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[Map] Live Fire

Posted:
27 Oct 2012, 19:53
by John_III
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
^^ Previous Version
LF.zip
- Current Version
- (4.26 MiB) Downloaded 329 times
^^ Current Release
Re: [Map] Live Fire

Posted:
27 Oct 2012, 20:46
by 4rson
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.
Re: [Map] Live Fire

Posted:
28 Oct 2012, 05:36
by greaserpirate
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.
Re: [Map] Live Fire

Posted:
28 Oct 2012, 23:47
by John_III
Updated. Notes and files in OP.
Re: [Map] Live Fire

Posted:
29 Oct 2012, 00:01
by wowie
I wish I could do more than just cheerleading but since I don't have anything constructive to post: Keep up the good work!
Re: [Map] Live Fire

Posted:
29 Oct 2012, 19:07
by ballist1c
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
Re: [Map] Live Fire

Posted:
29 Oct 2012, 19:48
by John_III
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
Re: [Map] Live Fire

Posted:
03 Mar 2013, 05:35
by John_III
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 333 times
Re: [Map] Live Fire

Posted:
03 Mar 2013, 17:04
by Evropi
Not sure if the cave (Isolation-style) look is very appropriate, but apart from that I like it
