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View Poll Results: What version of daytime do you prefer for amped?
the dark night theme with the moon 60 73.17%
the day theme with the sun 10 12.20%
nothing , because both sucks. 12 14.63%
Voters: 82. You may not vote on this poll

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Old 06-09-2006, 02:59 PM   #501
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Is that a seam in the skybox?
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Old 06-09-2006, 03:20 PM   #502
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It's all done now.. Yeah! New shit.. This is the last media update for amped...
haha.. now you know..










GO TO FIRST PAGE FOR MORE INFORMATION!

Last edited by o_ambex; 06-09-2006 at 03:27 PM.
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Old 06-09-2006, 03:56 PM   #503
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Fantastic Well done.
Now more waiting for a craphics card and HL2.
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Old 06-12-2006, 01:19 AM   #504
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I'll say it again, maps looks great, good artichecture and textures but it may not work so good since it's too cramped which means lots of choke points.

This is clearly a Deffence map, very hard to cap the flag
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Old 06-12-2006, 07:09 AM   #505
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Or you can get it temporarily hosted by
http://rapidshare.de/
until someone is friendly enough to host it for you
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Old 06-12-2006, 12:24 PM   #506
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You need a host? Why didn't you tell me?

You IM me like twice a day yet you never mentioned it. Tsk.
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Old 06-12-2006, 08:30 PM   #507
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What is the best way to flip and copy a base?

If you need to flip an entire base and copy it (example red base) is it better to copy area by area or just mark the whole base with cordon bound field to copy it to the grid and flip it horizontally or vertically so it matches the blue base?

I mean to do an exact copy of a base.. I know that taking a cordon field takes more cpu as it needs to draw the whole marked area in gridmode wich makes the rotation or flip process slow.

What do you know about flipping bases would someone help me?

I have never done it before, either for any other game or level editor.

I know. I am noob.
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Old 06-12-2006, 09:11 PM   #508
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lol your mapping owns :P your no noob. J
ust try ? I do it. Sometimes it works well sometimes my pc crashes and when i start it toxicfumes come out. But thats just a good thing you get a little funny on that =D
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Old 06-12-2006, 10:32 PM   #509
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Quote:
Originally Posted by Ambex
What is the best way to flip and copy a base?

If you need to flip an entire base and copy it (example red base) is it better to copy area by area or just mark the whole base with cordon bound field to copy it to the grid and flip it horizontally or vertically so it matches the blue base?

I mean to do an exact copy of a base.. I know that taking a cordon field takes more cpu as it needs to draw the whole marked area in gridmode wich makes the rotation or flip process slow.

What do you know about flipping bases would someone help me?

I have never done it before, either for any other game or level editor.

I know. I am noob.
select the whole thing, copy/paste it, flip it and align it, simple as that
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Old 06-13-2006, 06:19 AM   #510
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On a side note, he figured it out shortly after posting. Or so he claimed over MSN.
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Old 06-13-2006, 07:53 AM   #511
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where's the link...?
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Old 06-13-2006, 03:21 PM   #512
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Quote:
Originally Posted by Alligator
where's the link...?
The response to the download will be later
Check the first page out for more information daily.
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Old 06-15-2006, 07:37 AM   #513
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The minutes after amped got fully compiled and done, my friend did betatest the map.

He claimed that he'd came in time to manage this betatest, he told me that amped was a brilliant map ready for release soon. We had a talk about the map and he found more new bugs while I was watching him playing the map.
I made a list of bugs and fixed them all, no waste with bugs before the release everything had to be done in the map. I did an hour's recess then came back to the editor and compiled again, and we got amped done all problems fixed.

So.. I proclaim that the level is done (beta 3)
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Old 06-15-2006, 02:51 PM   #514
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You should have actually released beta2 for more third part input, but release beta3 now. Right now :P
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Old 06-16-2006, 10:00 AM   #515
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Map released, thanks for the Nezumi's effiency and hosting.

All information on the first page.

