Author Topic: Shadow Moses (Metal Gear Solid, map+vars)  (Read 17437 times)

Offline unixfreak

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Re: Shadow Moses (Metal Gear Solid, map+vars)
« Reply #35 on: July 27, 2015, 05:18:16 am »
I'm still alive  ;) Here's the latest new things:



Got the lighting just right in the nuke storage. Just needs some wall details, and then i'll hopefully start the next area.

Also interior of Hangar B2 has more furniture. And many speculars removed on some horrible looking areas.



I stopped working on this for a while, but hopefully will start editing more often again.
I'll try update the topic (and upload newer version of the map) when the nuke storage is almost finished.

Offline vampireturtle

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Re: Shadow Moses (Metal Gear Solid, map+vars)
« Reply #36 on: July 27, 2015, 06:34:59 pm »
nice!

I also play sauer now and then on jim dandy, so I'm not dead either.

Offline unixfreak

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Re: Shadow Moses (Metal Gear Solid, map+vars)
« Reply #37 on: July 28, 2015, 10:33:55 pm »
Starting to come together now


EDIT (also)
Some more improvements of the nukes, with a quick attempt at some of the cloth hanging over the frames. (though i pissed up the lightning a bit, i'll try change it back to the previous screen some time)





Hard to get the lighting right for this room, has a bit of blue/green ambient with a yellow glow in some places, but can't really change the ambient as all the other areas elsewhere look funny afterwards.
« Last Edit: July 28, 2015, 11:33:06 pm by unixfreak »

Offline vampireturtle

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Re: Shadow Moses (Metal Gear Solid, map+vars)
« Reply #38 on: July 29, 2015, 11:58:13 am »
That tarp looks pretty good, at least from afar. Why don't you use mapmodels for those big dildos? I mean rockets.

Offline unixfreak

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Re: Shadow Moses (Metal Gear Solid, map+vars)
« Reply #39 on: July 31, 2015, 05:52:42 pm »
Well, i had hoped to make the entire map from geometry so you can sendmap/getmap without any extra assets. Although, i might try to improve some things with models (like the security cameras, and maybe the doors) though i'm not too good at being able to texture things in blender (i have never figured out uv mapping lol)

Offline vampireturtle

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Re: Shadow Moses (Metal Gear Solid, map+vars)
« Reply #40 on: July 31, 2015, 06:50:32 pm »
just cubemap everything

Offline unixfreak

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Re: Shadow Moses (Metal Gear Solid, map+vars)
« Reply #41 on: August 19, 2015, 01:01:54 am »
r748

* uf-shadow_moses+r748.zip (3701.54 kB - downloaded 146 times.)

*retextured vents (again)
*Hangar B2 jail resized and monitor/desk added
*added noticeboard to hub area (some client settings the map should use)
*finished nuclear warhead storage room (99% done)
*added some tarps over the nukes/boxes in nuke storage
*added new section 'Commanders Room'
*initial corridor finished for Commanders Room
*started work on toilets in Commanders Room
*misc lighting improvements
*many texture bugs fixed
*removed lots of empty stray cubes all over the place
*many sound entities cleaned up
*more dynlight in the nuke storage
*fixed hub teleports (no more falling through floor)
*lightlod set to '6', lightcompress increased
*many other things i've forgotten about

Offline unixfreak

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Re: Shadow Moses (Metal Gear Solid, map+vars)
« Reply #42 on: August 20, 2018, 11:48:04 pm »
Gosh, it's been a while since i worked on this, but i just uploaded the latest version to github, which you can find here; https://github.com/Jigoku/uf-shadow_moses
This version is a few months old now. I'm tempted to start working on it again, i made a few changes recently. This version of the map now requires the latest git version of Red Eclipse (aka, the tesseract engine port). I'm hoping that i will find time to continue working on this. Cannot believe this is over 5 years since i started this map!!! (wtf)  :gaysquirrel: