[MAP] Terrarium: RC 1

User created maps and modifications, showcase your latest map, model, etc

[MAP] Terrarium: RC 1

Postby molexted » 19 Apr 2017 02:00

A map with lots of veggies and phillipk textures.

Layout is symmetrical and fairly simple, suitable for small CTF/BB/D&C matches as well as Duel and Survivor. There are two levels: the upper level, comprising of the bases and some paths between, and the lower level, which has grenade trees ripe for the picking amidst the dense underbrush. Base-to-base distance is short at 120m and comparable to darkness, with a travel time of 10-12 seconds between bases.

This map is very entity heavy and includes grass to boot. If your computer struggles, turning off grass and water reflections should aid frame rate significantly.

As always, released under the WTFPL. You may use, remix, redistribute, and copy this work without my permission.

Currently, this map is in release candidate stage. Notify me with bugs to correct, because there are no more planned updates unless bugs are found.

I'm (still) especially welcoming of playtest information; 5 AM UTC is not a great time to find playtesters (roughly when I'm active)


Changelog
Code: Select all
Alpha 1:
    Initial release.

Alpha 2:
    Clipping around trees to allow camping on branches
    More rocks
    More foliage
    Particles and sounds to add ambiance
    Slightly yellower sunlight
    Slightly thicker and bluer fog

Alpha 3:
    Some unneeded geometry culled
    Use of lightfx spotlights

Alpha 4:
    Some unsightly terrain smoothed
    Geometry error fixes
    More particles inside terrarium
    More leaves on ground
    Clutter in hallway

Alpha 5:
    More errant geometry fixed
    Broken window glass made less regular
    More particles inside terrarium
    More leaves on ground
    Broken floor tiles upstairs
    Much more granular sound
    Many more onslaught enemies

Alpha 6:
    Modified tree clipping
    Ducting on edges of walls
    Some shrubbery shuffling

Alpha 7:
    Added some pipes below bridge and near ceiling
    Fixed some more geometry bugs
    Some lighting-ceiling interactions lessened

Alpha 8:
    More pipes
    Wall scale slightly different (matches map a bit better now)
    New title post photos

Alpha 9:
    More pipes
    Fancier ceilings
    Changed ground level textures
    Some more light fiddling

Alpha 10:
    Taller grass
    Barrel spill now has hurtmat
    More groundcover

Alpha 11:
    More pipes
    Broken pipes
    Water coming out of pipes
    Automatic door position windows
    Less crappy sound
    More rocks, pipe embellishments

Alpha 12:
    Grass thinned out in places; removed from ponds
    Another pipe
    Modified water particles
    Fixed bug with missing water
    Fixed geometry/model clipping in places
    Reduced geometry outside map

Alpha 13:
    Paths through grass
    Broke the glass ceiling
    More pipes

Alpha 14:
    More broken ceiling glass
    Warmer sunlight, cooler lighting
    Blendmap changes around ceiling

Alpha 15:
    Some ceiling glass fixes
    A couple more big trees to deter snipers
    Sounds, particles to match trees
    Moved some bushes around
    Lighter ambient
    Greener, denser fog

Alpha 16:
    Bluer, lighter background
    More intense sunlight
    Better glass

Alpha 17:
    Larger windows
    Window frames
    More lights
    Darker ambient

Alpha 18:
    Geometry reduction
    Less repetitive broken glass
    Better ceiling glass
    Better tree clipping

Alpha 19:
    More diverse wall texturing
    Ramp ceilings redone
    Clipping improvements
    Geometry fixes
    More grass culling

Alpha 20:
    Some more wall changes (metal lower sections)
    Another pair of lights on ground level
    Some texture fixes on down ramp

Alpha 21:
    Wall border textures within terrarium
    Wall texture fixes
    Fixed spawn in tree
    Better ceiling glass
    Dead leaves on center bridge

Alpha 22:
    Started expansion of map, with an auxiliary room added.

Alpha 23:
    Added room to other side of map to make it symmetrical
    Moved team bases to new rooms
    Added 3 D&C points, made affinity on bridge bomber-ball only
    Added 2 grenades
    Decided to make lower rooms accessible, added doors between ground level
    Higher precision, smoother auxillary room ground
    Notched auxillary room bridges
    More blendmapping on main room, less grass
    Darker trees in auxillary rooms
    Smashed window in front of new bases to allow entry to ground
    New waypoint file
    Fixed random notch in ceiling
    Added slant to auxillary wall ceilings
    Removed random window copy from above map
    Fixed triple-thick glassmat window
    Lower geometry alphamat
    Some junk added to alpha base
    Longer pipes
    Some darker foliage in main room

Alpha 24
    Darker-er trees
    Fixed some geometry
    Removed some trees, rotated others
    Clipped trees
    Changed minimap height, color
    New waypoint file
    Slight modification to license file

Alpha 25
    Darker-er-er new trees
    Lighter old trees
    Bugs in new trees
    Tree sounds in new trees
    Flatter ground in new ground
    Water particles in new pond
    More plants in new ground
    New door sounds
    Better glass
    New icon pic

Alpha 26
    New passageway roofs
    Fixed misplaced door
    Fixed overdetailed alphamat in window
    Removed blendmap from auxiliary bridges
    Added trim to auxiliary room
    Added some cool console things to top of ramp

Alpha 27
    Dark upper wall panels
    More cool console things
    More particles in auxiliary rooms
    Fixed overzealous blendmap on doorways
    Main room texture fidgeting
    More bushes in auxiliary rooms
    Fixed problem with lower affinity
    Fixed geometry bugs, smoothed auxiliary terrain
    Removed copy/paste artifacts on top of map
    Trees darker, clipping improved

Alpha 29
    Using nobiax's tropical plant models
    Added more onslaught enemies (5 in each side room)
    Added more FFA spawns
    Tweaked sound radii
    Removed many smaller, hard to see models
    Added more large, low groundcover
    Moved tree in the way of door so that it isn't

Alpha 30:
    More boring vegetation fixes
    A few more veggies
    Tree above map moved
    Some pretty geometry above map

Alpha 31:
    More boring vegetation fixes
    Some dead trees above map
    Some outside geometry fixes
    Blendmap fixes
    Fixed missing water in aux room

Alpha 32:
    More sound entities around machinery
    Changed ambient sound to have more mechanical sounds
    Added a couple more dead trees to scenery
    Added preliminary envmapping
    Ceiling glass fixes
    Geometry reduction on windows
    Added some texturing around big pipes

Alpha 33:
    Added more sound entities in trees
    Added some weeds in upper level
    Fixed some envmap coverage issues
    Fixed tree poking slightly into main level
    Added more lighting in center
    Removed old fern plants, (not easily visible)
    Fixed missing pipe flanges
    Fixed bad texture in scenery
    Added more junk to blocked area
    Made fans wobblier
    Fixed extra geometry inside fan
    Added flicker effect to a light (old omega base)
    Vegetation fixes (some plants darker, some lighter)
    Texture reductions

Alpha 34:
    Taller grass
    Glass fixes
    Vegetation fixes
    Hallway arches
    Shattered glass simplification
    Retexturing around computer consoles

Alpha 35:
    Some foliage removed
    Strengthened lighting on lower level
    Lights bluer
    More sky lighting
    Correct texture offsets in lower doorways
    More dynamic lighting effects

Alpha 36:
    Lightprecision increased from 32 to 40, error increased from 12 to 16
    Removed some bushes
    Water lightlod set to 0
    Added more junk mapmodels: boxes, pallets
    Bigger propane tanks
    Darker dirt patch on upper level; added another one
    Blendmap fixes around ponds
    Larger groundcover (not more)

Alpha 37:
    Added more sunlight to alpha base
    Added more barrels (color coded for your convenience)
    Removed many old mapmodels, added many new weeds (pending addition to red-eclipse/nobiax)
    Use of new plants
    Terrain smoothing, some terrain fixes
    More rocks
    Texturing changes around down ramps

Alpha 38:
    More pronounced archways
    Replaced some upper level plants with low poly weeds and added more weeds
    Removed some more old plants, added weeds as groundcover
    Moved some particles around
    Fixed one console having trim too thick
    Blendmap fixes

Alpha 39:
    Lightprecision moved up again from 40 to 48
    Removed many plants, added newer low-poly ones
    Plants made much larger
    More rocks
    Dirt piles on second level more detailed
    Blendmap fixes

Alpha 40:
    Added new fern3
    Removed some smaller plants
    Envmap tweaks
    More pallets
    Plants moved around
    Brighter gound
    More upstairs weeds, ferns converted to lower poly weeds
    Tweaks to scenery

Alpha 41:
    Moved many more plants around
    Brighter ground
    Bigger plants
    More lights to help outside scenery
    Yellower interior, outside lights
    Less intense dynlights (to match better)
    Grass removed (should help FPS)
    Onslaught drones/grunts moved into bushes for more jumpscare fun
    Narrower spotlight beams on lower level

Alpha 42:
    Bases further color coded for your convenience
    Lighting tweaks in center of map
    Big rocks
    More onslaught bots moved
    Plants moved around
    Particles moved around
    Individual envmaps for computer consoles

Alpha 43:
    Fixed texture bug at omega base
    Fixed floaty flag at omega base
    Cool diagonal corner thingies
    Ceiling wall trim also color coded for your convenience
    Added color-coded trim to box-filled dead end

Alpha 44:
    Extensive texture manipulation on white panels
    Added pallet to lower level
    Onslaught spawn in wall fixed
    Vegetation darkened
    Less fog

Alpha 45:
    Took a chunk out of the omega end of the center bridge's ceiling, fixing intruding branch coming out of wall
    Fixed misaligned textures beneath center bridge
    Fixed overly dark side panels
    Fixed red trim on duct
    Moved more onslaught bots father into bushes
    Darker trees
    Less grass where it doesn't matter
    Cloud layer moves faster, both layers move in the same direction now

Alpha 46
    Fixed misaligned texture on auxiliary room ceiling
    Fixed bright spot in dead end side wall
    Removed some ferns
    Shortened some pipe
    Fixed missing pipe flanges
    Tree color changes

Alpha 47:
    Added nobiax/shrub mapmodels, removed some nobiax/fern3 and nobiax/fern1 mapmodels
    Lighting tweaks to center bridge ceiling
    Side bridge ceiling frame now sticks out of wall
    White ceiling on center archways changed to normal ceiling texture
    Inaccessible crates moved to be less even
    Bushes moved around
    Particles moved around

Alpha 48:
    Lots of texture realignments
    Fixed bad texture at top of spotlight
    Removed some glass geometry
    Removed some barely visible vegetation
    Added some broken sections to windows, columns

Alpha 49:
    Removed some vegetation
    Blendmapped wear to red/blue trim
    Window geometry reductions
    Removed random fire sprinkler over pond

Beta 1:
    Fixed texture misalignments on side bridges
    Fixed blendmap rotation issue on red trim
    Fixed white ceiling arch on one side (matches dark ceiling on other
    Removed glass from windows
    Added glass to floor
    More chunks missing out of supports

RC 1:
    Reduced geometry with maxmerge
    Replaced some high-vertex plant mapmodels with less intensive ones
    Bigger rocks; removed a few
    Fixed some poor plant positioning that created unnatural intersections 
    Disabled mode-specific toggle switches, since they're confusing. (can be trivially re-enabled)
    Changes to license file


to-do before release:
Add more rocks
Add clip to tree branches
Add sounds
Add particles
Make ground prettier
Add more foliage
Add more affinities and spawns
Fix ugly, single-textured, flat walls
Fix bad ground geometry
Add aux room sounds
Add aux tree clipping
Make plants less random, more like a real terrarium

Current version: Release Candidate 1, released June 19

Entities: 1078
Triangles: 58k
Vertices: 101k
Textures: 399
Lightmapping time: 128s

Old versions at https://github.com/molexted/re-maps/tre ... /terrarium
Nobiax mapmodels at https://github.com/red-eclipse/nobiax; updating client to master branch includes many of these models.
Attachments
terrarium0.zip
Just for lols, here's the initial release to compare to
(890.88 KiB) Downloaded 15 times
20170517235035.jpg
20170517235404.jpg
terrarium.zip
Release Candidate 1, released Monday June 19
(1.59 MiB) Downloaded 17 times
Last edited by molexted on 20 Jun 2017 07:05, edited 65 times in total.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] (WIP) Terrarium

Postby qreeves » 19 Apr 2017 11:21

Looks pretty cool, but I'm worried all the details will be bad for certain setups with all the grass, water, and mapmodels (you seem to be only getting ~40fps yourself).
Quinton Reeves | Lead Developer, Red Eclipse
Check Out My YouTube Channel | Leave Me a Tip on PayPal
Contribute to Project Costs via PayPal or Patreon
User avatar
qreeves
Site Admin
 
Posts: 1592
Joined: 02 Feb 2014 05:04
Location: Australia

Re: [MAP] (WIP) Terrarium

Postby molexted » 19 Apr 2017 15:33

I capped myself at 40 fps there :)
Frame rate is a bit of a problem at full settings, but turning off grass and water reflections nets a large boost in frame rate (about 2x)
On my Intel HD 3000 laptop this map does about 60-80 fps with grass off and 25-30 with full grass.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] (WIP) Terrarium

Postby qreeves » 20 Apr 2017 00:54

Ah, that's probably OK, even if most people don't know how to turn off grass and reflections (but that's more a problem with the old graphics options).
Quinton Reeves | Lead Developer, Red Eclipse
Check Out My YouTube Channel | Leave Me a Tip on PayPal
Contribute to Project Costs via PayPal or Patreon
User avatar
qreeves
Site Admin
 
Posts: 1592
Joined: 02 Feb 2014 05:04
Location: Australia

Re: [MAP] (WIP) Terrarium

Postby SniperGoth » 20 Apr 2017 12:37

It just doesn't look right with the current color palette.
Maybe a dark-blue tone ambient, a skylight instead of sunlight (because from what i remember this skybox doesn't have a sun), a thicker fog, some yellow lights could make it look better in my perspective :p
Ex Iron fist level designer/ Ex Revelade Revolution level designer, 3d/2d artist, and still trying to figure out sound design...
User avatar
SniperGoth
 
Posts: 458
Joined: 03 Feb 2014 13:08

Re: [MAP] (WIP) Terrarium

Postby DonGeilo » 20 Apr 2017 15:08

I really like the idea with those broken windows and the all over theme. The way between the two bases in CTF is a little to short and easy imo. There should be at least no direct sight between those two. I would also make the map a little bigger and add at least one more alternate routes between the bases. Maybe add two more rooms with some Jurrasic Park-like electric fences and stuff.
User avatar
DonGeilo
 
Posts: 66
Joined: 06 Jul 2014 13:58

Re: [MAP] (WIP) Terrarium

Postby molexted » 20 Apr 2017 23:37

As mentioned, this map is pretty much a duel map; I added team affinities because it's trivial to do so. Keeping its intent as a duel map in mind, I generally don't like adding more corridors than needed to prevent a hide-and-seek match.

That skybox does have a sun; in fact, the only reason I chose that skybox is because the sun was high enough on the screen to keep the center reasonably well lit. The fog is already dark blue and fairly thick, and I changed the sunlight to be slightly yellow (keeping in mind that good monitors will have white calibrated to sunlight).

Also, I've updated the map. Changes:
  • Clipping around trees to allow camping on branches
  • More rocks
  • More foliage
  • Particles and sounds to add ambiance
  • Slightly yellower sunlight
  • Slightly thicker and bluer fog

I've updated the map yet again. Changes:
  • Some unneeded geometry culled
  • Use of lightfx spotlights
Last edited by molexted on 26 Apr 2017 07:09, edited 1 time in total.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] (WIP) Terrarium

Postby molexted » 23 Apr 2017 06:47

Another update. Changes:
  • Some unsightly terrain smoothed
  • Geometry error fixes
  • More particles inside terrarium
  • More leaves on ground
  • Clutter in hallway

Daily update again. Changes:
  • More errant geometry fixed
  • Broken window glass made less regular
  • More particles inside terrarium
  • More leaves on ground
  • Broken floor tiles upstairs
  • Much more granular sound
  • Many more onslaught enemies
    • There's almost 15 now, all with melee weapons, and it's actually pretty scary in the disorienting underbrush
Last edited by molexted on 26 Apr 2017 07:10, edited 1 time in total.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] (WIP) Terrarium

Postby bonifarz » 24 Apr 2017 20:20

Hey, I like this one.

Have you considered to clip or noclip part of the jagged glass geometry? It is a bit odd to get stuck on these sharp edges (an old glitch).

Also, nice use of envmap on the ceiling.
User avatar
bonifarz
 
Posts: 1060
Joined: 03 Feb 2014 10:15

Re: [MAP] (WIP) Terrarium

Postby molexted » 25 Apr 2017 05:43

I hadn't thought of that, but it's fixed for today's daily update.

Speaking of which, other changes:
  • Modified tree clipping
  • Ducting on edges of walls
  • Some shrubbery shuffling

Btw, the envmap on the ceiling is completely default :P

And also, the update for 4/25:
  • The map zip file will, during routine daily releases, now contain a much smaller .jpg file rather than the full-quality .png, saving about 200kb. If/when this map reaches a stable state, the .pngs will return, but for daily snapshots, the full .png is a waste.
  • Added some pipes below bridge and near ceiling
  • Fixed some more geometry bugs
  • Some lighting-ceiling interactions lessened
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] (WIP) Terrarium

Postby molexted » 27 Apr 2017 03:07

And now for something completely unexpected: an update for 4/26:
  • More pipes
  • Wall scale slightly different (matches map a bit better now)
  • New title post photos
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] (WIP) Terrarium

Postby qreeves » 27 Apr 2017 04:51

I think everyone would probably like to see this map end up in the game, so when you're done don't forget to submit an issue or pull request to the maps repository.
Quinton Reeves | Lead Developer, Red Eclipse
Check Out My YouTube Channel | Leave Me a Tip on PayPal
Contribute to Project Costs via PayPal or Patreon
User avatar
qreeves
Site Admin
 
Posts: 1592
Joined: 02 Feb 2014 05:04
Location: Australia

Re: [MAP] (WIP) Terrarium

Postby molexted » 28 Apr 2017 05:06

I can certainly put up a PR for it when I'm done, though that day is not today. However, today, I do have another update to present, with:
  • More pipes
  • Fancier ceilings
  • Changed ground level textures
  • Some more light fiddling

Another day, another update:
  • Taller grass
  • Barrel spill now has hurtmat
  • Caution sign near spill
  • More groundcover
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] (WIP) Terrarium

Postby molexted » 30 Apr 2017 06:53

This day's update, #10, has:
  • More geometry
  • More entities
  • More textures
  • More pipes
  • Broken pipes
  • Water coming out of pipes
  • Automatic door position windows
  • Less crappy sound
  • More rocks, pipe embellishments

Also, I've just passed the 500 entity mark, of which ~100 are probably nieb/fire_sprinkler (pipe flanges)
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] (WIP) Terrarium

Postby bonifarz » 30 Apr 2017 09:55

Looks good.

Clip on the trees is a cool enhancement, have you chosen the grid size here according to the "stair" stepsize worldvar? Seems to work pretty well.

I see you have clipped the glass spikes, however, most tips still stand out and interfere with player movement. Nothing serious, but one can still get stuck. And while I think that the player's metal legs are way too robust to take damage from sharp glass edges, I still like to point out the option to use hurt material with bleed residual. If you're supposed to keep a distance, complaints about clipping issues are less likely, heheh.

I'm not sure if the water particles emitted from the pipes are a good idea. It is hard to make that look good without using an excessive number of particles. Raising the falling speed might help a bit.
User avatar
bonifarz
 
Posts: 1060
Joined: 03 Feb 2014 10:15

Re: [MAP] (WIP) Terrarium

Postby molexted » 01 May 2017 06:21

I've further clipped the glass. I don't want to add hurt to the glass because it's not exactly trivial to avoid and is a significant part of the map flow; nobody wants to lose a survivor match because they didn't manage to clear the arbitrary hurtmat placement. I've somewhat speeded up the water droplets, and should be adequately realistic so long as a player isn't staring at the pipe.

