CTF-Blice (WIP)

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Feralidragon
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Re: CTF-AMC-Blice (WIP)

Post by Feralidragon »

Quick update: very busy week on my end, and I just got flu yesterday to top it off (which is when I started my holidays), and although I was able to advance a bit with this map, I won't make it in time for the pack release, as this flu is making me a lot slower and I get tired a lot sooner, so it's not been very productive.

So I won't really release this for AMC, but I will still try to release as standalone map before the end of the year.
I will change the title to reflect this once I got a proper update to give on the map progress.
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Re: CTF-Blice (WIP)

Post by Feralidragon »

Update: since it's no longer going to be an AMC entry or bonus content (due to time and was sick), I just removed the "AMC" part of the name.
Today I made some more progress, namely in figuring out the basic layout I wanted to have for the bases themselves, and I also changed the texture of the paths to a better one.

I was only able to finish the "bare" layout for the bases (gameplay), therefore what I am going to work on next is in actually adding all sorts of detail and eye candy to the base: trimming, lighting, structures, decoration, etc, in which I expect to spend a lot of time on, so it looks good enough. It's going to be quite fun. :mrgreen:
I have a rough idea where I am going from here, but I had to experiment around with all sorts of shapes first, even to figure out the kind of gameplay I wanted.

In the screenshot I added some vehicles as a "proof of concept", and although a version of the map will really have them (also as a proof of concept), as a map it's also suitable to be played without vehicles whatsoever, thus I will just add some extra crates or something in their place.
It also looks like the sort of map which could be played with SLV or Rocket-X though.

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Re: CTF-Blice (WIP)

Post by papercoffee »

I noticed on the first picture a little sneaking entrance. :mrgreen:

Edit-----------------------
I delay the gathering of the contest maps till after Christmas Eve ...because I didn't expect to celebrate X-mas myself. But I got invited by a good friend. ;)
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Re: CTF-Blice (WIP)

Post by EvilGrins »

Looks like it needs a Warlord (UTDMW) edit...

How's the bot-pathing?
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: CTF-Blice (WIP)

Post by Higor »

@$carface
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Re: CTF-Blice (WIP)

Post by Feralidragon »

papercoffee wrote:I noticed on the first picture a little sneaking entrance. :mrgreen:
Indeed. :mrgreen:
From the start I meant for there to be also passages under the bridges, with 2 bridges of their own, and is also where the redeemer will be, for players only (no vehicles).
However, in the meanwhile I moved them lower (they were too close to the surface as you can see).
papercoffee wrote: I delay the gathering of the contest maps till after Christmas Eve ...because I didn't expect to celebrate X-mas myself. But I got invited by a good friend. ;)
Nice. :tu:
Although if you also mean that I have a bit more time to include this into the AMC pack as bonus content, what I ask you is to not really wait up for it, I don't want my map to delay the release of the pack.
If I end up finishing this before you actually make the pack, I will still add it as bonus content, but otherwise, please don't wait up for me.
EvilGrins wrote:How's the bot-pathing?
Still far from bot pathing, since I didn't even finish the BSP part yet (working on the bases themselves right now, and there's still some stuff outside missing as well, especially in the middle).
But it will be a very straightforward and simple bot pathing, since like I mentioned before, there's really no tricky pathways or lifts or any of that stuff (at most some jump spots here and there).
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Re: CTF-Blice (WIP)

Post by papercoffee »

Feralidragon wrote:
papercoffee wrote: I delay the gathering of the contest maps till after Christmas Eve ...because I didn't expect to celebrate X-mas myself. But I got invited by a good friend. ;)
Nice. :tu:
Although if you also mean that I have a bit more time to include this into the AMC pack as bonus content, what I ask you is to not really wait up for it, I don't want my map to delay the release of the pack.
If I end up finishing this before you actually make the pack, I will still add it as bonus content, but otherwise, please don't wait up for me.
Now is the Day of the Gathering ....of maps :mrgreen:
If you can't deliver today, that would be a bummer. But I'm certain your map will be awesome on its own. ;)
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Re: CTF-Blice (WIP)

Post by Loose Cannon »

This map looks waaaay cool. Can't wait to see the finished product!
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Re: CTF-Blice (WIP)

Post by Feralidragon »

Another update: still working on the bases, but haven't worked on the map itself that much lately, but it's coming along, and spent a lot of time just trying out different structures and textures and such until I got something I liked.
There's no proper lighting yet, it's all placeholder lighting just to be able to see the layout, so it will better once I do the lighting properly of course.

I am starting to worry of having more polys in view inside the bases than outside at certain spots, and I didn't even add all the details, trimming and whatnot I want to add, so I will probably have to cut down on the details I wanted to add and just focus mostly on the major ones.

Here's the current state:

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Re: CTF-Blice (WIP)

Post by papercoffee »

My advice... some of the details can be meshes :mrgreen: you know how to make them "look" good. :wink:
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Re: CTF-Blice (WIP)

Post by Swanky »

What is the exact polycounts you're worrying about? Anything in between 400 - 800 should be fine nowadays, even if it dips up to 1500 in places.
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Re: CTF-Blice (WIP)

Post by Pileyrei »

Wow!

This map looks amazing. Will be adding it to my server when its released :tu:
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Re: CTF-Blice (WIP)

Post by Feralidragon »

Swanky wrote:What is the exact polycounts you're worrying about? Anything in between 400 - 800 should be fine nowadays, even if it dips up to 1500 in places.
It's already around 400-800, peaking at 1100 in very specific spots.
My worry is that although I may have some leeway, things like trims and lights generally have to be solid CSG-wise, and this generally leads to a multiplication of the number of polys (especially when you add lights in the middle of a wall).

Furthermore, I will have things like glows and a few particle emitters, so I have to account for those, as well as the action itself to not have the gameplay devolve into a lag fest.
The central columns that I have added helped a bit though, occluding a fair number of polys that would otherwise be visible.

papercoffee wrote:My advice... some of the details can be meshes :mrgreen: you know how to make them "look" good. :wink:
Yes, if this was a more serious map for something like a single player campaign or to be genuinely added to a server to be actually played, I would do that in some places, but I don't really intend to, even because it would take more time to do the meshes and such than the BSP, and once I started with some, I know I would end up creating a lot of them and such, and I don't want to have that work.
Also, I want the whole map to have detail texturing, which only works with BSP.


UPDATE: Also, here's another little update.
I added some necessary trimming already, and started the actual lighting and such that I want to have in the end, but it's still far from finished: there's still some missing details, layout, lights, etc, this area is still missing a fair amount of stuff and it won't be this dark (this is just early lighting).
But I won't be adding that much stuff, to not have a big performance hit.

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Re: CTF-Blice (WIP)

Post by Loose Cannon »

WOW this looks amazing!!!! Can't wait to play it!! Thanks for the updates
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Re: CTF-Blice (WIP)

Post by editor Dave »

In the previous shots I was thinking: "interesting, pretty cool". Now, with lighting I think: "Incredible"!
I wouldn't care for framerate issues if you are below 1000, anyway, and if the view is deserving of that many polygons. I mean, even the internet demands quite capable computers nowadays. If they can handle bloated websites, they should handle higher-poly UT maps as well. :lol2:
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