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Old 07-29-2005, 02:44 PM   #161
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Don't make things too complicated. You'll get people stopping and watching the lights change and, while that's a testiment to your mapping skills, you've got to remember the gameplay factor.

Remember that the simplest maps are quite often the most popular (2fort?)!

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Old 07-29-2005, 03:17 PM   #162
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Even if the lights do change, I doubt that someone is gonna stare at the lights in the middle of the fight. It's just a small graphical detail which doesn't affect gameplay (as long as it doesn't get too eye catching)
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Old 07-29-2005, 03:31 PM   #163
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I think you underestimate the "oooh - look, pretty lights!" %ge of the population.


Go in a pub or bar. They're the ones huddled around the gaming machines.

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Old 07-29-2005, 03:39 PM   #164
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I've set it up like this;

There is a trigger multiple in the underpass, one sides light starts on red, the other green. When triggered it goes through the sequence, Red -> red & Amber -> Green -> Amber -> Red. There is then a delay of around 10 seconds before it can be triggered again.

You'll only really see it if your defending the area, as when you run under the bridge, I'm guessing you're going for the enemy APC rather than running through it to play with the lights. Its not that distracting, but its a nice touch that has zero effect on gameplay. That is unless you have a fetish for lights.
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Old 07-29-2005, 05:37 PM   #165
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You could always make the light "broken" where it offers a blinking red light, but then there is an electricity short buzzing. That could be cool.
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Old 07-29-2005, 06:33 PM   #166
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It's really nice to see you update your thread this much, as the progress you've made since you began is fantastic!
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Old 07-29-2005, 09:06 PM   #167
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this is probably the best remake i've seen so far, but adding things like traffic lights/signs will destroy the 'less is more' feel that the best tf maps have. imho, the map would have a more stylish look without them.
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Old 07-29-2005, 09:50 PM   #168
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Quote:
Originally Posted by fisheye
adding things like traffic lights/signs will destroy the 'less is more' feel that the best tf maps have. imho, the map would have a more stylish look without them.
I agree.
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Old 07-29-2005, 10:11 PM   #169
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Quote:
Originally Posted by Imbrifer
Quote:
Originally Posted by fisheye
adding things like traffic lights/signs will destroy the 'less is more' feel that the best tf maps have. imho, the map would have a more stylish look without them.
I agree.
me too
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Old 07-29-2005, 10:24 PM   #170
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Eh, I think it's funny. Keep it
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Old 07-29-2005, 11:06 PM   #171
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detail = good

i could release my map here and now nearly if i didnt want detail, but its these small things that make it look nice
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Old 07-29-2005, 11:38 PM   #172
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I don't mind detail so long as the layout is at least 95% the same.

I offer you a 5% artistic license. Go.
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Old 07-30-2005, 09:27 AM   #173
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I prefer realistic maps that are geared towards TF gameplay. I say add the lights!
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Old 07-30-2005, 09:46 AM   #174
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I could have released the map weeks ago if I wanted it to be a brush for brush copy of the original. But thats not the aim here.

Its the original revamped, if people wanted the original with its blocky style, I may as well not have bothered :P

Everyone will recognise it as Epicenter, its the exact same layout, there are no new paths or old ones removed. Everything that is being changed is graphical, displacements on the gravel areas (not huge, but a slight 1-2 unit bump to give it a non flat feel), detail sprites for grass, models for cover where there was once big crate blocks. Telegraph wires, fire and smoke and of course, traffic lights.

If people get distracted by little things like that, then they shouldn't be playing the game to start with. Its not going to destory the feel, there is no "feel" in the original IMO, its bland and uninspiring, you know its a destroyed city...but you don't feel it is. I hopefully bring some of the feeling back, making it feel more city like, rather than texture blocks on a floor.
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Old 07-30-2005, 09:54 AM   #175
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sign posts look silly, and traffic lights ?! its hardly a road is it ?! otherwise superb
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Old 07-30-2005, 05:32 PM   #176
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Quote:
Originally Posted by Ginger Lord
I could have released the map weeks ago if I wanted it to be a brush for brush copy of the original. But thats not the aim here.

Its the original revamped, if people wanted the original with its blocky style, I may as well not have bothered :P

Everyone will recognise it as Epicenter, its the exact same layout, there are no new paths or old ones removed. Everything that is being changed is graphical, displacements on the gravel areas (not huge, but a slight 1-2 unit bump to give it a non flat feel), detail sprites for grass, models for cover where there was once big crate blocks. Telegraph wires, fire and smoke and of course, traffic lights.

If people get distracted by little things like that, then they shouldn't be playing the game to start with. Its not going to destory the feel, there is no "feel" in the original IMO, its bland and uninspiring, you know its a destroyed city...but you don't feel it is. I hopefully bring some of the feeling back, making it feel more city like, rather than texture blocks on a floor.
The layout's the same. So that's fine.

You can add all the pretty shit you want, so long as the layout is the same. You get 5% to mess with the layout if necessary. That's what I meant.

So far... I'd say the tiny tiny road displacements and the broken vehicles will account for 0.8%.
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Old 07-30-2005, 10:41 PM   #177
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Just to show people the layout:

Heres the remake:


I would show you what the original looks like, but my steam is being a bit "gay" at the moment and refuses to open any Steam based application without using 100% CPU and 100% RAM. Thats no mean feat with a AMD64 3500+ and 1Gb RAM.

Edit: The morning after the night before, Steam has quit being "gay" and is now working fine:



Its pretty much dead on, the spawns are slightly smaller and some of it is more "compact" than the original, I don't think it will change the playstyle.
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Old 07-30-2005, 10:44 PM   #178
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This is looking really good! However, those traffic lights and signs have to go, they just seem out of place IMO :/
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Old 07-31-2005, 02:12 PM   #179
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Ok, I yielded to public demand, no signs or traffic lights in the middle area :P



Started to mess around with ambient sounds and 3D sky, sky looks blocky because im having to make it out of blocks as I can't model, well I could probably do them if I put my mind to it.
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Old 07-31-2005, 02:41 PM   #180
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Holy .
Looks great, very DoDish.
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