Author Topic: Routes  (Read 2534 times)

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Offline Terran

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Routes
« on: February 25, 2011, 11:09:18 am »
This is map for TDM/DM.

Waypoints: none.
Download,enjoy.
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Offline Illuminatus

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Re: Routes
« Reply #1 on: February 25, 2011, 01:40:49 pm »
Nice unique style. I like it.
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Offline Blacksheepboy

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Re: Routes
« Reply #2 on: February 25, 2011, 02:00:41 pm »
I love dead ends. Really.

Offline VirtualTT

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Re: Routes
« Reply #3 on: February 25, 2011, 02:40:20 pm »
Layout is pretty random and bg is plain black. 6 dead ends on a single map is just... I strongly recommend to add waypoints - this will make you think of how actually players are going to move around your map.

Offline Terran

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Re: Routes
« Reply #4 on: February 25, 2011, 05:57:31 pm »
I used tonns of sketch for drawing those tunnels :D

Black bg is cuz i haven't suitable scenerys for real cave imitation...and i don't know how to make them =\
Use just what i have...

U mean that bots will stuck at those ends?Hmm..It can be.
Map is under waypointing atm..so when it will be done - i'll see,what need to fix.
But for players it's not difficult to move there.
In the army since 27th June.
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Offline Illuminatus

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Re: Routes
« Reply #5 on: February 25, 2011, 11:30:11 pm »
Yeah, there are dead ends. But still: It's a map were I could imagine me playing some dm or tdm till 200 kills. With maybe >10 players. It is big, has many ways and camping spots. It just feels...different somehow for me. And that's why I like it.
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Offline Monsteri

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Re: Routes
« Reply #6 on: February 26, 2011, 06:59:54 am »
I really like those tunnels. And dead ends aren't bad, because player spwans can be placed there, and that is then nice. Map looks kinda good, but could be a bit darker. Try to select everything, choose colour black, drop transparency to 11, choose colour fill tool and try to klick twice. It can look better, or not in that way. You can always ctrl+z. Those random bushes you used, could be a bit more 'attached' to ground. If you want a background for those tunnels, there actually are a bit good sceneries. Just make them veery transparency and white, then add to map, and make those sceneries big. Well, can work or not, you should try :P The map has potential, not too much big DM maps out there.
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Offline Suowarrior

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Re: Routes
« Reply #7 on: February 26, 2011, 12:09:15 pm »
- 974 polygons for layout that should be made with 300
- no overlapping
- grass scenery in front of players (players can't see the exact playground)

Result: Random pinball

Offline Monsteri

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Re: Routes
« Reply #8 on: February 27, 2011, 03:09:25 am »
Alright, now I've played in it, and few things:
@SuoW: Polygons can cause lag, but it's not a problem for me in this map. And grass isn't bad thing either.

-Few colouring stuffs
-Yeah, overlap polygons and delete some of them. Sorry, you probadly misunderstood me and grandy when we were 'teaching' you. There needs to be overlapping.
@SuoW again: Polygons are bouncy yes, but it's defanatly not a Random pinball.
Some pictures to show what I mean. I edited a bit your map.

Original:




Edited:
Made darker, made barely visible background.

Carefully placed objects.

Overlap is needed to avoid polybugs, which bounce players and make moving hard. Also, there are some polygons (look at the white line) what are unnecessary, and make moving hard, were there polybugs or not. Remove places like that.



And oh, :P It's useful to remember this. (It's hard, I know)

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Offline thegrandmaster

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Re: Routes
« Reply #9 on: February 27, 2011, 03:44:51 am »
-Yeah, overlap polygons and delete some of them. Sorry, you probadly misunderstood me and grandy when we were 'teaching' you. There needs to be overlapping.
Occasionally, overlapping is fine. This is one of those occasions.

When you get a map like this with this many polygon's, you kinda need to.
I would not have so rugged edging everywhere, as that will increase the polygon count too.

Monsteri has also shown how to overlap in order to prevent a polybug. I hate doing that (since it's a bug) but it might be a good thing to do where you would normally bounce off.
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Offline Blacksheepboy

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Re: Routes
« Reply #10 on: March 04, 2011, 12:34:53 pm »
Also, there are some polygons (look at the white line) what are unnecessary, and make moving hard, were there polybugs or not. Remove places like that.


I don't recommend following this particular piece of advice (regarding the white line. Variance in the structure of the ground is key. I proved -- mainly just for myself -- the usefulness of this tip in my inf_Inlandia. Variance allows for bits of cover.

Offline Monsteri

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Re: Routes
« Reply #11 on: March 04, 2011, 01:14:13 pm »
Yes that's true that they offer some cover BSB, but they usually also crab you and that can't be done without more polybugs.
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Offline Illuminatus

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Re: Routes
« Reply #12 on: March 04, 2011, 01:15:47 pm »
Don't.
Use.
ImageShack.

Pls.
No difference between man and mouse - both end up in pussy.