Map "Wind" (current version: 14)

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Map "Wind" (current version: 14)

Postby SES » 02 Mar 2014 15:53

Supported game modes:
Capture the flag, Defend and control, Bomber ball,Deathmatch.

License: CC-BY-SA-3.0

Warning! This map requires "developers"-version "Red Eclipse" and "Tiles" v9 textures pack.
See "Tiles" textures pack: http://redeclipse.net/forum/viewtopic.php?f=5&t=33&p=153#p153

Screenshots:
Wind_v14_screenshots.jpg
Map "Wind" v14 screenshots


Map "Wind" changelog:

v14:

* Updated.
* Fixed fan model visibility.
* Fixed material in sky.
* Updated blendmaps.
* Fixed lightmaps.

v13:

* Updated.
* Changed game map parameters.
* Updated blendmaps.
* Added static water environment.

v12:

* Updated.
* Reducing the size of the map file.
* Added light and environment effects.
* More increased map fps.
* More fixes and optimizations.

v11:

* Global update.
* Removed "nobiax" mapmodels.
* Increased map fps (small).

v10:

* Updated.
* Removed envmaps.

v9:

* Updated.
* Added "convulser" weapon.

v8:

* Increase lightprecision.
* Fixed shadow bugs.
* Misc updates.

v7:

* Decrease lightprecision for more visibility.

v6:

* More increase lightprecision.
* More fixed shadow bugs.
* Decrease sunlight offset.

v5:

* Restore and update geometry details.
* Increase lightprecision.
* Fixed shadow bugs.
* Misc update.

v4-lite:

* Increase lightprecision.
* Decrease geometry details for non-bug shadows.

v4:

* Global update.

v3:
* Updated hangar.

v2:
* Decrease "envmap"-s.
* Increase speed map loading.
* Fixed reflection (water).
* Fixed hangar textures.
* Removed unused textures (fixed).
* Fixed for "jetpack" mutator (added sounds, fixed weapons).

Download map "Wind" v14:
Wind_v14.zip
Map "Wind" v14
(7.75 MiB) Downloaded 22 times
Last edited by SES on 27 Dec 2016 02:42, edited 20 times in total.
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Re: Map "Wind"

Postby Unnamed » 02 Mar 2014 16:55

I just wanted to take a look at the map, but the game got stuck at generating env maps. So I set envmapsize to 4 (it was 10) and used entfind after loading the map.
You have used 240 env map ents! You should not use more than 3 or 4. They take much ram and it also takes some time to generate that many env maps.
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Re: Map "Wind"

Postby SES » 03 Mar 2014 02:00

Unnamed wrote:I just wanted to take a look at the map, but the game got stuck at generating env maps. So I set envmapsize to 4 (it was 10) and used entfind after loading the map.
You have used 240 env map ents! You should not use more than 3 or 4. They take much ram and it also takes some time to generate that many env maps.


Initially, I did a very small amount "envmap", but the result of their work has not liked me. If you look at the "Sauerbraten" maps, you will see that working properly "envmap", in the maps for "sauerbraten", made ​​the same way (usually one "envmap" to one surface) - another thing is that in this map big number of mirror surfaces. Of course, I will try to somehow cope with it and reduce the amount of "envmap" to acceptable.
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Re: Map "Wind"

Postby Ulukai » 05 Mar 2014 08:18

Take a look at the map test chamber and do entfind envmap there. If Mr. Q uses so much of them himself it probably won't hurt to use more than 3 or 4 as you say. Of course the maps are totally different (open vs closed) and Wind here uses a lot of water which reduces performance as well so reducing them here would probably be a good idea.
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Re: Map "Wind"

Postby SES » 06 Mar 2014 04:41

Updated.
* Decrease "envmap"-s.
* Increase speed map loading.
* Fixed reflection (water).
* Fixed hangar textures.
* Removed unused textures (fixed).
* Fixed for "jetpack" mutator (added sounds, fixed weapons).

Unfortunately, greatly reduce the amount of "envmap"-s lossless failed. What happened, then happened .... Map, of course, loaded much faster ...
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Re: Map "Wind"

Postby SES » 10 Mar 2014 21:02

Updated.
* Updated hangar.
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Re: Map "Wind"

Postby SES » 01 May 2014 03:52

Updated.

* Global update.

Attention! The card contains no pre-generated, lightmaps because of the restriction the size of attached files. Please, generate them yourself, then save the map, then copy into location to save the file maps "wind.png" and "wind.cfg" files.
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Re: Map "Wind"

Postby qreeves » 01 May 2014 03:54

Uh.. how big is the map normally? If lightmaps are generating that large of a file you should perhaps try increasing lightprecision.
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Re: Map "Wind"

Postby SES » 01 May 2014 03:59

qreeves wrote:Uh.. how big is the map normally? If lightmaps are generating that large of a file you should perhaps try increasing lightprecision.


Tried. Appear small, as it were, artifacts worsening image - in particular, on the fence in front of the water. I will certainly try again.
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Re: Map "Wind" (current version: 4 and 4-lite)

Postby SES » 01 May 2014 05:58

Added lite version:

* Increase lightprecision.
* Decrease geometry details for non-bug shadows.

... and decrease map files size.
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Re: Map "Wind" (current version: 4 and 4-lite)

Postby qreeves » 01 May 2014 06:07

A trick to try: "blurlms 2"
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Re: Map "Wind" (current version: 4 and 4-lite)

Postby SES » 01 May 2014 06:21

qreeves wrote:A trick to try: "blurlms 2"


Included with the first version of the map.

