Author Topic: CTF Ash Remake  (Read 8855 times)

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Offline Akinaro

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CTF Ash Remake
« on: November 14, 2013, 02:09:01 pm »
...
« Last Edit: November 18, 2015, 03:27:31 am by Akinaro »

Offline smiluu

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Re: ctf_Ash HD
« Reply #1 on: November 15, 2013, 04:02:03 am »
You seem to be having several normal polygons on top of each other, both visible polygons (textures) and invisible that I think you intended for drawing out the physical contact line. On top of it in the bases especially, thin polygon layers tend to cause poly bugs as well as nade bugs. In multitexturing and 'polyarting' I recommend everything you create for the "looks" should be in "doesnt collide" mode, whilst you create another invisible layout just for "normal" physical contact. Take reference from my map DM_Negligence_v2 or CTF_BadResort found in my signature/profile for compatible multitexturing techniques.

Offline nosejj

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Re: ctf_Ash HD
« Reply #2 on: November 15, 2013, 05:34:28 am »
I like the idea of shakin' up a little the looks of ctf_Ash.
However I didn't like the way you got rid of some colliders, a lot of this map is about nade boosting.
Moreover, I'd actually like to see the original version just graphically modified.

Offline smiluu

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Re: ctf_Ash HD
« Reply #3 on: November 16, 2013, 05:57:20 am »


Note, when it comes to mapping in Soldat I'm still way back in 2007. Something might be new, if so then correct me please.

Offline Puure

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Re: ctf_Ash HD v3
« Reply #4 on: November 17, 2013, 02:12:57 pm »
I suggest to merge all little sceneries within the big scenery, example (inside building) to one file. File size will be not significantly larger, because length and width will be intact, additionally soldat would have less files to loading and lags can be decrease to some extent. Imo map looks better without hills on the background + less lags.

Offline Marfyn

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Re: ctf_Ash HD v3
« Reply #5 on: November 17, 2013, 09:33:48 pm »
Akinaro, your HD projects are really good imo, good job!

I suggest to merge all little sceneries within the big scenery, example (inside building) to one file. File size will be not significantly larger, because length and width will be intact, additionally soldat would have less files to loading and lags can be decrease to some extent. Imo map looks better without hills on the background + less lags.

I agree with merging the sceneries. The background is good, you can just turn off the background scenery if you want to lag less and improve your fps (I particularly disable background scenery, smooth polygons and weather effects).

Offline NamelessWolf

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Re: ctf_Ash HD v3
« Reply #6 on: November 23, 2013, 07:29:45 pm »
The new look is great, but that placement of player colliding polygons is so bad that it seems like a deliberate sabotage. I wonder if you've done the same for the other map, which also looked good.
« Last Edit: November 23, 2013, 07:36:12 pm by NamelessWolf »

Offline Mittsu

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Re: ctf_Ash HD v3
« Reply #7 on: November 25, 2013, 11:28:11 am »
i suggest you make it playable cause the visuals look awesome

if it's looking neat and is playable then imo it has a chance to make it to default mappool


come to to think of it, it looks like a map that would be great for R/S, i'll check it out
« Last Edit: November 25, 2013, 11:29:43 am by Mittsu »
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Offline As de Espada

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Re: ctf_Ash HD v3 Update
« Reply #8 on: November 30, 2013, 09:26:24 am »
About the map, multitexturing ctf_Ash is recurrent, and I don't like that much eye-candy in a map, I prefer soldat retro style
Once my internet is back I'll add your map to a custom maps server I am making

I was kind of inactive for the last 2~3 weeks, but as a mod I have to ask you to argue only via personal messages.
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me making a map on youtube: ctf_FastMade

Offline BlackHoles

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Re: ctf_Ash HD v3 Update
« Reply #9 on: December 01, 2013, 11:26:55 pm »
I have edited this map a bit for fun like you can see on the picture.

And what u cant see on the picture:
-copy&paste'd the original objects
-edited the colliders to get more ctf_Ash feeling
-edited how you stay in the windows to get more ctf_Ash feeling
-copy&paste'd the original waypoints (a bit editing was needed, dont know if it works correctly)

@Akinaro: I like your idea, keep it up!

Offline darDar

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Re: ctf_Ash HD v3 Update
« Reply #10 on: February 27, 2014, 03:17:57 pm »
Akinaro, the sceneries etc. are missing in your upload
Could you reupload that please ?

Nice map by the way!
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Offline Drax

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Re: ctf_Ash HD v3 Update
« Reply #11 on: February 28, 2014, 05:51:29 am »
nice map, make one in night time !!

Offline Vucgy92

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Re: CTF Ash Remake
« Reply #12 on: March 23, 2014, 03:51:07 pm »
Map-Porn wow really Awesome ! :D
Choose one,
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Offline BlackHoles

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Re: CTF Ash Remake
« Reply #13 on: March 24, 2014, 11:31:01 pm »
The FPS is much better now but the size of all looks buggy (the top of map and the houses) somehow.
Still gj how is about done this with multitextures? I will maybe test it next weekend.

Offline Furai

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Re: CTF Ash Remake
« Reply #14 on: March 25, 2014, 04:56:42 am »
Quote
Map is a bit wider in the middle
Doesn't it mean that the m72 law trickshot won't be possible anymore? (The one where you sit on the edge of flag's dais and aim in the corner of the screen so the rocket will go directly through your opponent's base roof?)
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Offline Akinaro

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Re: CTF Ash Remake
« Reply #15 on: April 16, 2014, 10:04:17 am »
*UPDATED*

OK, I fixed what I needed to, and put correct sceneries :]

Furai: now its based totally on original Ash, the same size and polygons.

Changelog:
Now it based in original ctf_Ash(the same size: no wider or higher)
All colliders in the same positions.
Fixed poly bugs that I had in previous version
fixed naming of sceneries(before I had testing names)
233KB is from default sceneries but I put them in zip just in case.
Original waypoints.


EDIT:

Work in progress...
Night version...


Offline homerofgods

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Re: CTF Ash Remake
« Reply #16 on: April 16, 2014, 11:34:41 am »
You have inspired me Akinaro

Offline Mittsu

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Re: CTF Ash Remake
« Reply #17 on: April 16, 2014, 11:35:56 am »
i really wish your maps become compatible with the old versions and get added to the official mappool
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Offline Akinaro

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Re: CTF Ash Remake
« Reply #18 on: April 16, 2014, 11:58:25 am »
Well, current version, that you can find in first post, it TOTALLY based on original map. Polygons are just set to transparency 0% and on top of that you have my graphic. I only deleted "doesn't collide" polygons and I add new small sceneries. Old map is still behind my graphic, that [interesting fact] was totally made from polygons, but thx to magic of PrintScreen now its .png graphic :]

here is small comparison:


ceiling is a bit different, but for now any of players that play on my map didn't notice this(even I forgot about that)...
« Last Edit: April 16, 2014, 12:43:58 pm by Akinaro »

Offline Akinaro

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Re: CTF Ash Remake
« Reply #19 on: April 19, 2014, 06:31:07 am »
*NEW VERSION*
Probably last...

Check First post.

Probably also I'm not gonna upload Night version, don't see the point of doing ths...
« Last Edit: April 19, 2014, 06:48:31 am by Akinaro »