08-07-2005, 04:11 AM | #221 |
Join Date: Jan 2005
Location: Davis, CA
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that would be terrible
the area near the corner to cap would be like 2 inches wide then. |
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08-07-2005, 08:10 AM | #222 |
Join Date: May 2005
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I'm not a mapper, and I have little knowledge about mapping, but I was under the impression that you can put clipping areas anywhere you want, meaning just around the parts that people are likely to get stuck on.
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08-07-2005, 08:13 AM | #223 |
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Retired FF Staff
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Do you mean clip brushes so that you don't even touch the debris, or ramped clip brushes so you slide over them?
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08-07-2005, 08:44 AM | #224 |
Join Date: May 2005
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I was talking about putting clipping brushes around any parts he thought were bad, as opposed to making them not clip the player at all. Although, I just looked at the screenshots and I don't even see anywhere that would be a huge problem.
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08-07-2005, 09:22 AM | #225 | |
Join Date: Jun 2005
Location: Carlisle, UK
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Quote:
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08-10-2005, 07:00 AM | #226 |
Join Date: Mar 2005
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This is clearly the Epicenter!
http://img302.imageshack.us/my.php?i...eb100054gf.jpg Im not sure Valve could do any better. |
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08-10-2005, 08:27 AM | #227 |
Join Date: Jun 2005
Location: Carlisle, UK
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Oh, one thing I need is someone with a bit of hosting to mirror the download file for testing. My bandwidth will run out I'd imagine pretty quickly with a 15mb rar'ed file.
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08-10-2005, 11:18 AM | #228 |
Join Date: Jan 2005
Location: Boston
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i can host it in a month.. lol... when were you planning on needing a host?
(sorry I don't get great hosting service back until I go back to college... mmmm 6mb up/down) |
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08-10-2005, 11:42 AM | #229 |
Join Date: Feb 2005
Location: Europe, Front Yard
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you have my email in my profile. i have a full GB i don't use provided by my ISP, feel free to ask me any amount of space
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08-10-2005, 12:01 PM | #230 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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torrent it
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08-10-2005, 07:00 PM | #231 |
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Retired FF Staff
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I'd be more than happy to help you host it. Unlimited bandwidth over here.
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08-10-2005, 08:14 PM | #232 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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My old University doesn't have a bandwidth cap, so I could assist in hosting too. Unless the map is over 50 megs
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08-12-2005, 04:41 PM | #233 | |
Join Date: Jun 2005
Location: Carlisle, UK
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Right, here we go.
Extract to your hl2mp folder using folder names and it should be fine. One more thing that needs work is the soundscape. In hl2mp/scripts there should be a soundscapes_manifest.txt. If there isnt one, create one and drop this in Quote:
It does not have the correct entities for teamplay in HL2DM or enough spawnpoints to host more than 2 people playing at once so don't bother setting up servers! All bugs/textures errors etc should be either emailed to the address in the txt file in the rar or posted in this thread. Happy Bug Hunting, I know theres bugs in there, somewhere! http://www.msu.edu/~boylanc1/ff_epicenter_b1.rar http://www.gingerlord.co.uk/ff_epicenter_b1.rar http://www.circuitous.net/files/ff_epicenter_b1.rar |
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08-12-2005, 05:03 PM | #234 |
Join Date: May 2005
Location: Changes every few months
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first impressions:
Generally a decent remake - you've done very well with the rubble and fires, and the skybox looks great. Generally the rest of the map looks quality, but I kept getting the feeling that things were narrow... Anyhow, here's what I found on my first run through: All of your stairs are way too steep. It's obvious you are of the 'no ladders' camp, but it's awkward going up those tiny cramped sprial staircases, plus the fact that you can't see anything up or down them. The stair corner on the upper exit out of the spawn towards the map center is way too tight - if you're coming towards the spawn, you can't even go up the left side of the stairs. Consider adding stair textures as well. The spawn doors disappear into the ground. Consider making an indent they go into, or giving them a slight lip, or a track they run on or something. The lower door outside the spawn (at least the blue one) has a misaligned border texture on the outside. The capture points seem very narrow and cramped. I'd say its just the space consumed by making ladders into stairs, but it's more than that - it just seems tiny for some reason. The glow in the blue spawn from the lights is super intense - reduce it by a whole lot. That's all for now, I'll bust your balls some more later :) |
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08-12-2005, 06:44 PM | #235 |
Join Date: Feb 2005
Location: Tennessee
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I just looked at it. First impression is it's very well done. I love the rubble texture and what not.
A few things I noticed that you might want to take a look at. The lights in the respawn are bright, which I don't mind, but if you are at top of stairs and look at them at a certain angle, you can tell you used four point_spotlights (i think that's what it is anyhow). You can make out four seperate lights. I didn't mind the stairs, although ladders or stairs, I don't really care one way or the other. Obviously, you will need to get new graffiti, as the stuff you have there is from the HL2 universe, which doesn't really fit into Team Fortress, unless you were going for that. I've never been a huge fan of epicenter, but I can't wait to see what you do with mulch_trench. |
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08-12-2005, 10:41 PM | #236 |
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Retired FF Staff
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WEEEEEEEEEEEEEEE.