Fragment from "wind.cfg":

// blurlms 2
// blurskylight 2
// bumperror 1
...
// lighterror 1
// lightlod 10
// lightprecision 24
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Re: Map "Wind" (current version: 6)

Postby SES » 13 May 2014 17:53

Updated.

v6:

* More increase lightprecision.
* More fixed shadow bugs.
* Decrease sunlight offset.

v5:

* Restore and update geometry details.
* Increase lightprecision.
* Fixed shadow bugs.
* Misc update.
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Re: Map "Wind" (current version: 7)

Postby SES » 13 May 2014 19:00

Updated.

* Decrease lightprecision for more visibility.
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Re: Map "Wind" (current version: 8)

Postby SES » 20 May 2014 17:31

Updated.

* Increase lightprecision.
* Fixed shadow bugs.
* Misc updates.
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Re: Map "Wind" (current version: 9)

Postby SES » 28 Jun 2014 23:32

Updated.

* Updated.
* Added "convulser" weapon.
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Re: Map "Wind" (current version: 10)

Postby SES » 16 Oct 2014 15:15

Updated:

* Updated.
* Removed envmaps.
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Re: Map "Wind" (current version: 10)

Postby qreeves » 20 Oct 2014 06:18

Bump. Need community input here too, especially regarding the value of the added textures (are they really needed or useful?).
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Re: Map "Wind" (current version: 10)

Postby JDWhyte » 20 Oct 2014 14:35

Will check this out if I get a chance tonight.
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Re: Map "Wind" (current version: 10)

Postby Angel » 20 Oct 2014 15:06

If I open this map every second texture shows: "texture error"
*Red*Angel >DOOM<
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Re: Map "Wind" (current version: 10)

Postby SniperGoth » 20 Oct 2014 15:28

Angel wrote:If I open this map every second texture shows: "texture error"


You need svn and the texture pack from the op .
Ex Iron fist level designer/ Ex Revelade Revolution level designer, 3d/2d artist, and still trying to figure out sound design...
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Re: Map "Wind" (current version: 10)

Postby SylvieLorxu » 20 Oct 2014 19:42

qreeves wrote:Bump. Need community input here too, especially regarding the value of the added textures (are they really needed or useful?).

The map lacks occlusion so badly the framerate is absolutely horrible on it, and the layout is rather simple. To add to the framerate fun, the map is completely surrounded by water. I'm afraid that this map really isn't worth including. In my honest opinion, condensation plays like an "updated" version of this map.
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Re: Map "Wind" (current version: 11)

Postby SES » 16 Nov 2014 22:41

Updated.

* Global update.
* Removed "nobiax" mapmodels.
* Increased map fps (small).
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Re: Map "Wind" (current version: 12)

Postby SES » 26 Feb 2016 23:39

Updated.

* Updated.
* Reducing the size of the map file.
* Added light and environment effects.
* More increased map fps.
* More fixes and optimizations.
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Re: Map "Wind" (current version: 12)

Postby bonifarz » 29 Feb 2016 15:49

Ah, you're back to this map project.

I don't know if the frame rate issues remain. But on my laptop, it seems okay, i don't see any drop in fps.

One thing I find quite irritating here is the low clipping plane - there's nice pillars and buildings that I'd like to climb, but the invisible ceiling is even much lower than the height of a simple launch. For a map with such an outdoor scenery, this is really odd, especially for folks who love to hop around with a flamer. But I guess that raising the clipping is difficult, as it is important to limit which geometry is visible to the player.
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Re: Map "Wind" (current version: 13)

Postby SES » 02 Sep 2016 23:51

Updated.

* Updated.
* Changed game map parameters.
* Updated blendmaps.
* Added static water environment.
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Re: Map "Wind" (current version: 12)

Postby SES » 02 Sep 2016 23:58

bonifarz wrote:One thing I find quite irritating here is the low clipping plane - there's nice pillars and buildings that I'd like to climb, but the invisible ceiling is even much lower than the height of a simple launch. For a map with such an outdoor scenery, this is really odd, especially for folks who love to hop around with a flamer. But I guess that raising the clipping is difficult, as it is important to limit which geometry is visible to the player.

Now I have tried to compensate for this,by change some of the map parameters for game.
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Re: Map "Wind" (current version: 13)

Postby zaquest » 05 Oct 2016 09:07

This map has a lot of details, which, I think, makes it quite realistic. The map looks very good. But inability to climb on things or even jump (with launch) as high as RE allows makes it less fun to play on than other maps. Water that kills is something that is more appropriate for race maps I think. There's biolytic but it's different somehow - water doesnt look safe there, maybe only if you play on it for the first time.
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Re: Map "Wind" (current version: 13)

Postby qreeves » 06 Oct 2016 02:24

config/engine.cfg
Code: Select all
slime = [
    editmat water
    editmat death
    obitwater "sucked on slime"
    watercolour 0x182200
    waterfallcolour 0x002200
    waterfog 0
    waterspec 10
]
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Re: Map "Wind" (current version: 13)

Postby bonifarz » 06 Oct 2016 06:32

Good old slime alias :roll:
Though, there are so many different options. E.g. one could use hurt material instead of deathwater and even add a residue. But S.E.S. knows about this for sure.

I'm curious how the upper clipping will evolve, otherwise it looks all nice and polished :)
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Re: Map "Wind" (current version: 14)

Postby SES » 27 Dec 2016 02:43

Updated.

* Updated.
* Fixed fan model visibility.
* Fixed material in sky.
* Updated blendmaps.
* Fixed lightmaps.
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Re: Map "Wind" (current version: 14)

Postby SES » 27 Dec 2016 02:49

Thanks everyone for the feedback.
At this point, the update only applies to the visual aspects (added a little the winter environment). As for the gameplay, i'm experimenting. There are some ideas, for example, to add the wind.
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