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Old 05-17-2008, 04:57 PM   #21
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Oh and can someone give me a decent team door LUA that work with area portals so that the door props dont disappear when prematch finishes...

Has anyone else encountered this problem? Got a fix? I know not many of you mappers seem use area portals and so wont know... but saying that you should be using them, they are your friend!
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Old 05-18-2008, 03:03 PM   #22
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I dont (need to) use areaportals but my doors (brush based) work differently than the standard FF doors. Take a look at my lua's, maybe this will work for you? If not, i have no idea.
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Old 05-18-2008, 05:10 PM   #23
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Whether they are brushed based doors or not they dont block vis.

Though I agree on stow2 spawns they're not needed. The spawns are just box rooms and dont have any detail other than the bags & players that spawn in there so theres no real need to hide anything.

But since first looking at the map I've always believed some area portals would have been good to section off the front bottom enterences to regain some FPS lost when outside. To force the engine to be a bit cleverer when rendering things you can and cannot see.
http://awillden.co.uk/ff/forum/ff_st.../wireframe.JPG

Though saying that I realised you dont necessarily NEED them either... just a few hint brushes to make the outside outside leafs smaller would've probably been sufficient..
http://awillden.co.uk/ff/forum/ff_stowaway2/leaf.JPG

You can see the leaf stretching to the door and so rendering everything almost to the ramproom!

Ahhh mapping, endless possibilities I am very much a perfectionist for trying to get as much FPS as possible though, probably closer to obessive compulsive lol

Oh n' by the way, been meaning to post on ur map, I did change my mind on how I felt about it.. when I turned on HDR all was revealed, the bloomy lighting looked alot nicer! And the floor textures in parts just looked so much better. Really nice and felt it too. Completly changed my opinion

Had thought about posting most of this on your thread but then thought it might be too out of context there! Shall I move it/the nice comments?? lol

In reply to the LUA stuff I'll check it out later, thanks. I've not really TRIED to fix it yet, just wondering if anyone had anything that they knew already worked to save me looking. Lazy I know!
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Old 05-18-2008, 08:00 PM   #24
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btw I realise that I've gone off on one above so feel free to ignore.. and I know you weren't suggesting that the doors did block vis just incase lol
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Old 05-18-2008, 11:20 PM   #25
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as long as your fine that we hijack your thread, let me answer here

i know doors dont block vis, there's just not enough detail behind them to warrant areaportals imo.

About that lower entrance, i figured to place a hint like this:
http://img234.imageshack.us/my.php?image=stow2jm2.jpg
to keep ppl who conc from the platform from seeing more than they should. This implies you see it when you run down the stairs, but theres not much you can do about that unless if you are fanatical, but its not worth it imo.
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Old 05-19-2008, 10:15 AM   #26
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Well since you already know your doors are fucked, I don't have to mention anything about that. Good deal.

The biggest issue with your map that people had while playing was they just flat out could not find the cap point. Okay - up the ramp, turn around, go out to the deck, but they need some good signage to show them that. Get that covered and this map is ace.
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Old 05-19-2008, 06:13 PM   #27
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Originally Posted by Ihmhi
Well since you already know your doors are fucked, I don't have to mention anything about that. Good deal.

