Author Topic: inf_Tunnel - need waypoints  (Read 2536 times)

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Offline Rambo_6

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inf_Tunnel - need waypoints
« on: August 07, 2006, 05:41:30 pm »
This map needs some waypoints due to its difficult layout.

* Rambo_6 points at Keron Cyst

While i'm at it, anybody have some ideas for the map before it gets posted?

Map file

Overview

Offline Mistercharles

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Re: inf_Tunnel - need waypoints
« Reply #1 on: August 07, 2006, 10:14:27 pm »

Argh, Rambo! Stretch your textures just a liiiitle bit.
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Rambo_6

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Re: inf_Tunnel - need waypoints
« Reply #2 on: August 07, 2006, 11:13:21 pm »
Whadda ya mean, it's perfect.... I did stretch them here and there, but it's kinda not noticable....

Offline Mistercharles

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Re: inf_Tunnel - need waypoints
« Reply #3 on: August 07, 2006, 11:39:24 pm »
Just add a bit more. From the overview, it looks like you did a ctrl-A ctrl-F, minus a couple polys.
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Rambo_6

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Re: inf_Tunnel - need waypoints
« Reply #4 on: August 07, 2006, 11:40:55 pm »
I'm not sure what those shortcuts even do in Polyworks :O

Offline Mistercharles

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Re: inf_Tunnel - need waypoints
« Reply #5 on: August 08, 2006, 12:33:45 am »
ctrl-A, select all. ctrl-F, fix texture.
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Keron Cyst

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Re: inf_Tunnel - need waypoints
« Reply #6 on: August 08, 2006, 10:19:20 am »
Whoa, that might take a while. You and your nasty bridges and thin ledges.

You better have given me a lot of jets to work with. :P

EDIT @Mistercharles: why fix texture? It looks great, probably better stretched in various places as it is. The only texture I fixed was those of two large polygons in the bottom-right, which stuck out from the others' texture badly.
« Last Edit: August 08, 2006, 10:47:26 am by Keron Cyst »

Offline Mistercharles

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Re: inf_Tunnel - need waypoints
« Reply #7 on: August 08, 2006, 01:19:28 pm »
That's not what I meant. I said that it looks like he fixed the texture for the whole map, not including one of two polys. I despise fixed textures, s'all.
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline crackadillicus

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Re: inf_Tunnel - need waypoints
« Reply #8 on: August 08, 2006, 02:48:26 pm »
no need to stretch it too much, just make the edges darker or lighter and mix in a few shadows here and there
I am the walrus?

Offline Keron Cyst

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Re: inf_Tunnel - need waypoints
« Reply #9 on: August 09, 2006, 11:31:32 am »
That's not what I meant. I said that it looks like he fixed the texture for the whole map, not including one of two polys. I despise fixed textures, s'all.
Oh, whoops! I somehow read you backwards. Yea, go stretch some textures, Rambo! :P

Actually, I think I'll go do that myself while I waypoint, if you don't care.

And no need to PM me for something like this (unless you're Chakra, you're going to make me an admin here, and/or you'll give me $500 and not a penny less—well, maybe). I check all mapping departments daily ;)

Date Posted: August 08, 2006, 10:14:14 AM
Okay... I've more or less got all of Bravo done, and roughly half Alpha. But I'm changing jets from 206 to Normal (190), to prevent Alpha FCs from easily Supermanning back down the hill and scoring in less than five seconds of capture. Is that okay?

Offline Rambo_6

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Re: inf_Tunnel - need waypoints
« Reply #10 on: August 09, 2006, 06:41:22 pm »
Sure. Actually, that's much better.

Offline Keron Cyst

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Re: inf_Tunnel - need waypoints
« Reply #11 on: August 10, 2006, 12:51:02 am »
Heh, that overview is misleading. If it was the size of inf_Abel or inf_Outpost, it would not be that easy to do so :P

Plenty of polygons' textures stretched. Commencing Alpha wypts., unless you decide that the map should be pulled longer via PW (man, I love that tool. Hard to believe I detested it in the past, for MM+ xD)...
« Last Edit: August 10, 2006, 12:52:35 am by Keron Cyst »

Offline Rambo_6

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Re: inf_Tunnel - need waypoints
« Reply #12 on: August 10, 2006, 09:30:19 am »
Well, the problem with my maps is that i have no sense of proportion. This map was supposed to be the size of, say, Abel or Outpost. :(

Offline Pyroguy

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Re: inf_Tunnel - need waypoints
« Reply #13 on: August 10, 2006, 02:21:41 pm »
You might want to move the Bravo flag a little deeper in, perhaps at the base of the tower. It is really in the open at the very top of the hill, and the only people that will defend that are snipers on the tower. I would also give Alpha one stationary gun at the bottom, just to discourage Bravos from super-flying down the hill.

Offline Mothafix

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Re: inf_Tunnel - need waypoints
« Reply #14 on: August 10, 2006, 02:24:05 pm »
You might want to move the Bravo flag a little deeper in, perhaps at the base of the tower. It is really in the open at the very top of the hill, and the only people that will defend that are snipers on the tower. I would also give Alpha one stationary gun at the bottom, just to discourage Bravos from super-flying down the hill.

Nope. If flag is too near spawning places, it's hard to steal it.

Offline Keron Cyst

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Re: inf_Tunnel - need waypoints
« Reply #15 on: August 10, 2006, 04:01:12 pm »
Well, the problem with my maps is that i have no sense of proportion. This map was supposed to be the size of, say, Abel or Outpost. :(
Oh, it was supposed to be of that kind of enormity? I thought you made it small purposely like that. That must've been the case with inf_Lighthouse too, huh? :P (I felt it was rather cramped, especially the lighthouse, although I dismissed that since it's a manmade structure, and manmade structures usually... ;D)

Hm, in that case for future maps while creating polygons check back on your work every 5 min. in 100%. Remember, 199% is the exact same as windowed Soldat, so you can gauge screens well that way.