Author Topic: ctf_tw_Project  (Read 1730 times)

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Offline Mr. America

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ctf_tw_Project
« on: February 12, 2010, 05:56:43 pm »
So, well, I was making a map. Again.


(^ clickable (7MB) ^)

Download

Actually I wanted to include a link to a really big overview without the infos here and there, but it didn't let me. The download includes the map and its sceneries. Tell me what you think, I still have some problems with parts of the layout and some visual stuff.

As you can see (I hope you can) it's another trenchwar and again it's a forestish theme. The layout is rather freestyled, I just did what seemed interesting. For instance, the 2 mountains in the middle are strategic places. The tunnels are easy to go trough and give you hells of speedboosts. However, they're easily defended, in the left mountain's tunnel you can't even shoot without laying. Therefor it's possible to go over them, what bears the risk of getting sniped down aside the fact that most of it is loaded with barbwire.

Beer heals.

Waypointed. badly.

I don't know why, but the minimap shows up with invisible polys when I delete the little polygon in the air around the middle of the map. Anybody knows why? And how to solve it?

One of the things in maps that most try to avoid is the stupid bouncy poly. I tried going a little oldschool and make overlapping polys, however it just didn't help. When running trough, sometimes you get bounced around, sometimes even on flat ground where there's actually only one poly  :o . However I think the movement became better, after I remade the left part.

Dunno what else I should write down. Maybe some general info? It's based on tali-ihantala from Maekl. I played around with VTT's scenery making tut, tell me wether you like the sceneries. This map took about a friggin year to be made. I'm way too lazy. ^^

I need a name for it.

edit: Some infos I forgot to write down.

Bravo's house (the one right from the mountain) has a "secret" way to get on the roof. Going trough you'd be hidden behind a scenery, that's why I set the poly you walk on to "hurt" to prevent lame hidecamping.

For testing purposes I left jet on normal. Just keep in mind that this will change to "none".
« Last Edit: March 10, 2010, 04:20:56 pm by Mr. America »

Offline Blacksheepboy

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Re: ctf_tw_Project
« Reply #1 on: February 12, 2010, 08:58:54 pm »
With this map, you have basically embodied everything I've thought about trying with trench wars. Tis amazing. It has the scent of teamwork scattered all across it, which makes me happy inside. I'd play it with bots right now if they were smart enough.

Once a mapper, always a mapper... As an example: I was mapping today, a couple months after being sure that I wouldn't have the desire to lay another polygon. Confound you Soldat ::)

Offline VirtualTT

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Re: ctf_tw_Project
« Reply #2 on: February 13, 2010, 02:10:02 am »
About sceneries:

Your "tw_project_alpha_house": 32 bpp, alpha channel, 253 kb, png, no compression


Since it doesn't use any semi transparency there is no need in alpha channel, simple green mask can do it ( and also improve performance a bit ). png can be compressed so save traffic.
The same image with proper format: 24 bpp, green mask, 30 kb, png, max compression



Gonna post something on layout later...
However even from the screenshot map seem to be too large and to have unnecessary high height deviations. Reminds me of tw_Grasshill, which i don't like at all :\
« Last Edit: February 13, 2010, 02:21:38 am by VirtualTT »

Offline Mr. America

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Re: ctf_tw_Project
« Reply #3 on: February 13, 2010, 05:45:38 am »
Wow, VTT didn't know that. Thanks =) Basically all the bases were done in png even tough they don't need alpha transparency. Will change that.

But don't worry: There's not as much height difference as in grasshill. I know that map, and like you, I don't really like it. Only the bunkers in my map are in a deepening, the rest of the map's actually quite flat. And yea, the map is a bit too big...
« Last Edit: February 13, 2010, 05:55:41 am by Mr. America »

Offline VirtualTT

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Re: ctf_tw_Project
« Reply #4 on: February 13, 2010, 06:30:53 am »
Basically all the bases were done in png even tough they don't need alpha transparency. Will change that.

I think you got it wrong, what i mean is that you can cut off the alpha channel and use a proper compression mode for png to reduse the file size (in case of that tw_project_alpha_house - you'll save 88%).