The biggest issue with your map that people had while playing was they just flat out could not find the cap point. Okay - up the ramp, turn around, go out to the deck, but they need some good signage to show them that. Get that covered and this map is ace.
There are also ladders on the side of the battlements that I had never seen until I saw people using it in a #tf.pickup pickup.
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Old 05-19-2008, 06:14 PM   #28
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Maybe go with the whole medieval theme and have a burning torch or something illuminating the ladder?
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Old 05-19-2008, 08:53 PM   #29
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Quote:
Originally Posted by Elmo-
ff_medieval_b3/ff_medieval_b4
  • COMPLETE
    • Improve offense spawn
    • Add more appropriate lighting near ladders
  • IN PROGRESS
    • Improve lighting
    • Improve 3D skybox & yard
  • TO DO
    • Change spawn teleports so that you can only exit in one direction
    • Include cables for lights – To be made in 3dsmax. I have so many ropes that the half-life ropes cause hl2.exe to crash out due to indexing problems (stupid).
    • Include flag directions signs – To be made in 3dsmax if people think they would be a good idea.
    • Stop teleporter sound from playing everywhere
    • Fix spawn doors for when mp_prematch > 0
^^ lol I do indeed know these are problems. People dont notice the teleporters either.. signs are a must I think, its a simple level but unless you know it, there're just some small things you dont see. CP is sorta hidden up there too.. unless you get up there you wont know its there and seeing as no1 ever sees the ladders to get up there and theres no signs, those problems combined.... etc etc

I think one problem with the ladders on the front of the base is that I havent made anything that draws your eye to it.. well tbh they're almost hidden! The middle ramp just goes straight into the tunnel as if its the only way into the base on foot. As I said unless you know they're there, there's no reason to ever look.

Even though I have put "Add more appropriate lighting near ladders" as complete, I'm actually still not happy that you can see them clearly enough. I even put an info_lighting so that the ladder acts as if its right next to the light.. still not enough

Will definatly sort it though - progress is slower than it should be of late.

As a quick fix for b3 I'll use the signs that are already in FF, but I think eventually I'm gonna make my own to fit in with my theme. I dont like the ones that are currently in FF.

As for the burning torch thats a maybe... If I get round to it/can make it work/can be arsed lol

Oh and blister - yeah I know, there's no point (especially now), and compared to some of the other maps ur FPS is still better lol. I'm just a fussy **** <-- insert whatever you like lol..
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Old 06-09-2009, 06:28 AM   #30
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Finnally released b4 properly.. I'll wait until someone says I've forgotten something and I'll release b5 lol

Big geometry changes. See download link on OP and changelog for details:
http://forums.fortress-forever.com/s...570#post353570

If someone of the pickup variety could put it on the EU server?
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Old 06-09-2009, 08:21 AM   #31
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Old 06-09-2009, 10:59 AM   #32
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If someone of the pickup variety could put it on the EU server?
Done!

And nice

*And squeek added* :P
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Old 06-09-2009, 11:22 AM   #33
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Cool, thanks Hardy xx
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Old 06-17-2009, 05:46 PM   #34
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should be good now.. sorry for the b4 fuckup.. i had visgroup "tools" turned off.. AKA no clips and no optimisation WHOOPS

checked it this time.. everything SHOULD be ok.. TAKE 2 lol

link in Original post
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Old 07-07-2009, 11:56 AM   #35
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Let me know the locations that you most experience FPS problems and I'll do my best. Should be able to get a few more fps outside, flagroom and lift. I forgot to make the amendments I had in mind before posting
you did place a horizontal hint brush on top of the outdoor areas i hope?
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Old 07-07-2009, 01:34 PM   #36
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erm.. I honestly kind of feel insulted that you even ask me (dumb I know)... though I'll take it that you're trying to help so thank you.

but yes.. there are multiple horizontal hints that span the level.
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Old 07-07-2009, 08:16 PM   #37
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Adam "Elmo-" Willden
Level Optimization / Clean Up
I think it's safe to say he knows what he's doing, stino (he also is the one who redid monkey).
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Old 07-30-2009, 06:46 AM   #38
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I played this for the first time last night and I loved it! the FR is fun, not too hard to defend, but not too easily locked down, and the multiple exits for flag carriers was also nice.

gj elmo
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Old 07-30-2009, 11:35 AM   #39
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Glad you liked it. Someday it'll get finished but FF official stuff (warpath ) comes first... would have to make it official for me to finish it it seems

Nah someday I will - few last tweaks and some polish! Whenever that day may come...
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Old 07-30-2009, 03:36 PM   #40
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lol, yeah I wasn't bumping this for the mappack, just giving my feedback finally
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