[Map Release] ctf_industrial v1.0

[Map Release] ctf_industrial v1.0

Postby John_III » 12 May 2012, 22:38

This map is a resurrection of my earlier map doppelfort . I have completely reworked many sections of the map and improved the detailing and lighting. Sections of the layout have been reworked to provide more direct routes and remove unnecessary rooms. All of my lamp map models have been replaced with geometry.

Other changes:

- clip fixes
- sound swaps
- retexturing
- new skybox

Update 2:

- Removed clip in various locations
- Texture fixes
- Additional geometry updates
- Ambient set to 30
- Skylight set to color of sunlight
- Complimentary energy drinks

Update 3:

- retexturing
- geometry fixes
- waypoints
- small lighting fixes
- weapons
- trigger fixes

v1.0.5
- Additional trim textures
- Smoke particles over chimneys

1.0.7
- Lighting fix
- Additional door texturing
- Removed a few waypoints


Note: FPS drops may be noticeable on older systems, especially near the water.



Download: https://dl.dropbox.com/u/79100101/Industrial_1-0-7.zip
- Updated Map File
Attachments
moon.jpg
outdoor_shot.png
upstairsshot.png
hallshot.png
Last edited by John_III on 27 Jul 2012, 01:45, edited 12 times in total.
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Re: [Map WIP] ctf_industrial

Postby ctdabomb » 13 May 2012, 01:58

oooh... looks impressive. where do I put the files to be able to play this?
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Re: [Map WIP] ctf_industrial

Postby Dratz-_C » 13 May 2012, 03:10

ctdabomb,
XP is C:\Documents and Settings\<your user name here>\My Documents\My games\Red Eclipse\maps\
John_III,
As I can't get to sendspace through SafeEyes, my internet content filter, would someone e-mail me the map files ( cmdratzATyahoo.com )? If not, box.com and dropbox.com both work for me and other SafeEyes users. I would like to test the map framerate on my nettop. In turn, I will give you actual information from the low performance community.
Cheers
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Re: [Map WIP] ctf_industrial

Postby Ulukai » 13 May 2012, 22:42

This map is looking amazing! Can't wait for it.
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Re: [Map WIP] ctf_industrial

Postby TheLastProject » 13 May 2012, 23:05

I've only got one real complaint about the map, and that's how some invisible walls prevent me from reaching locations that seem within reach (like this one).

Besides that, it's a nice re-make of 2Fort in Blood Frontier style, will probably be nice for some serious CTF matches.
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Re: [Map WIP] ctf_industrial

Postby Goku » 14 May 2012, 04:54

Looks really nice. Ill leave some feedback after ive had time to test it.
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Re: [Map WIP] ctf_industrial

Postby inpersona64 » 20 May 2012, 04:50

TheLastProject {l Wrote}:I've only got one real complaint about the map, and that's how some invisible walls prevent me from reaching locations that seem within reach (like this one).

Besides that, it's a nice re-make of 2Fort in Blood Frontier style, will probably be nice for some serious CTF matches.

Speaking of remakes, me and Four30Six were talking about a remake to the Bloodfrontier map "Bloodgrounds"...just something worth thinking about.
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Re: [Map WIP] ctf_industrial

Postby ZeroKnight » 20 May 2012, 09:47

Hot damn...that map looks damn impressive. I can't wait for the final version!
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Re: [Map WIP] ctf_industrial

Postby greaserpirate » 20 May 2012, 15:29

This is an excellent map! The only problem I have with it is the ambient value: it makes it look like there are no shadows, or the walls are all glowing reddish-purple. maybe you could try using soft purple lights (or skylight) and making the ambient darker?

That said, we really need a voting system, because doppelfort was already a great map and you made it better. 9/10 stars, and I vote this should be included in 1.3!

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Re: [Map WIP] ctf_industrial

Postby John_III » 29 May 2012, 05:20

Updated file in link at top.

Update 2:

- Removed clip in various locations
- Texture fixes
- Additional geometry updates
- Ambient set to 30
- Skylight set to color of sunlight
- Complimentary energy drinks
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Re: [Map Release] ctf_industrial v1.0

Postby John_III » 09 Jun 2012, 18:53

Release of version 1.0


- retexturing
- geometry fixes
- waypoints
- small lighting fixes
- weapons


Updated file and screenshots in OP.
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Re: [Map Release] ctf_industrial v1.0

Postby 4rson » 10 Jun 2012, 00:02

This map looks very nice with great texturing. I can imagine some great team games on it.
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Re: [Map Release] ctf_industrial v1.0

Postby Dratz-_C » 10 Jun 2012, 22:57

John_III,
Thankyou for putting the map on dropbox for me. I will take a look at it and see how it performs on my nettop and post again about that. Please include a license, industrial_ctf.txt, in the zip.
Cheers
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Re: [Map Release] ctf_industrial v1.0

Postby John_III » 12 Jun 2012, 02:36

File updated with license.
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Re: [Map Release] ctf_industrial v1.0

Postby Dratz-_C » 13 Jun 2012, 00:26

John_III,
The map consistently runs at 30 fps on my nettop. My experience is a good indicator of how it will perform for the low-performance community. Thanks for adding the license. Please include your name in industrial_ctf.txt as in the example I've included below so map revisers will know who to credit, which is required by Creative Commons BY-SA. I recommend using license version 3.0.
{l Code}: {l Select All Code}
This work, industrial_ctf v1.0, made by John_III (way of contacting you) , is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.

