Author Topic: Rat Cave ~desu  (Read 13677 times)

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Offline VirtualTT

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Rat Cave ~desu
« on: November 28, 2009, 06:38:35 am »

~desu

Description: Unlike some other guys i prefer quality to quantity. So just a single remake from me...
Note that archive contains updated version, which slightly differs from the screenshots (better bg colour and no ropes).
Join #soldat.mpping DM pub (1.5.1b) to test: soldat://78.46.255.146:25077/

Waypoints: Yes.

Download: from TMS | download from mirror  0.2 Mb

Rate: rate this map on TMS
« Last Edit: November 30, 2009, 10:54:37 am by VirtualTT »

Offline numgun

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Re: Rat Cave ~desu remake
« Reply #1 on: November 28, 2009, 07:24:37 am »
Can you update the screenshots with the better BG colors?

Judging by the screenshots, it feels like you killed the atmosphere of the old ratcave. The grey background and the monotonic texture feels like the map is dead from inside. The scenery, polygons and everything else is nice and all, but the overall feeling within the map is dull.

Possibly some additional scenery on the bottom of the floating islands and the ceiling will improve it a bit.
Another thing I see that you're going with a "foggy mountains" style in this map and if you want to keep that, add some foreground fog clouds and desature the polygons so it all blends better.

Another thing I'd suggest is a more steeper background gradient. Like either making the top or the bottom a much darker color to power the background with some more depth.

DarkCrusade

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Re: Rat Cave ~desu remake
« Reply #2 on: November 28, 2009, 07:33:48 am »
I like this remakes overall looks and such. I guess the layout is exactly the same, but the feeling for RatCave has died with this map in my opinion. Don´t misunderstand me, it´s cool, but for a map with such graphics you need more depth and some cloudy mountains won´t fill the open space.


Other than that I wouldn´t like to see this map as default since many would get FPS issues like hell (1922 polygons, 422 scenery objects) and the original feeling is gone.

Offline VirtualTT

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Re: Rat Cave ~desu remake
« Reply #3 on: November 28, 2009, 07:44:05 am »
Overview updated...

I don't like old boring grayish ratcave... Especially texture... So i tried to give it some fresh new style with rocky texture.

Offline biohazard

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Re: Rat Cave ~desu remake
« Reply #4 on: November 28, 2009, 08:32:51 am »
awesome, you're the best mapper nowdays...

Offline Illuminatus

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Re: Rat Cave ~desu remake
« Reply #5 on: November 28, 2009, 04:57:29 pm »
I don't like the texture - it distracts me while playing.
Has way to much detail and makes your eyes want to look at them instead of the plain background.
« Last Edit: November 28, 2009, 05:00:31 pm by Illuminatus »
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Offline L[0ne]R

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Re: Rat Cave ~desu remake
« Reply #6 on: November 28, 2009, 07:56:23 pm »
Awesome, just like the rest of your maps. ;)
I like the design and I don't mind the texture. I like how detailed it is, but I'm not surprised some find it distracting.. maybe reduce contrast a bit?

Also, take a look at some suggestions for ratcave in these posts:
http://forums.soldat.pl/index.php?topic=36733.msg445402#msg445402
http://forums.soldat.pl/index.php?topic=36733.msg445739#msg445739

Offline duz

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Re: Rat Cave ~desu remake
« Reply #7 on: November 28, 2009, 08:31:57 pm »
Nice!
You could do remakes of all maps of TM/DM?! (Maybe with me to dont modify important positions and ricochetes.)

Change this poly! This is very important be "NORMAL" not ice!


Fix the TMS link. Download Tigran not "RatCave_2".

Quote from: BIO
you're the best mapper nowdays
Totally agree!
« Last Edit: November 28, 2009, 08:36:31 pm by duz »
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Offline Blue-ninja

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Re: Rat Cave ~desu remake
« Reply #8 on: November 28, 2009, 10:45:40 pm »
Nice!
You could do remakes of all maps of TM/DM?! (Maybe with me to dont modify important positions and ricochetes.)

Change this poly! This is very important be "NORMAL" not ice!


