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 Roman Duel by Bliccer and DaEngineer 
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: Roman Duel by Bliccer and DaEngineer
New screens (thanks to DaEngineer :D):
http://www.dropbox.com/gallery/25030737/1/rombli_changed?h=1f82ab
(it's not compiled with final parameters)

Our changelog counts 52 fixes. Going from minor (fixed sparklies) to major (trees, plants, sounds, a lot of details).
Dear judges, maybe you could rejudge our map, now? ;D


Sun Aug 28, 2011 10:26 am
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Joined: Thu Jul 28, 2011 11:41 am
Posts: 4
Post Re: Roman Duel by Bliccer and DaEngineer
I've spend quite some time working on this map now and proudly present you an update full of improvements.

VISUALS

- new frame for the banner at the stairs near the YA
- redesigned jump pads (they emit streams of hot air now)
- new rooftiles texture
- area around the MH is destroyed (great crushed bricks by Bliccer)
- the mud at the YA now has grassy borders
- decals with the weapon's icon below weapons
- added trims to the sewer area to smooth the transition between the mayor textures
- the sewers are textures more consistently and have new sharper textures
- a part of the architecture's backside you could see from the map's middle floating above the citywalls is hidden by a new roof
- there's a tree at the YA growing out of a hole in the wall
- there's another tree at the RA
- new skybox and adjusted skybox light
- destroyed the floor near the RA
- more ferns
- mossy ground at the RA

GAMEPLAY

- improved clipping a lot
- increased the breadth of the walkway aside the lava pool
- entirely new item placement
- two new jump pad's at the map's center
- view distance through the portal increased from 256 to 400
- adjusted playerspawns
- MH can be collected by running up the pile of debris

TECHNICAL CHANGES

- sound effects
- different background music
- finally good hint placement and heavily optimized VIS
- the lava texture on top of the torches no longer uses deformVertexes
- map can be selected in the skirmish menu as a tourney map

Download Roman Duel here

Image


Tue Aug 30, 2011 5:04 pm
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Joined: Wed Apr 20, 2011 8:24 pm
Posts: 85
Location: Czech Republic
Post Re: Roman Duel by Bliccer and DaEngineer
Whoa, looks much more better :)


Fri Sep 02, 2011 7:36 am
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Joined: Fri Apr 22, 2011 4:20 pm
Posts: 50
Post Re: Roman Duel by Bliccer and DaEngineer
Nice work, looks great :) I really like the jump pads and trees coming through the wall


Fri Sep 02, 2011 1:50 pm
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Joined: Thu Jul 28, 2011 11:41 am
Posts: 4
Post Re: Roman Duel by Bliccer and DaEngineer
Thanks a lot. When Bliccer asked me to "fix some smaller things" I never had thought I'd (have to ;) ) put this much effort into this map. The nice side effect: not only Roman Duel became a good map, I also begun working on a new map with a friend of mine. I didn't do any team mapping before, I guess I should have thought about it earlier.


Last edited by DaEngineer on Sun Jan 15, 2012 1:45 am, edited 1 time in total.



Fri Sep 02, 2011 8:30 pm
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Joined: Fri Oct 08, 2010 12:59 am
Posts: 94
Post Re: Roman Duel by Bliccer and DaEngineer
Looks fantastic, did a great job here. I like the idea of the lava below the jump pads, and the steam effect that goes with it. It makes sense too - how else do the fans get powered? :P


Sat Sep 03, 2011 1:07 am
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Joined: Fri May 06, 2011 2:59 am
Posts: 61
Post Re: Roman Duel by Bliccer and DaEngineer
nice improvements. its looking more and more slick. one tiny nit pick, the weapon marker textures are a little low rez. keep up the great work


Sat Sep 03, 2011 12:58 pm
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: Roman Duel by Bliccer and DaEngineer
Hey, thanks for the replies. Imo, too, he did a good job.
Great that you put so much effort into the map, DaEngineer.
Now I know what 45 degrees are ;D
I guess that's really the only map I'm kind of proud of (and then it's even a team project, a style I always prefered (see Joint Deviance). A win-win situation, then :D). After that comes the map of last competition.
So, have fun with playing our map.


Sat Sep 03, 2011 2:51 pm
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