|
View Poll Results: What would you like as the visual style/atmosphere of the new Warpath? | |||
Same as before | 57 | 45.97% | |
Dark, and rainy (rain in some areas, not all) | 16 | 12.90% | |
Snowy/snowing | 16 | 12.90% | |
In a grassy area (with a few trees) | 32 | 25.81% | |
Other? (post your suggestions if you select this) | 3 | 2.42% | |
Voters: 124. You may not vote on this poll |
|
Thread Tools | Display Modes |
03-27-2005, 09:54 AM | #41 |
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
|
I was hoping to have a few updates up by now but I was having a few problems that mostly came down to steam being a bitch. All is well now and I might get some stuff done within the next few days
|
|
03-28-2005, 06:05 AM | #42 |
Join Date: Feb 2005
Location: Iceland
Posts Rated Helpful 0 Times
|
Good to hear mate, keep it up
|
|
03-28-2005, 08:07 PM | #43 |
Join Date: Feb 2005
Posts Rated Helpful 0 Times
|
I love the original Warpath as is, but I do think that some changes are necessary with the progression of technologies.
I think the oasis idea with the water below (that does not slow you down) is a great idea. Other than that, I think the map is already perfect. The map is looking beautiful! Keep up the great work! |
|
03-28-2005, 08:50 PM | #44 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
|
I don't like rain, it adds lag. I don't like water same thing.
I would like to see this map kept as original as possible. Why do ya have to go and mess with it? Warpath server at http://www.gamerzunlimited.com 64.27.3.231:27015 |
|
03-29-2005, 02:58 PM | #45 |
Join Date: Feb 2005
Posts Rated Helpful 0 Times
|
have to bear in mind that if it sticks with a sandy deset setting, a whole bunch of water features would be logically out of the question. It doesn't often rain in the desert... that's why it is one.
standing water wouldun't work, and 32 people spamming each other's faces off with fist-fulls of grenades will already slow things down enough i reckon without the addition of graphics-intensive special effects (like nice shiny water or rain). i doubt rain would really add enough to justify the performance hit? maybe i've just got a shit PC and should keep schtum... |
|
03-30-2005, 05:30 AM | #46 |
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
|
implementing this oasis is harder than I was expecting it to be
|
|
03-31-2005, 04:19 AM | #47 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
|
ID say keep layout pretty dam close to original but look could be changed alot.
Valks idea of the daytime rain looks perfect. I was thinking you could have it so its bright and sandy near cp1 annd 5. Then gets lil greener near 2 and 4, then 3 is tropical oasis with rain. The center under the bridge, is a water hole. Then you climb down watery tunnels to det the one wall at 2/4 Then up to your waist you det 2/4 wall and the water (if possible) floods the remainder of tunnel. Could put out a Christmas version in december aka Christmas Well. Redo Palm trees for evergreens etc. Cant wait to see screenies! Hi O! |
|
03-31-2005, 07:26 AM | #48 |
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
|
no screenies until I get my new video card (directX8 doesnt do the game justice)
|
|
03-31-2005, 07:47 PM | #49 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
|
the pic that soße posted looks worse than the original map :/
|
|
04-01-2005, 11:38 PM | #50 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
|
warpath is in my top 5 maps. definetly leave it the same!
|
|
04-02-2005, 03:15 PM | #51 | ||
Join Date: Mar 2005
Location: Down here
Posts Rated Helpful 0 Times
|
Quote:
Quote:
As for warpath itself, I don't think you should change a working formula. Some spiffy features can be added, but only in the name of gameplay, not to show off fancy features in the Source engine. |
||
|
04-02-2005, 10:03 PM | #52 |
Join Date: Apr 2005
Posts Rated Helpful 0 Times
|
I think you should keep the same idea as people generally like to see old maps remade and improved but aren't open to much change in the map's feel - so it's probably best to keep it's environmental feel as is.
That's why I voted to keep it the same, as desert. Although grassy does sound good. |
|
04-20-2005, 02:15 AM | #53 |
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
|
bad news Im a total idiot
Incase you want more info, I switched hard drives recently and for some bizarre ass reason I forgot to backup my maps folder and in the process of everything lost a heavily optimized version of the map seen in the video earlier. The map was near completion with the tunnel water completed and some visual changes added in (I was getting close to releasing some ingame screenshots). If Kusa wouldn't mind contacting me again in a PM I could get to work on his version again, if not I will need to start from scratch and it may be a while before any form of update on this map. PS: Slap me many many times if you wish EDIT: Kusa rocks, I can again continue work in this map (not until sunday though, godamn jobs ) |
|
04-20-2005, 06:24 PM | #54 |
Join Date: Apr 2005
Location: Hawaii
Posts Rated Helpful 0 Times
|
I am thinking rusted steel, gothic iron and peat-moss walls. In the dead of night on a Harvest Moon.
|
|
04-20-2005, 09:07 PM | #55 |
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
|
It appears that a few new releases of this map have been made since the version of the map that I had, Kusa has done alot of work lately and all optimizations seem to be completed already! This will easily cut 3/4 off the time to finish the map and by the end of Sunday or maybe mid-next week I will hand off the map to a few members of the FF team for a run-around and some final suggestions (if any). Before I got my new HD (all other parts were the same) I got an average of 70-100 throughout the map, lowest of all being around cap point 2/4 while running towards cap 3. In the new version my FPS stuck around 230 and never once dropped below 150. that should be a good example of the work done by Kusa for his latest release.
PS: tests were run in a private server run off my own machine with no other players. |
|
04-21-2005, 03:00 AM | #56 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
|
Good news Osiris
|
|
04-21-2005, 03:29 AM | #57 |
Join Date: Jan 2005
Location: Australia
Posts Rated Helpful 0 Times
|
pics
|
|
04-21-2005, 07:28 AM | #58 |
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
|
sunday should come with updates. , the bastard managers were screwing around with my schedule and I will have no time to work on maps until sunday (trying to get this changed by next week, working 35+ hours a week on top of school just isn't my thing)
|
|
04-22-2005, 08:56 PM | #59 |
Join Date: Mar 2005
Location: In your pants.
Posts Rated Helpful 0 Times
|
I guess you guys might want to know what I've been up to so far with this map and what I still need to work on
- Brushwork - Finished by Kusa - Optimization - Finished by Kusa - Texturing - Finished by Kusa (temporary) - Water - Finished - Bumpmapping - Finished - Entity System - Unfinished - Visual Effects - Unfinished - Lighting - Unfinished A few other things worth noting. The maps texturing will not be completely finished until the release of the FF texture pack and some items in screenshots will have orange textures as placeholders. The water has been added under the bridge and I must say, it looks fantastic! The tunnels under the bridge are going to be undergoing a visual enhancment and I have no doubt you guys are going to love it. The entity system as you will probably know cannot be completed until the FF team gets around to releasing an FGD for the mod. I have one request, does anybody know where I could find some sandbags for use in the map? PS: This map will be "completed" for a runthrough by the FF team by the end of the weekend |
|
04-23-2005, 03:36 AM | #60 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
|
wOot!
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|