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Old 04-28-2008, 12:49 AM   #1
Elmo
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ff_medieval - B13 RELEASED (UNLUCKY 13!)

Download URL:
Older Versions Download URL:
Change Log:


ff_medival_b13
  1. Map geometry
    • Tunnel extended to come out above flag
    • Added ladder
    • Removed resupply in offy spawn
    • Extended the tunnel between crossover and ramp
    • hoped to fix FPS issues arising in b12

ff_medival_b12
  1. Map geometry
    • Added defense spawn in FD tunnel to stop lock down of switch
    • Altered front of base ramps for easier sliding for flow
    • Widened security switch and security door passageways for flow
    • Added hole in wall in FR to hide out when someone is capping
    • Hollowed out the FR tall platform to run behind for taking down SG
    • Added position at V-Ramps for sentry
    • Added lower platform at V-Ramps for movement possibilities
    • lengthened narrow tunnel which runs between Double Ramps and V-Ramps to slow/discourage flag runners
  2. Lighting
    • Moved all light entities closer to the model
    • Now using 50% falloff values with ~3000 brightness
    • HDR that actually looks fairly good without huge contrasts

ff_medival_b11
  1. Map geometry
    • Made spawn room bigger so defence spawns slightly back
    • Added a small tunnel between V-ramp and crossover to lessen the chances of a defence security lockdown
    • Flag is now slightly dipped in the middle to help with pipe placement

ff_medival_b6
  1. Map geometry
    • Lowered flag points by 16
    • Fixed flag room ladder
    • Ladder at double ramps
    • Added floor trims to crossover, underpass, v-ramp tunnel, and flag room
    • Added water feature in flag room
    • Added 3D sky box with idea of mountains
  2. Lighting
    • increased all cage light brightness by 10
  3. LUA & Gameplay
    • Locations fixed for ramps
    • Added Defence only speed ramps exiting FR
    • Added Offence only speed ramp exiting spawn

ff_medival_b5
  1. Map geometry
    • Removed defence spawn
    • Added door into base from spawn in the tunnel to V-Ramp
    • Altered yard displacements (less bumpy)
    • Changed lift into ramps
    • Top of double ramps now have narrowed geometry
    • Added shield over door (trigger_hurt now obvious)
  2. Lighting
    • increased all lights from 16/35/37 to 32/65/87
  3. LUA & Gameplay
    • Altered bags
    • Added second bag to FR

ff_medival_b3
  1. Map geometry
    • Changed offense spawn to a cave
    • Surrounding terrain completed
    • Altered yard displacements
    • Previous 3d skybox now map geometry (allow for hillside skybox)
    • Extended yard sizeways (clip brushes curved)
    • Added castle style wall (above lift to fr corridoor window)
    • Added ruined castle (crap version)
    • Changed ladder models (now clearly visible)
    • Made all cable clips & floor lights none solid entities
    • Removed lift wall
    • Altered the lift to suit side entry
    • Slanted trim above lift so that players don't hit their head
  2. Lighting
    • Added lights on vramp
    • Changed spawn resupply lights from 1 brightness to 300
    • Changed resupply bag lights from 10 brightness to 300
    • Alterd lighting and added info_lighting to improve visibility of ladders
  3. Optimisation
    • Changed window areaportals to close at more appropriate distances (+/- FPS)
    • Added extra sky hint brushes (reducing amount drawn)
    • Changed trees to fade at certain appropriate distances
  4. Other
    • Fixed doors after prematch
    • Fixed teleporter exit direction
    • Changed grenade bag to only contain 1 grenade
    • Stopped teleporter sound from playing everywhere

ff_medival_b2
  1. Map geometry
    • Moved flag slightly inwards as it could be easily missed before
    • Added a light near FR ladder โ€“ Last minuite - looks crap
  2. Optimisation
    • Cut up some visleafs outside (avoids rendering too much)
    • Changed lift window areaportals to close at a shorter distance
  3. Other
    • Loading screen now works - to be improved for final version

B2 Screenshots: Click for 1680x1050 screens

Overview -


Battlements -



Crossover -



Lift -


V-Ramp -


FR -


Spawns -




Expected future (some day) alterations
  • Include cables for lights โ€“ 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 โ€“ To be made in 3dsmax if people think they would be a good idea.

Notes:
Hope you all like it, critique and suggestions welcome.

Just to show you the cables that I have to remake, here's some pictures of an old version of the map with the half-life cables (keyframe_ropes) included:
1 2 3 4

Peace, Elmo

Last edited by Elmo; 04-09-2013 at 07:41 PM.
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Old 04-28-2008, 01:37 AM   #2
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Excellent. Will try to get some pickups going on this ASAP.
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Old 04-28-2008, 02:00 AM   #3
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most irghteous excellent awesomely;

need some work on the fps optimization or whatever those mapper cats call it!!!
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Old 04-28-2008, 02:08 AM   #4
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Looks sweet.. did you design the textures yourself?

Might be a bit dark though (but i haven't played it)
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Old 04-28-2008, 02:19 AM   #5
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Quote:
Originally Posted by ViLE
need some work on the fps optimization or whatever those mapper cats call it!!!
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

Just trying it now I've been wondering if I've recently lost some fps again, seemed lower. Probably just me though, I dunno.

Quote:
Originally Posted by -pF-
did you design the textures yourself?
Yeah -pF-, 5 of my own textures (I think). I might redo the bump and specular maps for the metal trim and castle wall texture. I think they could still be improved for the final version.
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Old 04-28-2008, 03:38 AM   #6
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SWEET!

Can't wait to test this one out!
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Old 04-28-2008, 04:02 AM   #7
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Hell yeah
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Old 07-07-2009, 10:56 AM   #8
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Quote:
Originally Posted by Elmo View Post
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, 12:34 PM   #9
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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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Last edited by Elmo; 07-07-2009 at 12:34 PM.
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Old 01-21-2013, 12:57 AM   #10
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Dear Elmo

I like medieval.

I speak for everyone (lol yeah right, like anyone in FF can speak for the whole community) when I say you should tweak it some more. We are happy to give you constructive (lol yeah right, like anyone in FF can give constructive) feedback on any tweaks you may make.

Thank you for your time.
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Old 01-21-2013, 02:04 AM   #11
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I like the one with security and that gate.

Though I also love being able to fly over the whole damn wall and just nail stuff in the courtyard from up above in that grassy area.
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Old 01-21-2013, 10:06 AM   #12
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ya! you've already put in 954685 hours in that map, what's a few more gonna do?
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Old 01-22-2013, 10:22 AM   #13
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btw I'm not ignoring this! I started writing a reply straight away with the changes I believe required but got a bit stuck on exactly what was required and emailed the reply to myself to finish when not at work. I also have some bases changes to do still which I almost finished off last week.

I would like to do this and I was actually quite pleased to get the messages showing interest.

Also doing some code stuff the last couple of weeks too. Some of you might have seen me around a bit more in pickups as life has settled down now having moved in with my partner a few months back. Just getting to the point now we don't feel the need to spend every waking minute together
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Last edited by Elmo; 01-22-2013 at 10:23 AM.
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Old 01-22-2013, 11:37 PM   #14
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yay! <3
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