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Old 06-03-2007, 06:08 PM   #61
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Also, the map does look like a solid, decent map; well done!
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Old 06-03-2007, 07:47 PM   #62
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Quote:
Originally Posted by `badger`
Map looks super, let's see a screenshot of outside the base!
The yard hasn't even been started. Sorry. Need to complete a bunch in the base before moving outside.
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Old 06-04-2007, 05:39 AM   #63
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Quick Update:

I am getting a thoracoscopy tomorrow (Monday) so I will be in the hospital for a couple days.
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Old 06-04-2007, 04:17 PM   #64
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good luck on your,, uhm .theropsy... teropscopy....theropopy....err get well soon
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Old 06-04-2007, 05:00 PM   #65
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Great job mate! Good fun following the development of the map, nice to see that you are updating the thread often with new images of the progress! Good luck with the surgery...
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Old 06-05-2007, 12:36 AM   #66
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Quote:
Originally Posted by squeek.
Quick Update:

I am getting a thoracoscopy tomorrow (Monday) so I will be in the hospital for a couple days.
Hey, good luck on that.
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Old 06-05-2007, 04:01 PM   #67
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Can't wait! I love pitfall.
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Old 06-06-2007, 10:55 PM   #68
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Okay, I am back from the hospital. Thank you for all the well-wishing. It was not a very pleasant experience.

It is not very easy to move my right arm too much right now because of three large holes in my armpit area so I probably won't get much more completed in terms of mapping for at least a couple more days.
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Old 06-07-2007, 03:55 AM   #69
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take ur time
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Old 06-07-2007, 10:27 AM   #70
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Quote:
Originally Posted by squeek.
Okay, I am back from the hospital. Thank you for all the well-wishing. It was not a very pleasant experience.

It is not very easy to move my right arm too much right now because of three large holes in my armpit area so I probably won't get much more completed in terms of mapping for at least a couple more days.
rest ur arm properly dude, no point rushin these things, theres plenty of time
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Old 07-25-2007, 03:24 PM   #71
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*bump* update?
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Old 07-25-2007, 06:16 PM   #72
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Sorry guys, I should have posted an update a while ago. Okay, so heres the deal:

This is the first map I've ever made for the source engine. It is the first real map I've ever created and taken seriously. So, when I started I didn't realize (like Donny) that optimization was so key. After trying to compile with vis on, I realized that I couldn't wait ... longer than I waited (6 hours-ish) for a quite small part of the map. After I healed from my surgery I went back to work on it, this time starting from scratch. Now it is a very short compile even with vis on and I am very happy with it. About 2 weeks ago I bought a new hard drive and reformatted my old one. I saved the map files, but as of right now I still need to configure the Source SDK and Hammer. I want to work on it more, but other things keep getting in the way. Hopefully I can get working on it again soon. (Still need to install HL2DM)

So that's that. I promise to finish this map, but I don't know when that will be at this point.

If anyone has any ideas for the yard/base exterior I'd be glad to hear them. Or any improvements on what I have so far. The spiral ramp from bottom-level to top-level is proving to be quite difficult to get to look good.
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Old 07-25-2007, 06:38 PM   #73
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Good luck. Show us progress! remake it like you had it :P
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Old 08-18-2007, 06:19 AM   #74
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Update 8/17/2007:

I've hit a bit of a snag regarding the base exterior. Suggestions would be appreciated.

See first post for full update (no new screenshots added).
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Old 08-18-2007, 09:16 AM   #75
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well, the interior is simply awesome. good luck with the outside.
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Old 08-20-2007, 12:06 PM   #76
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How did you go from 6 hours to 5 minutes of compile time? What exactly did you optimize and alter?
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Old 08-20-2007, 02:41 PM   #77
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Good to hear you're working on it again. I have a suggestion not for any actual architecture, but for aesthetics. I am just advising you to take advantage of the source engine with the yard. In TFC the yard is very unrealistic, not in the actual geometry, but in that the two bases are encapsulated in a box. A perfect example is 2fort. The walls on either side of the yard just extend up a few feet and then hit an invisible wall. Even in the pitfall screenshot you provided, it suffers in the same way. Now look at Defrag's shutdown2 and its very different. It no longer seems to be a floating box in the middle of nowhere. Also, 3d skyboxes ftw.
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Old 08-20-2007, 04:19 PM   #78
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Yeah you should just go nuts for the outside, dont worry about keeping it true to the original cos it looks like a terrible yard.
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Old 08-20-2007, 09:55 PM   #79
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Quote:
Originally Posted by Pigeons
How did you go from 6 hours to 5 minutes of compile time? What exactly did you optimize and alter?
Um. I started over basically. Redid the entire map from scratch, apart from the displacement maps. Actually started using the nodraw texture. Put in func_details like theres no tomorrow. Took the map out of a huge ridiculous box. I didn't really 'optimize the map.' More of 'learned how to map for the engine' and then applied it to a clean slate. My old version compiled in about 5 minutes without vvis on. But with it, it took an indefinite amount of time. I just stopped it after about 6 hours.

As for the base exterior... It's probably going to take a while to get something I like. So far, no good.
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Old 08-21-2007, 04:22 PM   #80
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here's an idea: make the entire middle except bridge just some crazy dugout rock design, with ramps built in for concing

also make bridge connect to ground and no stairs, i hate those. you could make it a really rickety looking bridge so it would look like something that was done quick to walk across the place
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