Today's changes:
  • Grass thinned out in places; removed from ponds
  • Another pipe
  • Modified water particles
  • Fixed bug with missing water
  • Fixed geometry/model clipping in places
  • Reduced geometry outside map
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] (WIP) Terrarium

Postby qreeves » 01 May 2017 09:25

If the player is staring at something long enough to nit pick, then they're not playing the game properly :P
Quinton Reeves | Lead Developer, Red Eclipse
Check Out My YouTube Channel | Leave Me a Tip on PayPal
Contribute to Project Costs via PayPal or Patreon
User avatar
qreeves
Site Admin
 
Posts: 1592
Joined: 02 Feb 2014 05:04
Location: Australia

Re: [MAP] (WIP) Terrarium

Postby molexted » 02 May 2017 05:38

Red Eclipse 1.6 : Critic Edition.
A first person map critique game featuring a FPS minigame


Here's the changes for today:
  • Paths through grass
  • Broke the glass ceiling
  • More pipes

And here's the 13th update:
  • More broken ceiling glass
  • Warmer sunlight, cooler lighting
  • Blendmap changes around ceiling
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby molexted » 04 May 2017 06:50

*Double post*

And now for May 3rd:

  • Some ceiling glass fixes
  • A couple more big trees to deter snipers
  • Sounds, particles to match trees
  • Moved some bushes around
  • Lighter ambient
  • Greener, denser fog

And May 4th:
  • Bluer, lighter background
  • More intense sunlight
  • Better glass
Last edited by molexted on 10 May 2017 06:01, edited 2 times in total.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby molexted » 06 May 2017 06:53

*Triple post*

5 de Mayo:
  • Larger windows
  • Window frames
  • More lights
  • Darker ambient

May 6th mainly brings performance improvements and bug fixes:
  • Geometry reduction
  • Less repetitive broken glass
  • Better ceiling glass
  • Better tree clipping
Last edited by molexted on 10 May 2017 06:02, edited 1 time in total.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby molexted » 08 May 2017 07:36

*Multi post*

And now for revision 275:
  • More diverse wall texturing
  • Ramp ceilings redone
  • Clipping improvements
  • Geometry fixes
  • More grass culling

And now the twentieth alpha, which is the first to pass the 600-entity mark (mainly lighting):
  • Some more wall changes (metal lower sections)
  • Another pair of lights on ground level
  • Some texture fixes on down ramp
Last edited by molexted on 10 May 2017 06:02, edited 1 time in total.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby molexted » 10 May 2017 05:55

*Carnage*

Mostly small fixes for Alpha 21:
  • Wall borders within terrarium
  • Wall texture fixes
  • Fixed spawn in tree
  • Better ceiling glass
  • Dead leaves on center bridge

And a big one for Alpha 22:
  • Started expansion of map, with an auxiliary room added. While it also has foliage, it is inaccessible in order to prevent having to add more grass.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby molexted » 12 May 2017 07:02

And here's some bullet points for Alpha 23:
  • Added room to other side of map to make it symmetrical
  • Moved team bases to new rooms
  • Added 3 D&C points, made affinity on bridge bomber-ball only
  • Added 2 grenades
  • Decided to make lower rooms accessible, added doors between ground level
  • Higher precision, smoother auxillary room ground
  • Notched auxillary room bridges
  • More blendmapping on main room, less grass
  • Darker trees in auxillary rooms
  • Smashed window in front of new bases to allow entry to ground
  • New waypoint file
  • Fixed random notch in ceiling
  • Added slant to auxillary wall ceilings
  • Removed random window copy from above map
  • Fixed triple-thick glassmat window
  • Lower geometry alphamat
  • Some junk added to alpha base
  • Longer pipes
  • Some darker foliage in main room

And now for the 12th:
  • Darker-er trees
  • Fixed some geometry
  • Removed some trees, rotated others
  • Clipped trees
  • Changed minimap height, color
  • New waypoint file
  • Slight modification to license file
Also, I've passed 700 entities (713 exactly), meaning it has more entities than any other non-race map (route ents aren't fair!)
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby Zero » 14 May 2017 00:58

Cool map. I didn't play any game modes but checked it out in editor looks sweet. I love detail as many others may know. :) I like the cracked glass effect. Was trying to see how you did that without separation. There are quite a bit of plants but guess that'd make a good jump scare for when a enemy jumps out from behind the bushes :) Keep it up. Look'n good.
User avatar
Zero
 
Posts: 126
Joined: 08 May 2015 09:32
Location: In that void when you feel life's insync.

Re: [MAP] Terrarium

Postby molexted » 14 May 2017 08:20

The cracked glass is a secret hack created by putting alpha geometry inside glass material. If you look carefully, you'll see that the whole glass panes don't have the sheen as the shattered glass, and are over twice as thick, because glassmat can only be as thin as a size 1 cube (the broken glass is 3/8ths of a size 1 cube thick).

The bushes are more disorienting than you may expect from editing mode, and is pretty scary with onslaught drones (or a good sword user :) )

Since you asked me to keep it up, here's an update which i would have done anyway:

  • Darker-er-er new trees
  • Lighter old trees
  • Bugs in new trees
  • Tree sounds in new trees
  • Flatter ground in new ground
  • Water particles in new pond
  • More plants in new ground
  • New door sounds
  • Better glass
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby LoxForever » 14 May 2017 12:59

Nice map. :)
There are some little (unordered) suggestions to enhance the map, from player to player:
  • my framerate drops when I look at the foliage and I have an Intel Core i5 and a good graphic card. You can give the impression of a natural environment without using too much foliage, also because it can make difficult avoiding branches at the floor-level.
  • when I look under a door, the texture glitches:
    ImageImage
  • I can wall-run only on some glass windows but not on the others, even if they are exactly equal:
    Image
  • the player can get stuck on the side of some broken glass windows. This is like walking on air. Consider adding some clipping material:
    Image
  • the player can literally walk on sharp glass edges bigger than the size of the default melee weapon... without taking any damage. Consider adding some (even little) damage or remove the bottom parts of the windows. :lol:
  • the rocket launcher is directly under a flag, but other players suggested in other topics that this weapon should be difficult to obtain:
    Image

There are other little imperfections, but I see that you are a perfectionist and there is no need to report them.
Continue with your good work! :D
Download extra maps for your Red Eclipse server and client:
Right Side - Unholy platforms
Cosmic Pillars - Combat Dimension - Alien Temple
User avatar
LoxForever
 
Posts: 40
Joined: 07 Apr 2017 12:09
Location: Italy

Re: [MAP] Terrarium

Postby Zero » 15 May 2017 00:30

LoxForever wrote:Nice map. :)
my framerate drops when I look at the foliage and I have an Intel Core i5 and a good graphic card.


I ran into this problem adding too much detail or map models and still have this problem. :D Turning Vsync on if your good graphics card can handle it will keep it maintained at 60 fps or your monitors refresh rate. Not everyone has good systems and something to always keep in mind.

Intel's are crap in my opinion lol. I bought a laptop for my mom that the guy swore up and down that the intel was the way to go. Those guys work off commission so go figure. I get home to install a few things before the reveal (AVG anti virus. Windows mod to keep the old windows start selection options unlike the tiles >.< and a few other things like Firefox.) It took forever to load anything up. Multi task'n intel. Psh. lol I should have stuck with my gut feeling when the guy mentioned intel but they always seem so convincing when making that buck.

