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Old 08-07-2005, 04:11 AM   #221
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that would be terrible
the area near the corner to cap would be like 2 inches wide then.
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Old 08-07-2005, 08:10 AM   #222
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I'm not a mapper, and I have little knowledge about mapping, but I was under the impression that you can put clipping areas anywhere you want, meaning just around the parts that people are likely to get stuck on.
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Old 08-07-2005, 08:13 AM   #223
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Do you mean clip brushes so that you don't even touch the debris, or ramped clip brushes so you slide over them?
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Old 08-07-2005, 08:44 AM   #224
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I was talking about putting clipping brushes around any parts he thought were bad, as opposed to making them not clip the player at all. Although, I just looked at the screenshots and I don't even see anywhere that would be a huge problem.
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Old 08-07-2005, 09:22 AM   #225
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Quote:
Originally Posted by Circuitous
Do you mean clip brushes so that you don't even touch the debris, or ramped clip brushes so you slide over them?
Which is why I have not done it, its better to be clip through small bits of debris than to be put in mid air above them on a clip, it also opens the door for all the trimping/ramping or whatever you folks like to call it.
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Old 08-10-2005, 07:00 AM   #226
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This is clearly the Epicenter!
http://img302.imageshack.us/my.php?i...eb100054gf.jpg
Im not sure Valve could do any better.
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Old 08-10-2005, 08:27 AM   #227
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Oh, one thing I need is someone with a bit of hosting to mirror the download file for testing. My bandwidth will run out I'd imagine pretty quickly with a 15mb rar'ed file.
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Old 08-10-2005, 11:18 AM   #228
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i can host it in a month.. lol... when were you planning on needing a host?

(sorry I don't get great hosting service back until I go back to college... mmmm 6mb up/down)
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Old 08-10-2005, 11:42 AM   #229
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you have my email in my profile. i have a full GB i don't use provided by my ISP, feel free to ask me any amount of space
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Old 08-10-2005, 12:01 PM   #230
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torrent it
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Old 08-10-2005, 07:00 PM   #231
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I'd be more than happy to help you host it. Unlimited bandwidth over here.
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Old 08-10-2005, 08:14 PM   #232
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My old University doesn't have a bandwidth cap, so I could assist in hosting too. Unless the map is over 50 megs
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Old 08-12-2005, 04:41 PM   #233
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Right, here we go.

Extract to your hl2mp folder using folder names and it should be fine. One more thing that needs work is the soundscape. In hl2mp/scripts there should be a soundscapes_manifest.txt. If there isnt one, create one and drop this in
Quote:

soundscaples_manifest
{
"file" "scripts/soundscapes.txt"

// List additional soundscape files here

"file" "scripts/soundscapes_canals.txt"
"file" "scripts/soundscapes_klab.txt"
"file" "scripts/soundscapes_elab.txt"
"file" "scripts/soundscapes_streetwar.txt"
"file" "scripts/soundscapes_citadel.txt"
"file" "scripts/soundscapes_town.txt"
"file" "scripts/soundscapes_coast.txt"
"file" "scripts/soundscapes_prison.txt"
"file" "scripts/soundscapes_trainyard.txt"
"file" "scripts/soundscapes_labs.txt"
"file" "scripts/soundscapes_strike.txt"
"file" "scripts/soundscapes_epicenter.txt"
}
If you do have one, it should be obvious what to do. This will add the ambience sounds, if it is not done the map will have no ambient sounds so thats not a bug!

It does not have the correct entities for teamplay in HL2DM or enough spawnpoints to host more than 2 people playing at once so don't bother setting up servers!

All bugs/textures errors etc should be either emailed to the address in the txt file in the rar or posted in this thread.

Happy Bug Hunting, I know theres bugs in there, somewhere!

http://www.msu.edu/~boylanc1/ff_epicenter_b1.rar
http://www.gingerlord.co.uk/ff_epicenter_b1.rar
http://www.circuitous.net/files/ff_epicenter_b1.rar
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Old 08-12-2005, 05:03 PM   #234
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first impressions:

Generally a decent remake - you've done very well with the rubble and fires, and the skybox looks great. Generally the rest of the map looks quality, but I kept getting the feeling that things were narrow... Anyhow, here's what I found on my first run through:

All of your stairs are way too steep. It's obvious you are of the 'no ladders' camp, but it's awkward going up those tiny cramped sprial staircases, plus the fact that you can't see anything up or down them. The stair corner on the upper exit out of the spawn towards the map center is way too tight - if you're coming towards the spawn, you can't even go up the left side of the stairs. Consider adding stair textures as well.

The spawn doors disappear into the ground. Consider making an indent they go into, or giving them a slight lip, or a track they run on or something. The lower door outside the spawn (at least the blue one) has a misaligned border texture on the outside.

The capture points seem very narrow and cramped. I'd say its just the space consumed by making ladders into stairs, but it's more than that - it just seems tiny for some reason.

The glow in the blue spawn from the lights is super intense - reduce it by a whole lot.

That's all for now, I'll bust your balls some more later :)
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Old 08-12-2005, 06:44 PM   #235
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I just looked at it. First impression is it's very well done. I love the rubble texture and what not.

A few things I noticed that you might want to take a look at.

The lights in the respawn are bright, which I don't mind, but if you are at top of stairs and look at them at a certain angle, you can tell you used four point_spotlights (i think that's what it is anyhow). You can make out four seperate lights. I didn't mind the stairs, although ladders or stairs, I don't really care one way or the other. Obviously, you will need to get new graffiti, as the stuff you have there is from the HL2 universe, which doesn't really fit into Team Fortress, unless you were going for that.