Last edited by o_ambex; 06-16-2006 at 01:05 PM.
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Old 06-16-2006, 02:19 PM   #516
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just tried it out.
overall you seem to have fixed many of your performance issues, but wow thats alot of ladders.
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Old 06-16-2006, 05:22 PM   #517
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Yea, tons of ladders were used 
The performance was dramatically changed BUT still cost a fair amount of fps. Some of your textures needs to be aligned properly (displacements are my friend, faster texturing OR alt + right click method). Some of your lights need to be adjusted as well. Oh and what happened to the water ? That was probably the thing I liked the most in the map. Overall, you still have to make a lot of changes to improve performance - I cannot imagine it when there is actually some FF gaming going on...
(also have to add how your map crashed me entire desktop which hasn’t crashed in a few months )
Rating by Gator:
Game play [foreshadowing]: 4/10
Texturing: 9/10
Brushwork: 9/10
Performance: 4/10
Creativity: 8/10
Uniqueness: 9/10
Other: 5/10
Crash my desktop: "Rate less."
<3 love ya
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Old 06-16-2006, 05:41 PM   #518
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Quote:
Originally Posted by Alligator
Yea, tons of ladders were used 
The performance was dramatically changed BUT still cost a fair amount of fps. Some of your textures needs to be aligned properly (displacements are my friend, faster texturing OR alt + right click method). Some of your lights need to be adjusted as well. Oh and what happened to the water ? That was probably the thing I liked the most in the map. Overall, you still have to make a lot of changes to improve performance - I cannot imagine it when there is actually some FF gaming going on...
(also have to add how your map crashed me entire desktop which hasn’t crashed in a few months )
Rating by Gator:
Game play [foreshadowing]: 4/10
Texturing: 9/10
Brushwork: 9/10
Performance: 4/10
Creativity: 8/10
Uniqueness: 9/10
Other: 5/10
Crash my desktop: "Rate less."
<3 love ya
The layout of the map can't have few ladders as there are need for ladders from my point of view. But I changed this, in beta 4 that we are expecting I've allready started to improve things noticed by you in this post. The water is not going this time, it's another corruption for fps drops and performance.
(perhaps, maybye if i change my mind then I'll implement water but cheap water "I'll make water drippin in that sewer from the ceiling and flowing on the ground"). I didn't compiled the map with FULL VIS as it takes too long time, it's another fact of bad performance as the map was compiled on fast settings.
I just need to be clear right now about the layout and the gameplay performance can wait (Haven't done areaportals yet and ocluders). What sort of the textures needs to be fixed and aligned?, which area is it if so? I can't really understand why gameplay gets only 4 out of 10, it may be your bad performance forcing you to rate as you did now. And by rating other 5/10 isn't enought to understand what it means, Is it the sky or something you like more?

However, shortly after reading this post I have much work to do now and fix things. Would you like to tell me more detailed about what amped needs to change and what is suitable and what is not.

I'm glad you liked the map, I had no problems running it on 3.2ghz and 1 gig ram + 256mb ati card

I would like to know how much in % this map will get.

And I'm sure that betatesting seems to help..

Last edited by o_ambex; 06-16-2006 at 05:53 PM.
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Old 06-17-2006, 12:27 AM   #519
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umm... it's surprising how bad the layout of this is
like seriously i dont understand why it's just a bunch of ladders, doors and small rooms

its a sniper map cross with a maze
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Old 06-17-2006, 01:50 AM   #520
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I have to take pictures of non-aligned textures...but I am just too lazy. The only one that I remember right now is in a door/opening. Like others said, this map seems to be a puzzle with small rooms. Like, you have a huge yard and it looks nice and all but then the inside is just so crowded. I think you need to make each room bigger and instead of using ladders possibly use some sort of vent method. The "other" rating was just a feeling I have towards the map, nothing big. You definitely need to optimize your map, such as, using area portals / ocludders / displacements / func_details / skybox structuring / run full vis / whatever is needed. Once you fixed the problems that are in this map, I am sure it will be fun playing. Kam - how about you give suggestions instead of talking your mouth out? I don't seem to understand why you would just flame his map in such way without explaining it into detail. This map is in fact capable of being playable if and only if he actually tweaks it up. So stop posting if you do not have something relevant that will help ambex and his map in any way.
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