Actually, the ice polygon is important. It prevents camping in that odd place.

The map itself is nice. Excellent shading and scenery usage. Although the transparent mountains and tunnels are a nice effect, you actually don't need them to create the atmosphere of being in a cave. Or make it look rockier, whatever. Mountains in a cave are WEIRD, y'know? Stalactites and stalagmites might be more suitable, but again, those poly effects aren't really needed.

I should note the agreeable amount of polygons you have used in this map. And you have left the default map layout almost exactly as it had been. Good stuff.

Offline MaVeRiCk/PaT0!

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Re: Rat Cave ~desu remake
« Reply #9 on: November 29, 2009, 10:50:53 am »
Damn, dude! Really cool work.

Offline VirtualTT

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Re: Rat Cave ~desu remake
« Reply #10 on: November 29, 2009, 10:58:13 am »
Nice!
You could do remakes of all maps of TM/DM?! (Maybe with me to dont modify important positions and ricochetes.)

Change this poly! This is very important be "NORMAL" not ice!


Fix the TMS link. Download Tigran not "RatCave_2".

1 fixed
2 fixed

Here is new version overview. That plain bg was kinda boring so i decided to add some more distant landscape to it...


DarkCrusade

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Re: Rat Cave ~desu remake
« Reply #11 on: November 29, 2009, 11:32:42 am »
Way better now. Try to keep scenerycount low but looks pretty in your upcoming projects :)

Offline duz

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Re: Rat Cave ~desu remake
« Reply #12 on: November 29, 2009, 01:43:52 pm »
The respawn(1,2) will unbalancing the matches.
* Tested  (3vs3 match)



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Offline Wraithlike

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Re: Rat Cave ~desu remake
« Reply #13 on: November 30, 2009, 01:14:31 am »
Looks fantastic, you've gotten really good at using sceneries, you use them in much more subtle and talented ways than you used to.

I'm a little curious why you fill the poly-islands with colliders though, mind explaining? The only possible reason I can think of is to make grenades explode on contact, but I don't know if that's your intent.

Offline VirtualTT

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Rat Cave ~desu updated to v1.1
« Reply #14 on: November 30, 2009, 10:53:58 am »
Ok, map updated to v1.1
- fixed ice polys in camping spots
- most of the semitransparent polygons were converted to sceneries in back level
- improved waypoints
- a bit adjusted spawns and colliders

Now it not only drops you FPS, it also occupies some extra hard drive space! :P

Wraithlike: colliders in the polys are placed to prevent nades getting stacked inside. They are also preventing flamer from shooting through.
« Last Edit: November 30, 2009, 10:55:29 am by VirtualTT »

Offline duz

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Re: Rat Cave ~desu
« Reply #15 on: November 16, 2015, 03:07:20 pm »
So, in 1.7 and without any FPS drop you devs could replace Ratcave :)
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Offline Bistoufly

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Re: Rat Cave ~desu
« Reply #16 on: November 16, 2015, 03:49:56 pm »
That map looks gorgeous. I will check what I can do.


Offline L[0ne]R

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Re: Rat Cave ~desu
« Reply #17 on: November 16, 2015, 11:28:50 pm »
The background cave sceneries can be redone with background polys, but other than that I think it's a fantastic remake and should replace the default.

Offline duz

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Re: Rat Cave ~desu
« Reply #18 on: November 17, 2015, 07:20:06 am »
For sure guys. Maybe a "sharpen" effect to the textures because it wasn't designed for 1080p and seems a bit blurry and it's done.
RatCave was my favorite map. I've played thousands matches, including championships. It's approved to replace the old one.

PS: The sandboxes are blurry too. But it's a default scenary.
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Offline L[0ne]R

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Re: Rat Cave ~desu
« Reply #19 on: November 17, 2015, 11:36:08 pm »
I can do a proper repaint of the texture at some point. Just message me on IRC and let me know whether or not this map is ready to be included as default.

Offline L[0ne]R

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Re: Rat Cave ~desu
« Reply #20 on: February 20, 2016, 03:57:30 pm »
Here's a beta of a default-ready version of the map.

