[Map] Live Fire

[Map] Live Fire

Postby John_III » 27 Oct 2012, 19:53

Now configured for DM and TDM. I implemented Greaserpirate's suggestions with the lighting and shadow blurring, as well adding ambient sounds and fixing a few bugs. Waypoints now included.

Update 2 Changes:

- Twice as many weapons (3 rifles)
- Twice as many spawns
- Removed three grenade pairs
- Geometry updates
- Texture updates
- Flags for DTF
- Numplayers set to 6
- License

LiveFire2.zip
Old
(4.06 MiB) Downloaded 305 times
^^ Previous Version

LF.zip
Current Version
(4.26 MiB) Downloaded 261 times
^^ Current Release
Attachments
20121028182924.png
20121028182845.png
20121028182822.png
Last edited by John_III on 03 Mar 2013, 05:39, edited 7 times in total.
Image
User avatar
John_III
 
Posts: 118
Joined: 17 Mar 2011, 04:45

Re: [Map] Live Fire

Postby 4rson » 27 Oct 2012, 20:46

I am really looking forward to seeing a finished version of this map. It has a similar appearance to industrial, but with a layout more suited to faced paced non-team modes, so I think it will appeal to more of the regular RE players. The lighting is beautiful, and the layout rewards good agility with plenty of opportunities for fast wall-running in the corridors. It could also be a lot of fun in the medieval mode.


Given the abundance of really nice maps being created in time for the next release, perhaps it would be a good idea to set up a vote for which ones (out of those deemed good enough) should go in, and maybe which ones could be removed from the release. I'm not sure if it is possible to set up a vote which would allow people to vote for, e.g. 10 favourites out of a large number of possibilities.
4rson
 
Posts: 97
Joined: 14 Aug 2011, 13:07

Re: [Map] Live Fire

Postby greaserpirate » 28 Oct 2012, 05:36

The layout is simply amazing! It's complex but not confusing, large enough to be varied and spacious yet small enough to not to feel empty with only a few bots (given a bit of time for them to diffuse throughout the map.) I can't wait to see what the finished verison is going to be like!

The lighting is really good too. My only advice is to add /skylight 75 or so and turn down the ambient to, say, 10. This way, the shadows inside are darker, while the shadows outside are smoother and less monotone. One point where you can notice this is on the hills outside the map. Also, I find /blurlms 1 really helps by smoothing out jagged lines in lightmaps, especially ones with high lightprecision.

Friendship is Magic Voice Chat Mod
(Map) Trespass
(Map) Suspended
Find out more about >DOOM< here: www.redoomclan.tk
User avatar
greaserpirate
 
Posts: 350
Joined: 22 Jun 2011, 18:23

Re: [Map] Live Fire

Postby John_III » 28 Oct 2012, 23:47

Updated. Notes and files in OP.
Image
User avatar
John_III
 
Posts: 118
Joined: 17 Mar 2011, 04:45

Re: [Map] Live Fire

Postby wowie » 29 Oct 2012, 00:01

I wish I could do more than just cheerleading but since I don't have anything constructive to post: Keep up the good work!
I lost the game.
User avatar
wowie
 
Posts: 314
Joined: 15 Mar 2012, 22:22

Re: [Map] Live Fire

Postby ballist1c » 29 Oct 2012, 19:07

Hi John, this is an amazing layout, would love to see more like this from you in the future.

Suggestions:
- Make another rifle spawn, 1 is not enough especially in TDM
- Decrease the number of grenade clusters by 2 or 3, bots cannot help but pick all of them up, and it seems as if there is always an explosion going on.
- Decrease number of bots from 8 to 6, 8 is a little too cramped
Image Joseph "ballist1c" Calabria

Bloodlust // Abuse // Insidious // Longest Yard 2000
User avatar
ballist1c
 
Posts: 449
Joined: 24 Jul 2012, 02:32
Location: Connecticut (USA) [East Coast]

Re: [Map] Live Fire

Postby John_III » 29 Oct 2012, 19:48

Update 2 Changes:

- Twice as many weapons (3 rifles)
- Twice as many spawns
- Removed three grenade pairs
- Geometry updates
- Texture updates
- Flags for DTF
- Numplayers set to 6
- License
Image
User avatar
John_III
 
Posts: 118
Joined: 17 Mar 2011, 04:45

Re: [Map] Live Fire

Postby John_III » 03 Mar 2013, 05:35

Update:

I tried to clean up the flow of the map by widening doors and windows, even removing a wall in a section.

The hallway that formerly had the triggered lights is now always lit. There have also been a few other geometry and lighting updates.

LF.zip
(4.26 MiB) Downloaded 266 times
Attachments
lf4.png
lf3.png
lf2.png
lf1.png
Image
User avatar
John_III
 
Posts: 118
Joined: 17 Mar 2011, 04:45

Re: [Map] Live Fire

Postby Evropi » 03 Mar 2013, 17:04

Not sure if the cave (Isolation-style) look is very appropriate, but apart from that I like it :)
You just wasted 3 seconds of your life reading this.
User avatar
Evropi
 
Posts: 385
Joined: 02 Sep 2012, 16:18

Who is online

Users browsing this forum: No registered users and 1 guest