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Old 04-28-2008, 12:49 AM   #1
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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 04-28-2008, 04:14 AM   #8
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They look good - nice bumpmaps on the wall textures. maybe a tad too much, but they look impressive in the still pictures.
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Old 04-28-2008, 07:48 AM   #9
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:)

bad ass map! consistent textures, good game play .) although the mapper is a lamer ^^
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Old 04-28-2008, 08:56 AM   #10
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Looks good but the map feels chopy, Gator said that it seems like you did a quick compile.
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Old 04-28-2008, 09:52 AM   #11
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Shit yeah, on my housemates PC its really choppy.. I see what you mean. Fuck :/

Will try compiling on his PC... forgot I had 2 games design students living with me lol
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Old 04-28-2008, 09:58 AM   #12
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ff_medieval_b2 released - sorry AGAIN to all those that have to redownload esp. squeek - this may be your third time now, I'm sorry!

But I think everyone would agree - we need the map to be playable!

Works great on housemates PC now!

Last edited by Elmo; 04-28-2008 at 07:36 PM.
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Old 04-29-2008, 10:31 AM   #13
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Played the map last night and it seemed pretty successful. wasnt a proper game but everyone liked it and I dont think anyone had any problems other than the doors.

Hows things going for people in the community?

Get that sorted and I suspect in about 2/3 weeks with little improvements and props I should have the final version out.

Last edited by Elmo; 01-20-2009 at 07:15 PM. Reason: removed problems with pictures - irrelevant
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Old 04-30-2008, 06:41 PM   #14
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Nice map with sweet concs.. This map makes offy feel fly, realy good work
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Old 05-11-2008, 02:07 AM   #15
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I checked out this map per the suggestion of KubeDawg. It's a really good medium size CTF map. Excellent work man.
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Old 05-11-2008, 02:08 PM   #16
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Cheers man - I will have _b3 out at somepoint - doing some stuff on behalf of zE atm - I don't think he knows I'm actually doing it though lol

much nicer offy spawn and a few things 'fixed' as stated in first post - need to sort the transporter sound out too as I dont think I have added that to the list.
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Old 05-11-2008, 02:32 PM   #17
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doing stuff for me!? what stuff
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Old 05-11-2008, 04:03 PM   #18
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If you'd been on IRC during the day the last two days you might know! lol
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Old 05-17-2008, 07:50 AM   #19
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This looks awsome! Perhaps some ruins in the 3d skybox and the middle would look cool?

This kind of look would be good I think:
http://davidluong.net/subpages/image...ainting-2k.jpg

http://www.flickr.com/photos/thatdam...7600328617446/

http://www.flickr.com/photos/6986455...7604247242056/

http://www.flickr.com/photos/janne4/310535447/
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Old 05-17-2008, 03:25 PM   #20
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Believe it or not I had that idea and told my housemate only yesterday.. would like to see how well I could do it.. I'm working on the 3dsky displacements at the moment just to get the rest of the grass planes done.

Once i've done that I'll decide how to make it look better. The thought I had was to have some ruins as you showed in the picture, almost exactly how I had envisaged..

Don't know how well I could do the mountains though, I only use 1/4 scale skybox so that the detail of the skybox can still be of reasonable quality and so the textures line up correctly. Obviously this means theres a larger performance hit the more stuff I add. I dont how bad that performance hit would be though

I dont know if my 'artistic capabilities' will limit how good the outcome will be. If it looks crap I'll just have to scrap the idea, but I'll definatly give it a go.
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