LoxForever wrote:There are some little (unordered) suggestions to enhance the map, from player to player:
I can wall-run only on some glass windows but not on the others, even if they are exactly equal:


Even I have this problem. Like it jolts or throws you off the clip. Is this normal? I thought it had something to do with mapmodels in the way. But moved it out of the way and still does this. Is this because you have to complete the clip to the next wall because I'm just clipping in the general section needed. I didn't find any problems on Molexted as far as that's concerned.

LoxForever wrote:the player can get stuck on the side of some broken glass windows. This is like walking on air. Consider adding some clipping material:

the player can literally walk on sharp glass edges bigger than the size of the default melee weapon... without taking any damage. Consider adding some (even little) damage or remove the bottom parts of the windows. :lol:


Adding damage material maybe too extreme but depends on the Map authors creation. I never added this but up to you. :)

molexted wrote:The cracked glass is a secret hack created by putting alpha geometry inside glass material. If you look carefully, you'll see that the whole glass panes don't have the sheen as the shattered glass, and are over twice as thick, because glassmat can only be as thin as a size 1 cube (the broken glass is 3/8ths of a size 1 cube thick).

The bushes are more disorienting than you may expect from editing mode, and is pretty scary with onslaught drones (or a good sword user :) )

Since you asked me to keep it up, here's an update which i would have done anyway:


Very creative. I love learning something new! I'll check the update here shortly :)
User avatar
Zero
 
Posts: 126
Joined: 08 May 2015 09:32
Location: In that void when you feel life's insync.

Re: [MAP] Terrarium

Postby molexted » 15 May 2017 07:39

Just be aware that glassmat is not recommended, and is the reason that there's wallrun bugs on the windows (bug in engine).

LoxForever wrote:the player can literally walk on sharp glass edges bigger than the size of the default melee weapon... without taking any damage.

Note that the energy sword uses... energy... to be able to cause damage to a player. Simply wearing steel-shanked boots would be adequate to prevent being hurt by glass underfoot, and hurtmat is annoying to deal with in gameplay.

LoxForever wrote:my framerate drops when I look at the foliage and I have an Intel Core i5 and a good graphic card.

I'm designing this map on an Intel HD 3000 GPU and i5-2520m laptop CPU (2.5Ghz/3.2 Ghz turbo/3M/dual core) and minimum FPS is ~24 with all settings on and 80 with grass and water reflection off. Since the HD 3000 is pretty terrible, you should be able to get playable FPS at some settings level.


LoxForever wrote:the rocket launcher is directly under a flag, but other players suggested in other topics that this weapon should be difficult to obtain:

There's literally three possible places to put a rocket in this map whilst being fair for team games: on the ground, on the bridge, and above the bridge. Above the bridge is problematic because the pickup radius is too large, allowing a player to jump to the ceiling and get the rocket without being atop the grate. Putting the rocket on the bridge doesn't work because that places the rocket in the shortest base-base path. Also please note that the rocket is disabled for the gamemodes the lower center affinity is enabled for.


LoxForever wrote:the player can get stuck on the side of some broken glass windows. This is like walking on air. Consider adding some clipping material:

I have, and the benefits of preventing a fringe case of hanging onto a broken window is offset by the lack of parity in the clipping planes of 3/8ths thick glass vs 1 thick clipping material. While standing on the glass is amusing, it does not impede gameplay.

LoxForever wrote:I can wall-run only on some glass windows but not on the others, even if they are exactly equal:

That is a problem with using glassmat, a disrecommended material, which is required to allow the normal geometry to make the cracks.

And now, for the update:
  • New passageway roofs
  • Fixed misplaced door
  • Fixed overdetailed alphamat in window
  • Removed blendmap from auxiliary bridges
  • Added trim to auxiliary room
  • Added some cool console things to top of ramp
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby LoxForever » 15 May 2017 15:27

molexted wrote:Just be aware that glassmat is not recommended, and is the reason that there's wallrun bugs on the windows (bug in engine).

LoxForever wrote:the player can literally walk on sharp glass edges bigger than the size of the default melee weapon... without taking any damage.

Note that the energy sword uses... energy... to be able to cause damage to a player. Simply wearing steel-shanked boots would be adequate to prevent being hurt by glass underfoot, and hurtmat is annoying to deal with in gameplay.

In RE the default melee weapon is the Claw and does not use energy. :lol:
If the claw can deal damage to a full-armored player why not the sharp glass?
I suggest to add damage material that deals 1 hp of damage every 1 or 2 seconds. The player will learn quickly and choose safer paths when the health is low. ;)

molexted wrote:
LoxForever wrote:my framerate drops when I look at the foliage and I have an Intel Core i5 and a good graphic card.

I'm designing this map on an Intel HD 3000 GPU and i5-2520m laptop CPU (2.5Ghz/3.2 Ghz turbo/3M/dual core) and minimum FPS is ~24 with all settings on and 80 with grass and water reflection off. Since the HD 3000 is pretty terrible, you should be able to get playable FPS at some settings level.

I understand, but every hardware combination offers different performance.
Players are not power-users and will not change their settings for a single map: they will leave the server if other players can play and they can't.
If you reduce the foliage, server administrators will propose your map easily.

Try a different point of view: who can do many things with few resources is skillful :!:

molexted wrote:
LoxForever wrote:the rocket launcher is directly under a flag, but other players suggested in other topics that this weapon should be difficult to obtain:

There's literally three possible places to put a rocket in this map whilst being fair for team games: on the ground, on the bridge, and above the bridge. Above the bridge is problematic because the pickup radius is too large, allowing a player to jump to the ceiling and get the rocket without being atop the grate. Putting the rocket on the bridge doesn't work because that places the rocket in the shortest base-base path. Also please note that the rocket is disabled for the gamemodes the lower center affinity is enabled for.

Rockets will deal area damage, which means that bridges, doors and windows may not offer protection and players will not be able to evade the explosion because there isn't the possibility to wall-run (the glass problem). There is no need to insert the Rocket Launcher in small maps.

molexted wrote:[*]Fixed misplaced door


If you need to see if the map still glitches, just ask and ill send screenshots from the Intel PC. ;)

---

Zero wrote:I ran into this problem adding too much detail or map models and still have this problem. :D Turning Vsync on if your good graphics card can handle it will keep it maintained at 60 fps or your monitors refresh rate. Not everyone has good systems and something to always keep in mind.

Intel's are crap in my opinion lol. I bought a laptop for my mom that the guy swore up and down that the intel was the way to go. Those guys work off commission so go figure. I get home to install a few things before the reveal (AVG anti virus. Windows mod to keep the old windows start selection options unlike the tiles >.< and a few other things like Firefox.) It took forever to load anything up. Multi task'n intel. Psh. lol I should have stuck with my gut feeling when the guy mentioned intel but they always seem so convincing when making that buck.


I agree buddy... because I had the same experiences, but in my case V-sync always reduces the performance. :lol:
Always check the benchmarks online before buying Intel, their hardware combinations can be cheap but not really fast. In this case, using Linux and carefully tweak the system will help and can be a funny experience. :roll:
Download extra maps for your Red Eclipse server and client:
Right Side - Unholy platforms
Cosmic Pillars - Combat Dimension - Alien Temple
User avatar
LoxForever
 
Posts: 40
Joined: 07 Apr 2017 12:09
Location: Italy

Re: [MAP] Terrarium

Postby bonifarz » 15 May 2017 19:51

Looks good, molex (alpha 26)

While it's damn hard to make the shattered glass and crack patterns look realistic, what you have so far is pretty nice. Okay, it is odd that the geometry alignment hinders wallruns. But hey, isn't that exactly what people have been looking for, clipping that is not wallrun-able? You found a way to glitch-craft it. Well done :)
User avatar
bonifarz
 
Posts: 1060
Joined: 03 Feb 2014 10:15

Re: [MAP] Terrarium

Postby molexted » 16 May 2017 05:59

LoxForever wrote:players will not be able to evade the explosion because there isn't the possibility to wall-run (the glass problem).

Wall running is useless for evading rockets. Also, if you had playtested this map, you would find that it's damn hard to hit stuff with the rocket due to the amount of bushes around. Rockets are difficult to use at close range.

LoxForever wrote:Try a different point of view: who can do many things with few resources is skillful

Look at my other maps then: sand, crux, etc. This map is an exercise in how far the Cube 2 engine can be pushed, not in how much I want to pander to slow computers. If you consider yourself more skillful than I at foliage-heavy maps, then feel free to show me the screenshots of your map 8-)

LoxForever wrote:Players are not power-users and will not change their settings for a single map:

Default settings != max settings. On default settings, this map plays around 40-60 fps on my HD 3000 GPU, which is perfectly playable (I normally cap myself to 35fps) The HD 3000 GPU is absolutely terrible: a HD 5570 gets ~6x better FPS; a modern integrated HD 530 is about 4x faster. The HD 3000 is roughly equivalent to the worst possible nVidia or AMD card that supports OpenGL 2. At some point, maps are going to have to get more detailed and difficult to run or Red Eclipse will be increasingly dated. Even at this level of detail, this map is very playable on 7(!) year old laptops.


LoxForever wrote:In RE the default melee weapon is the Claw and does not use energy.

Would you care to explain the nice golden-brown glow it gives off when you swing it then?
Once again, glass hurting a person in a (presumably composite/steel) battle suit is about as realistic as a stick on a road giving a car a flat tire. Glass is absolutely terrible when put against anything even marginally tough despite its exceptional edge sharpness. It would be pretty disapointing for a suit that can withstand several SMG bullets to the chest to be punctured by glass at walking speed.

bonifarz wrote:isn't that exactly what people have been looking for, clipping that is not wallrun-able?

It's pretty limited: it only seems to work on one side, and requires glassmat, so I'm not sure of its practical usefulness.

And now, the part that actually matters, the update for today:
  • Dark upper wall panels
  • More cool console things
  • More particles in auxiliary rooms
  • Fixed overzealous blendmap on doorways
  • Main room texture fidgeting
  • More bushes in auxiliary rooms
  • Fixed problem with lower affinity
  • Fixed geometry bugs, smoothed auxiliary terrain
  • Removed copy/paste artifacts on top of map
  • Trees darker, clipping improved

Here marks the passing of the 800 entity mark. Many of the particles now have quicker fade, allowing for more entities and better dispersed particles.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby LoxForever » 16 May 2017 10:39

molexted wrote:
LoxForever wrote:players will not be able to evade the explosion because there isn't the possibility to wall-run (the glass problem).

Wall running is useless for evading rockets. Also, if you had playtested this map, you would find that it's damn hard to hit stuff with the rocket due to the amount of bushes around. Rockets are difficult to use at close range.

This is simply not true: I evaded rockets many times by wall-running away.
Also, I actually tested the map and I don't know why you would think otherwise my friend...
If - as you openly admitted - it is difficult to hit the enemies with a rocket in this map... why did you include the rocket launcher at all? Just replace it with a fair and useful weapon. :|

molexted wrote:
LoxForever wrote:Try a different point of view: who can do many things with few resources is skillful

Look at my other maps then: sand, crux, etc. This map is an exercise in how far the Cube 2 engine can be pushed, not in how much I want to pander to slow computers.

I only suggested that removing something is an exercise of skill exactly like adding something and that, if you decide to remove some foliage to make the map playable by a larger number of your fellow players, nobody will criticize your choice. :-)

molexted wrote:
LoxForever wrote:Players are not power-users and will not change their settings for a single map:

Default settings != max settings. On default settings, this map plays around 40-60 fps on my HD 3000 GPU, which is perfectly playable (I normally cap myself to 35fps) The HD 3000 GPU is absolutely terrible: a HD 5570 gets ~6x better FPS; a modern integrated HD 530 is about 4x faster. The HD 3000 is roughly equivalent to the worst possible nVidia or AMD card that supports OpenGL 2. At some point, maps are going to have to get more detailed and difficult to run or Red Eclipse will be increasingly dated. Even at this level of detail, this map is very playable on 7(!) year old laptops.

The age of a computer is not directly proportional to its performance, and this is true from many years. Also, RE players are not only laptop users, they use different hardware combinations.
The performance is related on how is balanced the specific hardware combination.
Players are not power-users and will not change their settings for a single map: I mean that your map should require plus or less the same amount of resources as the other maps already implemented in the game.
This is to allow a fair gameplay for everyone.
But, feel free to ignore my suggestion: if the map lags or is too slow to load, users will simply change server and vote other maps. :-)

molexted wrote:
LoxForever wrote:In RE the default melee weapon is the Claw and does not use energy.

Would you care to explain the nice golden-brown glow it gives off when you swing it then?
Once again, glass hurting a person in a (presumably composite/steel) battle suit is about as realistic as a stick on a road giving a car a flat tire. Glass is absolutely terrible when put against anything even marginally tough despite its exceptional edge sharpness. It would be pretty disapointing for a suit that can withstand several SMG bullets to the chest to be punctured by glass at walking speed.

Maybe the glow is only a nice movement effect: the Claw does not have the range, power and bleed effect of the Laser sword.
However it deals damage, so it actually punctures the enemy armor. A big and resistant piece of glass should be able to inflict the same damage. And, since there are hundreds of them, pointed to the roof, this should very likely to happen.
But probably players will enjoy the prospective of their friends literally walking on spikes without taking damage, exactly as they engoy people walking in the air and such mysterious things... :lol:

molexted wrote:If you consider yourself more skillful than I at foliage-heavy maps, then feel free to show me the screenshots of your map 8-)

What? :o Please, don't overreact. I was not mocking you, I already complimented your work.
I feel like there is a bit too much competition in this forum: I am not in competition with anyone, I win nothing, I lose nothing, everybody lives happy. :lol:
Download extra maps for your Red Eclipse server and client:
Right Side - Unholy platforms
Cosmic Pillars - Combat Dimension - Alien Temple
User avatar
LoxForever
 
Posts: 40
Joined: 07 Apr 2017 12:09
Location: Italy

Re: [MAP] Terrarium

Postby bonifarz » 16 May 2017 20:14

Take it easy, Lox... and don't let the language barrier hit you :roll:

Back to the collision weirdness on the "crack" surfaces - works exactly the same with clipping instead of glass, but i have no clue why it is "one sided". Might be due do the minimal grid size? But anyway, maybe you want to add another layer of clip for normal wall interaction. But even then you get an occasional kick off the geometry behind the clip and glass. Fascinating glitches, but we're getting off topic with that stuff.
User avatar
bonifarz
 
Posts: 1060
Joined: 03 Feb 2014 10:15

Re: [MAP] Terrarium

Postby molexted » 17 May 2017 08:06

Yeah, trying to add clip atop the nonstick window is annoying in the opposite way, and using a layer of alpha material doesn't work (renders cracks behind invisible). I'll work on an acceptable compromise.

@Lox:
You'll find the forums here less argumentative if you refrain from attempting to impress your own mapping philosophy onto others, e.g. the amount of geometry/ complexity/ entity placement a map ought to have. Everyone here contributes to Red Eclipse without compensation, and are free to map as they wish, and most of them aren't going to change their style to appeal to the masses. What most contributors here are looking for is playtest information with other human players (not personal opinions of what a map should have), texturing advice (e.g. "I don't like the color of the area between the columns, maybe try a lighter shade?" "Bland flat wall here, try breaking it up"), and, of course, bugs. At times, you have also acted somewhat condescending in the procurement of your advice: we all know how a rocket works; we all know that geometry should be conserved if possible; and we don't need advice on how to use RE's weapons. This creates a combative tone, and that incites hostile responses.

I'm not trying to be harsh on you; this is merely advice on how to gain the cooperation of the community.

PS: As for the door glitch, that's a fault of the Cube 2 engine: the game culls mapmodels not in view(which is why I can have so many on the map). The floor that slides below the door is a mapmodel, and since it is so big, under certain angles it disappears.

Finally, here's today's update:
  • Doors now operated by control panels at old bases in CTF
  • Computer consoles added to control doors
  • Added sounds around computers
  • Added vertical pipes to two rooms
  • Added some exhaust fans to center room
  • Added some vents to center room
  • Added duct to alpha base auxiliary room
  • Terrain fixes
  • Blendmap fixes
  • Darker bushes
  • Lighter ambient

And for May 17:
  • Using nobiax's tropical plant models. They've been merged into red-eclipse/nobiax, but aren't at the updater yet; the models can be found at https://github.com/red-eclipse/nobiax for those on 1.5.8 or the updater for the time being.
  • Added more onslaught enemies (5 in each side room)
  • Added more FFA spawns
  • Tweaked sound radii
  • Removed many smaller, hard to see models
  • Added more large, low groundcover
  • Moved tree in the way of door so that it isn't

Entity count:945
Triangle count:59k
Vertex count:100k
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby molexted » 19 May 2017 07:45

And now for the thirtieth version:
  • More boring vegetation fixes
  • A few more veggies
  • Tree above map moved
  • Some pretty geometry above map

And the thirtieth update:
  • More boring vegetation fixes
  • Some dead trees above map
  • Some outside geometry fixes
  • Blendmap fixes
  • Fixed missing water in aux room
Entities: 959
Triangles:61k
Vertices:101k
Textures:244
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium: Alpha 33

Postby molexted » 21 May 2017 07:24

Triple post!

And now for the 32nd version:
  • More sound entities around machinery
  • Changed ambient sound to have more mechanical sounds
  • Added a couple more dead trees to scenery
  • Added preliminary envmapping
  • Ceiling glass fixes
  • Geometry reduction on windows
  • Added some texturing around big pipes

And now the thirty-third:
  • Added more sound entities in trees
  • Added some weeds in upper level
  • Fixed some envmap coverage issues
  • Fixed tree poking slightly into main level
  • Added more lighting in center
  • Removed old fern plants, (not easily visible)
  • Fixed missing pipe flanges
  • Fixed bad texture in scenery
  • Added more junk to blocked area
  • Made fans wobblier
  • Fixed extra geometry inside fan
  • Added flicker effect to a light (old omega base)
  • Vegetation fixes (some plants darker, some lighter)
  • Texture reductions

Entities:1009
Triangles:60k
Vertices:101k
Textures:243
Last edited by molexted on 26 May 2017 07:00, edited 1 time in total.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium: Alpha 34

Postby molexted » 23 May 2017 07:44

Here's Alpha 34:
  • Taller grass
  • Glass fixes
  • Vegetation fixes
  • Hallway arches
  • Shattered glass simplification
  • Retexturing around computer consoles

And Alpha 35:
  • Some foliage removed
  • Strengthened lighting on lower level
  • Lights bluer
  • More sky lighting
  • Correct texture offsets in lower doorways
  • More dynamic lighting effects
Entities: 1013
Triangles:60k
Vertices:102k
Textures:257
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium: Alpha 37

Postby molexted » 25 May 2017 08:36

*Carnage*

Alpha 36:
  • Lightprecision increased from 32 to 40, error increased from 12 to 16
  • Removed some bushes
  • Water lightlod set to 0
  • Added more junk mapmodels: boxes, pallets
  • Bigger propane tanks
  • Darker dirt patch on upper level; added another one
  • Blendmap fixes around ponds
  • Larger groundcover (not more)

And Alpha 37, with some performance improvements:
  • Added more sunlight to alpha base
  • Added more barrels (color coded for your convenience)
  • Removed many old mapmodels, added many new weeds (pending addition to red-eclipse/nobiax)
  • Use of new plants
  • Terrain smoothing, some terrain fixes
  • More rocks
  • Texturing changes around down ramps

Entities: 1029
Triangles: 60k
Vertices: 102k
Textures: 258
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium: Alpha 39

Postby molexted » 27 May 2017 07:25

How about another Terrarium update? This one has
  • More pronounced archways
  • Replaced some upper level plants with low poly weeds and added more weeds
  • Removed some more old plants, added weeds as groundcover
  • Moved some particles around
  • Fixed one console having trim too thick
  • Blendmap fixes

And the thirty-ninth alpha:
  • Lightprecision moved up again from 40 to 48
  • Removed many plants, added newer low-poly ones
  • Plants made much larger
  • More rocks
  • Dirt piles on second level more detailed
  • Blendmap fixes

Entities: 1064
Triangles: 60k
Vertices: 102k
Textures: 258
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium: Alpha 40

Postby molexted » 29 May 2017 05:02

For Alpha 40:
  • Added new fern3
  • Removed some smaller plants
  • Envmap tweaks
  • More pallets
  • Plants moved around
  • Brighter gound
  • More upstairs weeds, ferns converted to lower poly weeds
  • Tweaks to scenery

Entities:1077
Triangles:60k
Vertices:102k
Textures:258
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium

Postby LoxForever » 29 May 2017 17:05

molexted wrote:@Lox:
You'll find the forums here less argumentative if you refrain from attempting to impress your own mapping philosophy onto others, e.g. [...]
At times, you have also acted somewhat condescending in the procurement of your advice: we all know how a rocket works; we all know that geometry should be conserved if possible; and we don't need advice on how to use RE's weapons. This creates a combative tone, and that incites hostile responses.

You are right. And probably I did this because others did it with me here before.
Also, I am sorry if you felt somewhat humiliated: this was not my intention, I simply wanted to be as much collaborative as I can.

I won't correct you anymore.
Again, I am sorry. :(

bonifarz wrote:Take it easy, Lox... and don't let the language barrier hit you :roll:

This is unavoidable: it is nearly impossible to translate Italian to English without losing information. Also, the amount of available smiles here is so limited that I am really tempted to post a GIF of my hands! :lol:
I do not use automatic translators, because their translations from ITA to ENG can be... embarrassing.
I try to do my best to write in UK English and if you find errors please report them in your answers or directly in PM. ;)
Download extra maps for your Red Eclipse server and client:
Right Side - Unholy platforms
Cosmic Pillars - Combat Dimension - Alien Temple
User avatar
LoxForever
 
Posts: 40
Joined: 07 Apr 2017 12:09
Location: Italy

Re: [MAP] Terrarium: Alpha 40

Postby bonifarz » 29 May 2017 19:54

Hey Lox, don't worry about incorrect language. What I mean with the language barrier problem is that subtle nuances in wording easily get misunderstood (works in both ways, reading and answering). I'm not a native speaker either, just keep in mind that sometimes your comments may be taken in another way than intended, and you should not get too emotional about that.

Molex, nice updates, and sorry for going a bit off topic again.
User avatar
bonifarz
 
Posts: 1060
Joined: 03 Feb 2014 10:15

Re: [MAP] Terrarium: Alpha 41

Postby molexted » 30 May 2017 06:13

You had to come along and break my post streak, didn't you? I was just 4 updates from passing FaTony on the most posts ever in a row. Now I'm going to need another 17 alphas ;(

I apologize for being so blunt with my response. I welcome criticism for my map from you or anyone; just refrain from personal accusations against my competency as a map maker (I'm bad enough already :? ) or against my personal philosophy as a map maker, since I'm doing this for fun. After all, the reason I'm on the forums is to get feedback and criticism from other RE players.

As poorly as I may word things, I'm always here to help if you need help (with mapping. Don't ask for help with cubescript, because we all know that's magic) . Drop me a PM if you need help with mapping and I'll try to do the best I can.

And now for the daily update, the 41th alpha:
  • Moved many more plants around
  • Brighter ground
  • Bigger plants
  • More lights to help outside scenery
  • Yellower interior, outside lights
  • Less intense dynlights (to match better)
  • Grass removed (should help FPS)
  • Onslaught drones/grunts moved into bushes for more jumpscare fun
  • Narrower lower level spotlight beams

And the 42nd alpha:
  • Bases further color coded for your convenience
  • Lighting tweaks in center of map
  • Big rocks
  • More onslaught bots moved
  • Plants moved around
  • Particles moved around
  • Individual envmaps for computer consoles

Entities: 1098
Triangles: 60k
Vertices: 104k
Textures: 274
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium: Alpha 44

Postby molexted » 01 Jun 2017 08:25

Double post!

And for today's daily update, the fourty-third alpha:
  • Fixed texture bug at omega base
  • Fixed floaty flag at omega base
  • Cool diagonal corner thingies
  • Ceiling wall trim also color coded for your convenience
  • Added color-coded trim to box-filled dead end

A pretty mundane 44th version:
  • Extensive texture manipulation on white panels
  • Added pallet to lower level
  • Onslaught spawn in wall fixed
  • Vegetation darkened
  • Less fog

The end is in sight now; there simply isn't much more I can do on a relatively small map like this. Expect terrarium to exit the alpha phase around alpha 50.

Entities: 1099
Triangles: 61k
Vertices: 106k
Textures: 297
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium: Alpha 45

Postby molexted » 03 Jun 2017 07:03

Triple post!
And for the forty-fifth version of Terrarium:
  • Took a chunk out of the omega end of the center bridge's ceiling, fixing intruding branch coming out of wall
  • Fixed misaligned textures beneath center bridge
  • Fixed overly dark side panels
  • Fixed red trim on duct
  • Moved more onslaught bots father into bushes
  • Darker trees
  • Less grass where it doesn't matter
  • Cloud layer moves faster, both layers move in the same direction now

And the fourty-sixth:
  • Fixed misaligned texture on auxiliary room ceiling
  • Fixed bright spot in dead end side wall
  • Removed some ferns
  • Shortened some pipe
  • Fixed missing pipe flanges
  • Tree color changes
Entities: 1092
Triangles: 62k
Vertices: 106k
Textures: 312
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium: Alpha 48

Postby molexted » 05 Jun 2017 07:00

June 4th brings another Terrarium update:
  • Added nobiax/shrub mapmodels, removed some nobiax/fern3 and nobiax/fern1 mapmodels
  • Lighting tweaks to center bridge ceiling
  • Side bridge ceiling frame now sticks out of wall
  • White ceiling on center archways changed to normal ceiling texture
  • Inaccessible crates moved to be less even
  • Bushes moved around
  • Particles moved around

And June 5th's terrarium update:
  • Lots of texture realignments
  • Fixed bad texture at top of spotlight
  • Removed some glass geometry
  • Removed some barely visible vegetation
  • Added some broken sections to windows, columns


Entities:1090
Triangles:62k
Vertices:107k
Textures: 392
Lightmapping time: 125s
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium: Alpha 49

Postby molexted » 07 Jun 2017 08:43

Alpha 49:
  • Removed some vegetation
  • Blendmapped wear to red/blue trim
  • Window geometry reductions
  • Removed random fire sprinkler over pond

Entities:1088
Triangles:61k
Textures:400
Lightmapping time:125s
Last edited by molexted on 15 Jun 2017 04:54, edited 1 time in total.
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium: Beta 1

Postby molexted » 08 Jun 2017 07:54

I don't intend to add more features to Terrarium, so I'm moving it to beta.
Here's today's improvements:
  • Fixed texture misalignments on side bridges
  • Fixed blendmap rotation issue on red trim
  • Fixed white ceiling arch on one side (matches dark ceiling on other
  • Removed glass from windows
  • Added glass to floor
  • More chunks missing out of supports

Entities: 1088
Triangles: 61k
Vertices: 107k
Textures: 399
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)

Re: [MAP] Terrarium RC1

Postby molexted » 20 Jun 2017 06:48

Here's Terrarium, complete. Unless you see some bugs or don't think it should be merged, I'll put it on Git in a week or so.

Changes:
  • Reduced geometry with maxmerge
  • Replaced some high-vertex plant mapmodels with less intensive ones
  • Bigger rocks; removed a few
  • Fixed some poor plant positioning that created unnatural intersections

Entities: 1078
Triangles: 58k
Vertices: 101k
Textures: 399
Full disclaimer: I own an Opteron.
User avatar
molexted
 
Posts: 102
Joined: 03 Oct 2016 02:25
Location: 67.171.20.37 (UTC -8)


Return to Maps and Mods