I've complimented enough, now I'll put out some issues. 1. Holy crap! Where'd the map go?! (Shot taken from the platform to the right of the major crack leading to the capture area, before the destroyed building, looking back towards the other team's spawn.) 2. Do you have to set the car on fire? 3. Weird stairs. Not a real problem, but it's odd to say the least. 4. I spotted a whole bunch of texture issues, too. Check them out here, they're epitex*.jpg. I'll explain them here: 4.1. Near the back of the car, this place will flash both textures where the lighting is off. 4.2. The sides over this here window thing flash black periodically as you approach them. 4.3. The ground beneath this rubble flashes black from various angles. 4.4. Sometimes parts of this cardboard box and miscellaneous debris disappears under the concrete! 4.5. A weird lighting area near the spiral staircase. Also, the top halves of those little wood planks will flicker under the ground texture occasionally. 4.6. The area under this wall flashes black from different angles. 4.7. This gravel flashes bright and dark (I tried to get a shot of it bright and failed, sigh). 4.8. Just another weird lighting thing, right before the spiral staircase. As far as I can tell, these errors appear on their opposites as well. Most of them are minor, but I figured I'd mention them anyway. Those matters aside, it's looking really great. I wasn't sure you'd be able to pull off not using any ladders, but you proved me wrong. Some of them are a little tight (especially the spiral staircases) but they're navigable, and it's certainly interesting. Some of the stairs do seem a bit steep, though.
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08-13-2005, 01:51 AM | #237 |
A Very Sound Guy!
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Join Date: May 2005
Location: UK
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4.7 looks like you drew a penis in gunshot decals
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08-13-2005, 02:09 AM | #238 | |
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Quote:
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08-13-2005, 03:06 AM | #239 |
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Location: CowTown
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Looks very nice! The level of detail and atmosphere is terrific! I really do appreciate the removal of ladders from this map. I also love how you can just glide over the rubble without getting stuck.
My critique (Note that some of this will be similar to what was said above) http://www.msu.edu/~boylanc1/epi/ff_...ter_b10000.jpg Wires are floating in mid air. http://www.msu.edu/~boylanc1/epi/ff_...ter_b10001.jpg I don't know jack about Source lighting, but 4 pointlights on a flourescent tube looks rather odd. http://www.msu.edu/~boylanc1/epi/ff_...ter_b10002.jpg Building looks too dark, and debris appears to be floating. http://www.msu.edu/~boylanc1/epi/ff_...ter_b10003.jpg There's a small bump as you cross over the threshold. Not very noticable, unless you sprint over it, which might be annoying for Scouts, who are always sprinting http://www.msu.edu/~boylanc1/epi/ff_...ter_b10004.jpg Texture flickers based on player view. http://www.msu.edu/~boylanc1/epi/ff_...ter_b10005.jpg I was thinking what would make the APC look "better". After shooting it up some, I decided that bullet holes improved the look So maybe some more visible scratches/dents could improve it. http://www.msu.edu/~boylanc1/epi/ff_...ter_b10006.jpg The rest of the map is not properly visible here. http://www.msu.edu/~boylanc1/epi/ff_...ter_b10007.jpg These two spots flickered oddly. http://www.msu.edu/~boylanc1/epi/ff_...ter_b10008.jpg http://www.msu.edu/~boylanc1/epi/ff_...ter_b10012.jpg I like the smoke emitters quite a lot; looks nice! http://www.msu.edu/~boylanc1/epi/ff_...ter_b10010.jpg Odd texture/lighting glitch. http://www.msu.edu/~boylanc1/epi/ff_...ter_b10009.jpg http://www.msu.edu/~boylanc1/epi/ff_...ter_b10011.jpg The blue "CP" sign is pixelated, whereas the red one is not. However, the red arrows are pixelated, whereas the blue ones are not. (This is a tad hard to see from my resized screenshots.) Like I said, this is all rather nit-picky. You've got a great map here, so the minor errors just stand out more Edit: URLed my images to help bokko with his terrible connection. |
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08-13-2005, 10:02 AM | #240 |
Join Date: Jun 2005
Location: Carlisle, UK
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Right, I'll just go through some of the comments, in reverse order:
@Jiggles Odd that those wires are hanging out, no idea how they got missed. *Fixed* The light glows are sprites and I was unsure whether to keep them, the feedback so far suggests I should have removed them. *Removed* Bits in the skybox, evidently Source lacks some of the HL1 rendering skills, have sorted that out *Fixed* Lip was put there on purpose as a complete door frame. It stays till I get my hands of FF to try it out. APC, I forgot to include the new dirty texture set in the download, unfortunatly I just realised I overwrote it when testing the install :@ I'll have to do that again. Map visible through broken windows *Fixed* Texture Issues *Fixed* Re: Signs, they are the old TFC ones converted to Source and will be replaced with official FF ones when released. @Circuitous Window *Fixed* Fire burns, it looks nice *Fact* Stairs made more like TFC version *Fixed* Texture Errors *Fixed where I could see what was wrong* @ Imbrifier Stairs are staying although corner spawn stairs have been *Fixed* Spawn doors *Fixed* Re: the narrow feeling, its pretty much dead on original Epicenter size and scale, the original however was miscaled beyond belief. There was also little rubble in the streets, this may account for the cramped feeling. Also the APC in TFC is about 1/4 size what it should be in Real life. The APC there at the moment is hardly an APC, more of an Armoured car and it does the job fine. No space was taken up where ladders were removed. If anything the roads are wider in that part. |
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