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[MAP] Pressure v3

PostPosted: 20 Jul 2013, 16:07
by Unnamed
This is a underwater map. It got a bit huge. Well, I have nothing to do atm.
10 - 14 players, ffa/team DM, CTF, DTF, gauntlet.
There are many small corridors and a way underwater between alpha and omega base.

update: v3
-fixed glitches
-changed rocket location for BB and DTF

update: v2
I haven't changed much.
-added envmap ent in the central room and replaced the glass material on the top with alpha (with reflections it doesn't looked good)
-added blinking textures/models on top of the roofs of some complexes
-small geometry changes at the windows of the alpha and omega bases to fix a bug

Re: [MAP] Pressure

PostPosted: 22 Jul 2013, 10:54
by Ulukai
I like your second screenshot. An underwater map would be awesome and lots of users have requested one already before. I'm not sure how it will turn out when it is huge. All the water can give you too much freedom to swim around, which could lead to looking for players to shoot at instead of the fast gameplay we're used to. But I still have to test it, so I can't speak for this map in particular. Some underwater passages would be very nice to complement the water.

Re: [MAP] Pressure

PostPosted: 05 Aug 2013, 11:56
by Ulukai
I found some more time to take a decent look at your map and I'm really really impressed with this one. I definitely would love to see this one in the next official release because it's so unique and has this real RE feel all over it.

Texturing is very nice, lighting is excellent and that unique underwater feel is amazing! I love how you combined tunnels, complexes and underwater areas.
One suggestion I would like to make is a couple of blinking lights on top of the roofs of the complexes (on the antennas for example). Other than that, I have nothing more to add.

Epic work...

Re: [MAP] Pressure

PostPosted: 05 Aug 2013, 14:17
by Unnamed
sounds better than expected :D
I'll add the blinking lights and I think there should be some more details in the central room.
I thought about making the corridors in the middle area a bit wider. Would it be better for insta?

Re: [MAP] Pressure

PostPosted: 05 Aug 2013, 14:59
by Ulukai
Unnamed {l Wrote}:sounds better than expected :D
I'll add the blinking lights and I think there should be some more details in the central room.
I thought about making the corridors in the middle area a bit wider. Would it be better for insta?

The central room (the round one) is already the place that taxes your computer the most, I would leave it as it is tbh. There is a flag and it will attract enough players and action so you might want to avoid making it any resource-heavier.
The corridors are good enough for me, they are not that long and insta is overrated anyway :p

Re: [MAP] Pressure v2

PostPosted: 12 Aug 2013, 17:07
by Unnamed
v2 released

I noticed these water surfaces underwater (?!) outside the central room. Any idea how I can remove them?

Re: [MAP] Pressure v2

PostPosted: 12 Aug 2013, 18:06
by TristamK
Unnamed {l Wrote}:I noticed these water surfaces underwater (?!) outside the central room. Any idea how I can remove them?

I didn't find where this error on your map. But you can place water material here.

Re: [MAP] Pressure v2

PostPosted: 12 Aug 2013, 18:18
by greaserpirate
TristamK {l Wrote}:
Unnamed {l Wrote}:I noticed these water surfaces underwater (?!) outside the central room. Any idea how I can remove them?

I didn't find where this error on your map. But you can place water material here.


But they're already surrounded by water.

My uneducated) advice is to use a smaller gridsize, make air inside and water outside and keep repeating with smaller gridsizes until either it goes away or it's much smaller. Though I'd really have to see to be sure, and I don't know what causes water surfaces to show.

Re: [MAP] Pressure v2

PostPosted: 12 Aug 2013, 19:20
by Sniper-Goth
I like the map, the layout... but....... GLITCHES!

Re: [MAP] Pressure v2

PostPosted: 12 Aug 2013, 20:09
by Unnamed
Sniper-Goth {l Wrote}:I like the map, the layout... but....... GLITCHES!

I thought the fire would look like smoke or something like that.
After trying crouch and stand in the underwater part I found out it works at almost every wall underwater if the wall or ceiling is just a bit diagonally. So I have to clip all walls or make them plane and orthogonal ... :(

Re: [MAP] Pressure v2

PostPosted: 13 Aug 2013, 02:00
by qreeves
Set the volume inside the occupied cubes to water (select your walls and type /water), then /recalc

Re: [MAP] Pressure v2

PostPosted: 13 Aug 2013, 09:21
by Unnamed
greaserpirate {l Wrote}:My uneducated) advice is to use a smaller gridsize, make air inside and water outside and keep repeating with smaller gridsizes until either it goes away or it's much smaller. Though I'd really have to see to be sure, and I don't know what causes water surfaces to show.

It works. I thought I tried it and it didn't worked, but I fixed it this way.

qreeves {l Wrote}:Set the volume inside the occupied cubes to water (select your walls and type /water), then /recalc

It was already set to water and doing this doesn't seem to help.

Re: [MAP] Pressure v3

PostPosted: 15 Aug 2013, 15:08
by Unnamed
v3 released
I fixed these glitches.