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 splatctf1 by Splat 
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: splatctf1 by Splat
That's no excuse. g0th and I started on *taking out todo-list*..., well done sections say 19.7. But I guess it was 18th or 17th :D And we will finish it in time!
Meaning: [quote=Info]Everything will end on August 3rd[/QUOTE]

About the map:

Clips
I would delete those clips. They deliver pretty cool rocketjump shortcuts. I don't know if they turn into nifty campspots, though.

Roof
Now this roof texture looks VERY odd. Normal styled roof textures don't fir to a space theme.

Empty
This room still looks pretty empty. Perhaps add some light brushes or pillars.

Fence
If you use a patch instead of a brush you don't get this strange rim on the bottom of that fence. Or you rotate that small fence brush so you can stick those two together.

Clip2
Are there clips here now? You can rocketjump up here and camp or wait with the flag.

Well yeah, but the map is still nice too play. Because of those patches in the middle it's looking so flawless. Nice! And you fixed that out-of-water thing. Also you added fog int the water? Can't remember if it was in there in the last version. Looks good, though. And fits to the greyness. But with phongshaded rocks it would look ace!


Wed Jul 28, 2010 11:31 am
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: splatctf1 by Splat
Good improvement to the rock areas, much better. If you've got enough
time left, I suggest working on details and better lighting, Mid is pretty dark.

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Wed Jul 28, 2010 1:02 pm
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Joined: Sat May 01, 2010 4:27 am
Posts: 31
Post Re: splatctf1 by Splat
I'm miffed at what to do about the lighting. I map out of my 1.32 installation that may have gamma adjustments in the config for the usual Quake too dark issues but I test in a clean empty default installation of 1.16n. In both my lighting is a lot better looking in game but I do notice that even at default settings in my 1.16n and my different config for 1.32 install, my screenshots still look dark. I'm not sure what's causing that. It's a moonlight style environment and I don't want to lose that feel but I also don't want it displaying that dark (like my and your screenshots) when other's play it.

Any ideas?


Wed Jul 28, 2010 10:46 pm
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Joined: Sat May 01, 2010 4:27 am
Posts: 31
Post Re: splatctf1 by Splat
Ok.

Thanks guys for excellent feedback. I believe I've captured all of the deficiencies. I'm going to upload this as the final beta. I would have liked to finish the known issues prior to uploading but I might not be able to get time this weekend to do any work on it which only leaves me Monday evening to make any last minute edits.

Known issues:
-Default audio from pak0.pk3 keeps giving sound clip is not 22k warning. Think it's a simple fix just ran out of time tonight.
-Audio needs to be tweaked, some shouldn't be looping.
-Lighting appear good in game with default settings in both 1.16n and a separate 1.32 installation.
-I made my own phong shader but it was my first ever so I need more lernins in that department
-I have lightmap warnings pertaining to the sponsor image shaders

If there is anything else to be tweaked let me know. Thanks again for the great feedback.

Oh. I believe bots are working fine now but haven't really been tested. They get weapons and armor, go for the flag, etc so seems to be fine.

splatctf1-beta4c


Thu Jul 29, 2010 5:41 am
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: splatctf1 by Splat
Looks pretty good now, still a little too dark at Mid redbase side though.

EDIT: You need some base coloured directional markers, to help players
navigate. Even though the layout isn't complex, it does help :)


Thu Jul 29, 2010 11:57 am
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Joined: Sat May 01, 2010 4:27 am
Posts: 31
Post Re: splatctf1 by Splat
Yay wifey let me do a lil work on my map tonight so I was able to clean up the last of the odds and ends.

splatctf1-finalbeta

Going camping tomorrow so I only have Monday night and hopefully to midnight Tuesday night if there are any issues to fix.

Thanks for all the feedback.

Splat


Fri Jul 30, 2010 6:59 am
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: splatctf1 by Splat
Well, for the final mappack I guess you will need a levelshot and a proper *.arena file =)
Still, I dislike that you added clips at the patches... (the ones at the top in the area before the flag). Was so cool to go thorugh there via RJ and directly land on the flagspot.

Clips


Tue Aug 10, 2010 11:16 am
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Joined: Sat May 01, 2010 4:27 am
Posts: 31
Post Re: splatctf1 by Splat
Bliccer wrote:
Well, for the final mappack I guess you will need a levelshot and a proper *.arena file =)
Still, I dislike that you added clips at the patches... (the ones at the top in the area before the flag). Was so cool to go thorugh there via RJ and directly land on the flagspot.

Clips


Yeah. I have mixed feelings about it. I didn't want to make it to easy to get to the flag as it is pretty easy to escape. My original intent was if an attacker was able to get to the flag with several scars he would then have a good chance to escape the base area. Would be pretty hard to defend an attacker from space landing on the flag and then down to the super bounce exit. :shock: But I could be wrong.


Tue Aug 10, 2010 11:19 pm
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Joined: Sat May 01, 2010 4:27 am
Posts: 31
Post Re: splatctf1 by Splat
splatctf1

Final release for the official NoGhost Map Pak.

No significant changes from judging release.

May consider releasing a '+' version in future with the suggestions from judges.

Overall great competition and look forward to another one :)


Tue Aug 31, 2010 5:05 am
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