. This is how maps should be "remade" unlike those in the 1.5.1 beta.

Offline Suowarrior

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Re: INF Warehouse remake
« Reply #5 on: November 19, 2009, 09:49:00 am »
Great that you mentioned about the map, ran couple mins over your map. Seems good small modifications. If new scenery isn't causing fps issues (which I doubt not). I'll suggest the rl version for 1.5.1.

Added rl version into #soldat.mapping inf server.

Offline L[0ne]R

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Re: INF Warehouse remake
« Reply #6 on: November 19, 2009, 10:12:13 am »
That's nice to hear, thanks. :)
I also remade inf_Fortress in a similar way, but I still need to change a few things. I'll post it once I'm done.

I'd also want to add some of those new polygon types to prevent spawnkilling in Warehouse, but unfortunately polyworks hasn't been updated yet. If anyone else wants to do this - feel free to do so.
« Last Edit: November 19, 2009, 10:21:17 am by L[0ne]R »

Offline zakath

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Re: INF Warehouse remake
« Reply #7 on: November 19, 2009, 10:22:36 am »
That's nice to hear, thanks. :)
I also remade inf_Fortress in a similar way, but I still need to change a few things. I'll post it once I'm done.

I'd also want to add some of those new polygon types to prevent spawnkilling in Warehouse, but unfortunately polyworks hasn't been updated yet. If anyone else wants to do this - feel free to do so.
polyworks is updated.
however the polytypes will change more soon so you may end up with nonworking maps if you use new types.

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Offline L[0ne]R

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Re: INF Warehouse remake
« Reply #8 on: November 19, 2009, 10:27:44 am »
polyworks is updated.
however the polytypes will change more soon so you may end up with nonworking maps if you use new types.
Yeah, and that.. In that case I'll wait a bit and release the updated version later, when it's more clear about new poly types.

Offline T-Bone

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Re: INF Warehouse remake
« Reply #9 on: November 19, 2009, 01:42:42 pm »
looks great. Getting in and out of the warehouse easily will be nice. And i like the polygon to block the sniping (dont remember if its in the original or not)
Your acting like your having a duel and your opponent gets a pistol and you get a spork.
Isn't that pretty much what it is? I dunno wtf a spork is, I suppose it's way weaker than the pistol since you compared that to this.

Offline L[0ne]R

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Re: INF_Warehouse rework
« Reply #10 on: November 19, 2009, 06:33:18 pm »
I'm glad you all liked it. :) Hoping to see it in 1.5.1.
Also, I have finished remaking inf_Fortress: http://forums.soldat.pl/index.php?topic=36655

Next on my list is either rise or moonshine.

Offline T-Bone

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Re: INF_Warehouse rework
« Reply #11 on: November 19, 2009, 11:52:13 pm »
Both would be nice *wink wink*
Your acting like your having a duel and your opponent gets a pistol and you get a spork.
Isn't that pretty much what it is? I dunno wtf a spork is, I suppose it's way weaker than the pistol since you compared that to this.

Offline chutem

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Re: INF_Warehouse rework
« Reply #12 on: November 20, 2009, 01:04:21 am »
I think Rise needs more attention.
I like the style of moonshine.
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs

Offline Centurion

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Re: INF_Warehouse rework
« Reply #13 on: November 20, 2009, 03:01:33 pm »
The only remake I actually like.

Offline As de Espada

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Re: INF_Warehouse rework
« Reply #14 on: November 22, 2009, 12:19:08 am »
you should really pm wraithlike suggesting this map to be default
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Offline Suowarrior

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Re: INF_Warehouse rework
« Reply #15 on: November 23, 2009, 04:36:23 am »
Check your rar files. Both this and fortress are missing scenery (remember to add all custom scenery). Saw that now when unrarred this into Soldat that contains small number custom scenery.

Offline L[0ne]R

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Re: INF_Warehouse rework
« Reply #16 on: November 23, 2009, 01:24:39 pm »
Updated. I only had sceneries that weren't on the default scenery list, but now I included them too just in case, as well as the texture.

Offline L[0ne]R

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Re: INF_Warehouse rework
« Reply #17 on: December 05, 2009, 06:35:59 pm »
Updated to v1.1, see change log in the main post.

Offline L[0ne]R

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Re: INF_Warehouse rework
« Reply #18 on: December 30, 2009, 05:59:59 pm »
Updated to v1.2.

Sorry for triple-post but.. MY MAP, MY THREAD, STFU GTFO MMK LOLOL? :D