To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/

Also, consider changing the map title from ctf_industrial to industrial_ctf to match the filename and doing something like pictures 1 or 2, rather than 3 where the side water tank wall textures do not match the middle ones.
industrial_ctf_1-0-1_1.jpg
industrial_ctf_1-0-1_2.jpg
industrial_ctf_3.jpg

I decided to fix the title and the first textures myself and found some additional mismatches, which I fixed as well. The fourth picture is of a revision of mine, unofficial 1.0.2, containing the fixes and a set of matching geometric changes to make it harder to use shortcuts as exploits, changing 4 way points to comply.
industrial_ctf_1-0-2_1.jpg
If you desire, you may take my name out of the unofficial version 1.0.2 license file and the map credit and use my revision as your own work. Beneath is the download link for the unofficial 1.0.2 zip.
https://www.box.com/s/896ba87c5709c7a8772f
Cheers
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Re: [Map Release] ctf_industrial v1.0

Postby John_III » 16 Jun 2012, 21:08

Thanks for the help. I made some small additional modifications (lighting, geometry, etc.).

Updated files above.
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Re: [Map Release] ctf_industrial v1.0

Postby Dratz-_C » 17 Jun 2012, 06:54

John_III,
In this version I have continued the team colored areas on the warehouse walls, and corrected or aligned certain textures. The edges of concrete and ducting now match at their seems and roofing panels should look better at their edges.
industrial_ctf_1-0-4_1.jpg

If you desire, you may take my name out of the unofficial version 1.0.4 license file and the map credit and use my revision as your own work. Beneath is the download link for the unofficial 1.0.4 zip.
https://www.box.com/s/fae66d42583390bea10f
Cheers
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Re: [Map Release] ctf_industrial v1.0

Postby Dratz-_C » 23 Jun 2012, 00:06

John_III,
I was also thinking that the smokestacks might look good with "smoke" particles coming out of them, but have not yet looked into how to achieve it.
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Re: [Map Release] ctf_industrial v1.0

Postby Ulukai » 06 Jul 2012, 19:27

I added v1.0.4 to my server with the name "industrial". So name the files of this map "industrial", place them in the maps dir of the game and you should be able to vote for it online in a couple of minutes.
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Re: [Map Release] ctf_industrial v1.0

Postby John_III » 07 Jul 2012, 04:12

Dratz-_C {l Wrote}:John_III,
I was also thinking that the smokestacks might look good with "smoke" particles coming out of them, but have not yet looked into how to achieve it.
Cheers


My latest revision (1.0.5) has added plume effects over each smokestack. I also added a few segments of trim texture.

Updated files in link at the top of the page.



Ulukai {l Wrote}:I added v1.0.4 to my server with the name "industrial". So name the files of this map "industrial", place them in the maps dir of the game and you should be able to vote for it online in a couple of minutes.



Thank you, I'll give it a try.
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screenshot.0469.png
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Re: [Map Release] ctf_industrial v1.0

Postby Ulukai » 07 Jul 2012, 14:01

Updated my server with v1.0.5. Once again, it's called simply "industrial".
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Re: [Map Release] ctf_industrial v1.0

Postby Dratz-_C » 07 Jul 2012, 14:34

Hi John_III,
The smokestack in the omega base is farther away such that it ceases to emit the plume when viewed from the other base. I don't know how to fix that.
Cheers
Last edited by Dratz-_C on 08 Jul 2012, 14:03, edited 1 time in total.
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Re: [Map Release] ctf_industrial v1.0

Postby Dratz-_C » 08 Jul 2012, 06:06

Hey folks,
With John_III's permission, I have added bomberball. I've also placed more weapons and upped the minimum player count from 4 to 6. Download industrial_1-0-6 here: https://www.box.com/s/1bab80833138dac2db3e .
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Re: [Map Release] ctf_industrial v1.0

Postby Ulukai » 08 Jul 2012, 17:17

Once again, server updated to v1.0.6 :)
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Re: [Map Release] ctf_industrial v1.0

Postby John_III » 27 Jul 2012, 01:40

1.0.7 out. Notes and files at top of page.
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