I've never been a huge fan of epicenter, but I can't wait to see what you do with mulch_trench.
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Old 08-12-2005, 10:41 PM   #236
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WEEEEEEEEEEEEEEE.

I've complimented enough, now I'll put out some issues.

1. Holy crap! Where'd the map go?! (Shot taken from the platform to the right of the major crack leading to the capture area, before the destroyed building, looking back towards the other team's spawn.)

2. Do you have to set the car on fire?

3. Weird stairs. Not a real problem, but it's odd to say the least.

4. I spotted a whole bunch of texture issues, too. Check them out here, they're epitex*.jpg. I'll explain them here:

4.1. Near the back of the car, this place will flash both textures where the lighting is off.
4.2. The sides over this here window thing flash black periodically as you approach them.
4.3. The ground beneath this rubble flashes black from various angles.
4.4. Sometimes parts of this cardboard box and miscellaneous debris disappears under the concrete!
4.5. A weird lighting area near the spiral staircase. Also, the top halves of those little wood planks will flicker under the ground texture occasionally.
4.6. The area under this wall flashes black from different angles.
4.7. This gravel flashes bright and dark (I tried to get a shot of it bright and failed, sigh).
4.8. Just another weird lighting thing, right before the spiral staircase.

As far as I can tell, these errors appear on their opposites as well. Most of them are minor, but I figured I'd mention them anyway.

Those matters aside, it's looking really great. I wasn't sure you'd be able to pull off not using any ladders, but you proved me wrong. Some of them are a little tight (especially the spiral staircases) but they're navigable, and it's certainly interesting. Some of the stairs do seem a bit steep, though.
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Old 08-13-2005, 01:51 AM   #237
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4.7 looks like you drew a penis in gunshot decals
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Old 08-13-2005, 02:09 AM   #238
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Quote:
Originally Posted by Mervaka
4.7 looks like you drew a penis in gunshot decals
4.7.b. Mervaka looks for penises in weird places.
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Old 08-13-2005, 03:06 AM   #239
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Looks very nice! The level of detail and atmosphere is terrific! I really do appreciate the removal of ladders from this map. I also love how you can just glide over the rubble without getting stuck.

My critique
(Note that some of this will be similar to what was said above)

http://www.msu.edu/~boylanc1/epi/ff_...ter_b10000.jpg
Wires are floating in mid air.


http://www.msu.edu/~boylanc1/epi/ff_...ter_b10001.jpg
I don't know jack about Source lighting, but 4 pointlights on a flourescent tube looks rather odd.


http://www.msu.edu/~boylanc1/epi/ff_...ter_b10002.jpg
Building looks too dark, and debris appears to be floating.


http://www.msu.edu/~boylanc1/epi/ff_...ter_b10003.jpg
There's a small bump as you cross over the threshold. Not very noticable, unless you sprint over it, which might be annoying for Scouts, who are always sprinting


http://www.msu.edu/~boylanc1/epi/ff_...ter_b10004.jpg
Texture flickers based on player view.


http://www.msu.edu/~boylanc1/epi/ff_...ter_b10005.jpg
I was thinking what would make the APC look "better". After shooting it up some, I decided that bullet holes improved the look So maybe some more visible scratches/dents could improve it.


http://www.msu.edu/~boylanc1/epi/ff_...ter_b10006.jpg
The rest of the map is not properly visible here.


http://www.msu.edu/~boylanc1/epi/ff_...ter_b10007.jpg
These two spots flickered oddly.


http://www.msu.edu/~boylanc1/epi/ff_...ter_b10008.jpg
http://www.msu.edu/~boylanc1/epi/ff_...ter_b10012.jpg
I like the smoke emitters quite a lot; looks nice!



http://www.msu.edu/~boylanc1/epi/ff_...ter_b10010.jpg
Odd texture/lighting glitch.


http://www.msu.edu/~boylanc1/epi/ff_...ter_b10009.jpg
http://www.msu.edu/~boylanc1/epi/ff_...ter_b10011.jpg
The blue "CP" sign is pixelated, whereas the red one is not. However, the red arrows are pixelated, whereas the blue ones are not. (This is a tad hard to see from my resized screenshots.)


Like I said, this is all rather nit-picky. You've got a great map here, so the minor errors just stand out more


Edit: URLed my images to help bokko with his terrible connection.
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Old 08-13-2005, 10:02 AM   #240
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Right, I'll just go through some of the comments, in reverse order:

@Jiggles

Odd that those wires are hanging out, no idea how they got missed. *Fixed*
The light glows are sprites and I was unsure whether to keep them, the feedback so far suggests I should have removed them. *Removed*
Bits in the skybox, evidently Source lacks some of the HL1 rendering skills, have sorted that out *Fixed*
Lip was put there on purpose as a complete door frame. It stays till I get my hands of FF to try it out.
APC, I forgot to include the new dirty texture set in the download, unfortunatly I just realised I overwrote it when testing the install :@ I'll have to do that again.
Map visible through broken windows *Fixed*
Texture Issues *Fixed*

Re: Signs, they are the old TFC ones converted to Source and will be replaced with official FF ones when released.

@Circuitous

Window *Fixed*
Fire burns, it looks nice *Fact*
Stairs made more like TFC version *Fixed*
Texture Errors *Fixed where I could see what was wrong*

@ Imbrifier
Stairs are staying although corner spawn stairs have been *Fixed*
Spawn doors *Fixed*

Re: the narrow feeling, its pretty much dead on original Epicenter size and scale, the original however was miscaled beyond belief. There was also little rubble in the streets, this may account for the cramped feeling. Also the APC in TFC is about 1/4 size what it should be in Real life. The APC there at the moment is hardly an APC, more of an Armoured car and it does the job fine. No space was taken up where ladders were removed. If anything the roads are wider in that part.
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