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Soldat Maps & Mapmaking => CTF/INF maps => Topic started by: KorrupT MerC on January 05, 2008, 06:15:21 pm

Title: Ctf_Boscage
Post by: KorrupT MerC on January 05, 2008, 06:15:21 pm
Ctf_Boscage

This is the reformed ctf_supershot. I attempted a whole different approach (for me) in doing my shading (feedback!).

Updates
-Darker map overall
-More scenery
-Added waterfalls
-Attempted to make the military base look more militaryish(feedback wanted here)
-Darkened the lights in the base
-Made the border poly's thicker
-Gave the polys a more smoother look
-Regenerating poly's in the military base
-Added a new route into/out of the alpha/bravo bases which allows easier access to the top route.
-Not as bold waterfalls
-Various other small fixer-uppers


Overview[/u]
(http://img515.imageshack.us/img515/1894/boscageovov8.th.png) (http://img515.imageshack.us/my.php?image=boscageovov8.png)
Title: Re: Ctf_Boscage
Post by: ~Niko~ on January 05, 2008, 06:36:55 pm
2 waterfalls at the same spot, and mirrored looks horrible, IMO...
Well, much better shading and texture streching, finally this looks like a GOOD map.
Some scenery are completely mirrored, and I still think that the people will run across the base without use it.
Title: Re: Ctf_Boscage
Post by: Suowarrior on January 06, 2008, 07:40:26 am
Now map looks good enough despite the fact that most jungle sceneries are set randomly. Now there are a lot more polys, that's why u need to learn fixing polybugs, cos atm map is very bugsy (soldater spins around from corners). Here's a short tutorial for polybug fixing. You have same kind of points all over your map

This is where you are
(http://www.geocities.com/suowarrior/problem_rasteroids.gif)

There are two things which make this corner bug. At first the polygon is too thin which causes already bugs. Secondly the point of corner I've selected is on the walking line, that means if the soldat player runs over this point, it may propably bug (in this case spin or get stuck). So here's the solution

(http://www.geocities.com/suowarrior/problemfixed_rasteroids.gif)

As you can see the polygon is now broader and the soldat player don't run over polypoints they just run edges of polygons which don't cause polybugs.

Anyway good job, I would happily play this map in server sometime. (After polybugfixing :P)