scorch

Started by unixfreak, December 07, 2011, 02:08:38 AM

Previous topic - Next topic

unixfreak

Here's a map i've updated (in fact restarted from scratch, copying over the geometry and rebuilding).
I had posted it on quad for feedback a while ago: http://quadropolis.us/node/3188

This is the general feel/theme to the map (the finished version will look similar):


It isn't finished, but i've changed quite a bit of the layout to add more flow/character to the map. Attached is the new map layout, and this time it has a config. The newer version is very small (~70/80kb) in filesize compared to the one i posted on quadropolis (~1.5mb), even though the second version has more geometry and is larger.

I haven't got round to re-adding lights/pickups/waypoints yet as i'm still working on the geometry parts (but check the screenshot for an idea). If anyone can compare the two maps and post what they think works best, or any other ideas that would be awesome. I will try to update this thread when i make any changes.
Join the Red Eclipse discord! https://www.redeclipse.net/discord

Skur

difficult to see the map because... there is no light!! (on the screenshot is)
it doesnt look bad but... its a little bit confusing... lots of rooms in the same style wich look too similar to each other.
"The secret to creativity is knowing how to hide your sources."
-Einstein

Pupskuchen

Quote from: p1nokjo on December 07, 2011, 03:11:19 PM
difficult to see the map because... there is no light!!
Get a screen

Skur

#3
Quote from: Pupskuchen on December 07, 2011, 04:38:59 PM
Quote from: p1nokjo on December 07, 2011, 03:11:19 PM
difficult to see the map because... there is no light!!
Get a screen

why a screen? i like my toaster :3
"The secret to creativity is knowing how to hide your sources."
-Einstein

Fairypiss

why a secreen? i like my toaster :3

lol, anyways i played on this map before an i liked it allot so i can wait to see the finished product.

unixfreak

Started adding lights to the second version.. when doing that i realised lightmaps increase filesize by *alot*...
3.9M   base/scorch.ogz
2.4M   base/scorch0.ogz


Anyway, attached is a screeny of some small detail i added to one of the rooms:. The texture on the rubble will probably be changed to something more blended (not a brick pattern, for example). Still trying to keep things simple, as i don't want things to lag when you look at them  ;D

Not gunna keep uploading the map until theres alot of changes or its nearly finished as i don't want to waste bandwidth, thought it would be around 500k at most before i realised the lightmaps lol.

At the moment, i'm in the process of destroying parts of the map in a way that each room can easily be remembered (hole in wall, hole in roof, etc).
Join the Red Eclipse discord! https://www.redeclipse.net/discord

unixfreak

#6
Ah ignore half of the last post i made... it seems i'm being an idiot. I ran '/clearlightmaps' and its back to ~80k for now  :P.
I've attached it below. You will need to run calclight after loading the map.
Join the Red Eclipse discord! https://www.redeclipse.net/discord

Apollo

That grating can be made in a much more uniform fashion. If you'd like, I can show you.

If I could rearrange the alphabet, I'd put your sister and I side by side.

Heav’n hath no rage like love to hatred turn’d, Nor Hell a fury, like a woman scorn’d.

vampirefrog

I suggest using mapmodels instead of cubes for gratings. mapmodels are grate.

unixfreak

Quote from: vampirefrog on December 10, 2011, 05:01:21 PM
I suggest using mapmodels instead of cubes for gratings. mapmodels are grate.


Mapmodels? Surely the lighting would not be very grate.

What is the other grating/mesh/fence method you are on about Apollo? I can't think of another way to do it... lol. At least not without adding lots of tiny cubes.
Join the Red Eclipse discord! https://www.redeclipse.net/discord

Skur

Quote from: Apollo on December 10, 2011, 04:33:24 PM
That grating can be made in a much more uniform fashion. If you'd like, I can show you.

is that what you mean?
"The secret to creativity is knowing how to hide your sources."
-Einstein

vampirefrog

Yeah, there might be some lighting problems with mapmodel grates, but you might be able to work around it, for example, if the area is uniformly lit, it might not show so bad. It's worth a shot is all I'm saiyan.

unixfreak

Have been thinking about ways to reduce the filesize, as of now it stands at 4.1M with lightmaps.

In most of the rooms on the ceiling trim (red marble-ish texture) notice there are lots of small red lights around the top... i really love the effect it gives although having hundreds of tiny lights seems to make the filesize a bit too big for a regen/ffa map.

Just wondering, does anyone know how to get a similar effect without having hundreds of lights?

I did initially try using a glowmap with the texture to get the same feel, although it only looks "right" if i were to enable
bloom 0.8

Is the bloom command something which can be set by a map config on a per map basis?
Join the Red Eclipse discord! https://www.redeclipse.net/discord

unixfreak

Have been working on the again the past few days, cleaned up alot of areas and moved a few things around, some more detail added to a few rooms and some of the lighting has been improved.
Noticed i had set lightprecision to 16  :-/ no wonder the lightmaps were taking up so much room, it's now set to 64 and ther eisn't much visible difference.

Here's a few screenshots (had to increase brightness with gimp). Although i hope to get the lighting identical to the edited image below.
Map/config is attached also if you want to try it out and suggest any improvements. By the way i aslo added some weapon pickups, regen bases, and some temporary waypoints.

:D
Join the Red Eclipse discord! https://www.redeclipse.net/discord

Sauce

It's a cool map so far. A bit flat and there is one dead end. Also the lighting needs to be re done. I think with the correct changes, this map has a lot of potential.
It is a profound and necessary truth that the deep things in science are not found because they are useful; they are found because it was possible to find them.

vampirefrog