Changes:
- Replaced all cave background and shadow sceneries with polygons.
- Changed texture to "dry sand 2". (already has an HD version, easier on the eyes and has a similar feel to previous texture).
- Replaced all custom sceneries with default ones. (more consistent with other sceneries and less work remaking them in HD later).
- Tweaked visibility of a few collider sceneries to make them more noticeable.

Offline duz

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Re: Rat Cave ~desu
« Reply #21 on: February 20, 2016, 08:41:05 pm »
Good, but I don't know if a sand texture fits the RatCave... Hm..
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Offline Illuminatus

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Re: Rat Cave ~desu
« Reply #22 on: February 22, 2016, 05:07:51 pm »
Looks really nice.

There is one missing scenery I think(see attachement).
Also I'm not sure why there are these bright lines on the edges of the polys. Wasn't there some setting for this? Can't find it atm.

All in all: If the polys are not different than the default one I see absolutely no reason for not using this. You can always say this and that looks not perfectly right but to be honest: It's still much better then the default one, so why not?
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Offline L[0ne]R

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Re: Rat Cave ~desu
« Reply #23 on: February 22, 2016, 07:30:18 pm »
Thanks for pointing that out, I've fixed the missing scenery (I thought it was one of the defaults so I didn't touch it).

I don't know how some of the edges became like that, but I've cleaned up the edges folder and removed all buggy-looking ones. White edges should be fixed in the next version, but for now what you can do is go to Soldat/Textures/Edges/... and delete "Dry sand 2.bmp". I also suggest replacing default edges with the ones I attached, since I think they're also white.


Offline Home

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Re: Rat Cave ~desu
« Reply #24 on: February 23, 2016, 11:15:34 am »
I am also not sure about the sand texture, but other than that, it looks really good and I can't see a reason why this shouldn't become official asap.

Offline L[0ne]R

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Re: Rat Cave ~desu
« Reply #25 on: July 01, 2016, 04:42:51 pm »
Made some additional tweaks:

- Added kill polys outside map to prevent glitching.
- Removed colliders inside polygons as they're no longer needed (nade-through-polys bug has been fixed).
- Replaced firetree_x scenery with similar new HD sceneries.
- Decreased opacity of some background sceneries to better separate them from foreground ones.


Offline L[0ne]R

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Re: Rat Cave ~desu
« Reply #26 on: July 01, 2016, 04:48:26 pm »
SF is shitting bricks, so here's a temporary link: https://www.dropbox.com/s/lq4jgynb0b3k1q5/RatCave_2%20v2.1.PMS?dl=0

Offline duz

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Re: Rat Cave ~desu
« Reply #27 on: July 01, 2016, 05:05:10 pm »
The only parts that look weird (bad scenary) to me:
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Offline L[0ne]R

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Re: Rat Cave ~desu
« Reply #28 on: July 01, 2016, 05:10:35 pm »
What exactly is bad about them?

Offline Viral

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Re: Rat Cave ~desu
« Reply #29 on: July 01, 2016, 05:28:04 pm »
Select both and hit delete - problem solved (not like these 20% opactity sceneries are noticable ingame).
Also, can you provide an actual full .rar with edges/texture. I seem to be missing some

Offline L[0ne]R

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Re: Rat Cave ~desu
« Reply #30 on: July 01, 2016, 06:19:30 pm »
Also, can you provide an actual full .rar with edges/texture. I seem to be missing some
Strange. It should only be using default sceneries/texture/edges. Which ones are you missing?

Offline Viral

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Re: Rat Cave ~desu
« Reply #31 on: July 01, 2016, 06:32:24 pm »
I did an update from 1.7 to 1.7.1 so i assumed it would overwrite the sceneries/add textures? I don't have the texture and probably edges. But at this point I'm not even sure if i have the new HD default sceneries (notice what i did with Dropdown and Steel for this version and i even made sure i use 1.7.1b2 versions, to be up to date ^.-)

Offline duz

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Re: Rat Cave ~desu
« Reply #32 on: July 01, 2016, 07:59:21 pm »
What exactly is bad about them?
the green bush around the poly looks weird like some bad things done on old maps
the rest looks very good, gj
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