My Maps
Re: My Maps
Maybe you should use quake 2 textures, sure reminds me of Quake 2. oh, I like traps, but for DM you need traps that allow you to kill the other guy, like in DM pressure. I always like gimmicks.
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- sektor2111
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Re: My Maps
2 things: GRID and ReachSpecs.
Misaligned brushes are not a fancy thing to be proud of it, and seriously 40000+ reachspecs. Paths build was done multiple times. Pathing is EASY, I don't get this useless load.
Misaligned brushes are not a fancy thing to be proud of it, and seriously 40000+ reachspecs. Paths build was done multiple times. Pathing is EASY, I don't get this useless load.
- Diego_HoF
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Re: My Maps
Didn't know how to reset the reachspecs, now i found how and it lower to 2900 reachspecs, so that means a fix version but i will wait for that because the changes will be adding the alternatepaths and the new reachspecs.sektor2111 wrote:2 things: GRID and ReachSpecs.
Misaligned brushes are not a fancy thing to be proud of it, and seriously 40000+ reachspecs. Paths build was done multiple times. Pathing is EASY, I don't get this useless load.
And about the misalign brushes...., sometimes is really annoy to put them in the right position when you have to move it in mm.(x,y or z 0.0001 difference), i try to put them all as they should but, at times i forget 1 or i don't see when checking.
My Maps -> viewtopic.php?t=12288
Re: My Maps
Is it correct that the shown number is not the number of paths (or their end points) but the index of them? If so I don't see a practical difference between a set ranged from 1..1000 and 30000 to 31000 for example.sektor2111 wrote:seriously 40000+ reachspecs
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
- sektor2111
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- Location: On the roof.
Re: My Maps
I cannot answer what's there how many are history and how many are real, but I can say ONE true thing: When I removed those X things and rebuilding CLEAN paths, it was heading to a smaller map with good kilobytes - keeping them like that really doesn't make sense.
Direct sample: CTF--Factory = 3.692.627 bytes;
After only a basic correction with MapGarbage = 3.605.067 bytes without to remove all useless Pathnodes just BASIC fixing.
Let me see, Pawn Seeking for Navigation works way better with less loaded indexes and less pointless nodes, right ?
So why should I have "ReachSpecs" only for garbage hosted in map ? Only in a few seconds I reduced around 80Kb.
Of course, you don't need to take in account what I'm saying you can have 100000 Reachspecs index, no one will stop you, I'm only sharing my way of doing.
Direct sample: CTF--Factory = 3.692.627 bytes;
After only a basic correction with MapGarbage = 3.605.067 bytes without to remove all useless Pathnodes just BASIC fixing.
Let me see, Pawn Seeking for Navigation works way better with less loaded indexes and less pointless nodes, right ?
So why should I have "ReachSpecs" only for garbage hosted in map ? Only in a few seconds I reduced around 80Kb.
Of course, you don't need to take in account what I'm saying you can have 100000 Reachspecs index, no one will stop you, I'm only sharing my way of doing.
- Diego_HoF
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Re: My Maps
Finally done, this map was orginally a FIX version of Forest of silence but the changes i did make like a new version of it, so i change the file name to include all the name.
Changes:
-Added namespace and rename it Diego-Forest_of_Silence
-changed layout from a L shape to a straight hallway
-added more details to the fortress bases and change textures to difference RED amd BLUE area
-added outpost towers in front for defense and spawn
-added fogblue panels to keep the draw distance for glitching out
-movers got updated and adjusted for better(now they have delay and move time with Ignore_WhenEncoarch because bots got stuck in them)
The theme here is a battlefield with 2 fortress fighting in this desolated forest with some secrets to tell(thats why i wanted to make it ominous)
Enjoy
Wait, there is another new map here
DM-Diego-{HoF}MFortress
This map is a mario themed DM map mixed with HoF logos, the area is the outside of a mario fortress and the inside with 2 floors and 1 secret area, careful, its easy to go in but getting away, thats the tricky part, if i want i can change it for the Mapping Contest cause it fits the size restriction(add the logo and change the texture to use chaosUT)
- Attachments
-
- DM-{HoF}MFortress.rar
- DM-{HoF}MFortress
- (8.14 MiB) Downloaded 83 times
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- CTF-Forest_of_Silence.rar
- Forest Of Silence
- (659.17 KiB) Downloaded 88 times
My Maps -> viewtopic.php?t=12288
- makemeunreal
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- Diego_HoF
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Re: My Maps
DM-{HoF}FortuneNight
All Right New Year, New Map
This map is based on the stage called Fortune Night of the game Freedom Planet and it was made using textures ripped by me from the game itself, so i kept the name and it took me time to get the textures but it worked in the end(schwartz gave me the idea of how to do it and inspiration)
The Music also came from the same game and was converted by me too. And Now i left some screenshots of how the map is, the idea is a Town area where the players need to travel to fight, is a open area with not many areas to hide or cover.
Some items got modify to use game sprites, the only thing that i couldn't do at the moment was to add sound effects and change the name of the items.
Screenshots:
All Right New Year, New Map
This map is based on the stage called Fortune Night of the game Freedom Planet and it was made using textures ripped by me from the game itself, so i kept the name and it took me time to get the textures but it worked in the end(schwartz gave me the idea of how to do it and inspiration)
The Music also came from the same game and was converted by me too. And Now i left some screenshots of how the map is, the idea is a Town area where the players need to travel to fight, is a open area with not many areas to hide or cover.
Some items got modify to use game sprites, the only thing that i couldn't do at the moment was to add sound effects and change the name of the items.
Screenshots:
- Attachments
-
- DM-Diego-{HoF}FortuneNight.rar
- DM-{HoF}FortuneNight
- (11.57 MiB) Downloaded 88 times
My Maps -> viewtopic.php?t=12288
- Feralidragon
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Re: My Maps
+1OjitroC wrote:I really like this - it is very nicely done - good to see something out of the ordinary
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- Inhuman
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Re: My Maps
Diego_HoF wrote:DM-{HoF}FortuneNight
All Right New Year, New Map
This map is based on the stage called Fortune Night of the game Freedom Planet and it was made using textures ripped by me from the game itself, so i kept the name and it took me time to get the textures but it worked in the end(schwartz gave me the idea of how to do it and inspiration)
The Music also came from the same game and was converted by me too. And Now i left some screenshots of how the map is, the idea is a Town area where the players need to travel to fight, is a open area with not many areas to hide or cover.
Some items got modify to use game sprites, the only thing that i couldn't do at the moment was to add sound effects and change the name of the items.
Screenshots:
this looks great! Will be adding to our DM server
https://www.vulpinemission.com
ROCKET-X8 Server
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
BUNNYTRACK NY
SNIPER DEATHMATCH
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
ROCKET-X8 Server
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
BUNNYTRACK NY
SNIPER DEATHMATCH
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
Re: My Maps
Very cool projects, especially the last one. Looking good! Will try them soon.
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- Diego_HoF
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Re: My Maps
I know there is rules for revival of topics, so just to say that i added the Really Series maps topic in the first post of this thread and will keep updating it when i create new or revamp maps
My Maps -> viewtopic.php?t=12288
- EvilGrins
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Re: My Maps
They don't typically apply if you're the one that started the thread. Yours is the first post, so you're good to go here.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins