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Red Eclipse • View topic - [MAP] Rooftop

[MAP] Rooftop

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[MAP] Rooftop

Postby FaTony » 09 May 2014 12:55

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rooftop.zip
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20150620183236.png
Last edited by FaTony on 20 Jun 2015 15:33, edited 20 times in total.
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Re: [MAP] Rooftop

Postby subraizada3 » 09 May 2014 22:02

.....
Last edited by subraizada3 on 23 Jun 2016 18:30, edited 1 time in total.
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Re: [MAP] Rooftop

Postby qreeves » 10 May 2014 02:02

I'd say you succeeded, although the colours are a little more psychedelic :P
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Re: [MAP] Rooftop

Postby FaTony » 10 May 2014 05:14

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Re: [MAP] Rooftop

Postby fragglerock » 10 May 2014 15:43

Played this the other day - it's a great map, nice work Tony
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Re: [MAP] Rooftop

Postby subraizada3 » 10 May 2014 16:08

.....
Last edited by subraizada3 on 23 Jun 2016 18:30, edited 1 time in total.
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Re: [MAP] Rooftop

Postby bonifarz » 12 May 2014 05:01

I do like the style of this one, FaTony. The different themes remind me a bit of Temka's castle map - fun to explore. Maybe even a trial variant of this one could be made.
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Re: [MAP] Rooftop

Postby FaTony » 25 May 2014 01:12

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Re: [MAP] Rooftop

Postby FaTony » 15 Jun 2014 22:15

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Re: [MAP] Rooftop

Postby FaTony » 29 Jul 2014 03:02

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Re: [MAP] Rooftop

Postby qreeves » 30 Sep 2014 05:10

Just tried out the latest version. Would you consider replacing the glass with alpha (or maybe adding envmaps)? One of the reasons I don't like this material is because it is nearly invisible, especially when it is only using the skybox for its env surface, and it is really hard to see in this map.
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Re: [MAP] Rooftop

Postby FaTony » 30 Sep 2014 18:45

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Re: [MAP] Rooftop

Postby qreeves » 16 Oct 2014 04:18

You still have way too many lightmaps (lm:57!), largely due to the outlying geometry, where the faces of the buildings which cannot be seen (both behind and on top) are still being lit. You should sky texture these parts, and try to reduce your MPZ to around ~1-2 mb, this means using lightprecision (perhaps more than you'd like; use settings like "/blurlms 2" to soften shadows when using higher lightprecision values that result in poor quality shadows). Might also want to add some zappers and a rocket.
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Re: [MAP] Rooftop

Postby FaTony » 21 Oct 2014 14:29

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Re: [MAP] Rooftop

Postby FaTony » 21 Oct 2014 22:08

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Re: [MAP] Rooftop

Postby shirepirate » 30 Oct 2014 03:25

from irc:

[23:14:40] <+shirepirate> i mentioned rooftop as a "potential" again to see what others thought of it. it seemed very complete
[23:14:47] <+shirepirate> i've just loaded it up for the 1st time
[23:14:59] <+shirepirate> the ground of the rooftops could use more variety in texture
[23:15:11] <+shirepirate> the alpha base indoor textures should be completely redone
[23:15:31] <+shirepirate> i like the layout, it could be very fun. the rooftops could use more cover maybe
[23:16:15] <+shirepirate> i don't think there should be access to the outer part of the glass around alpha base.
[23:16:30] <+shirepirate> clip off all ledges, remove the opening, etc
[23:17:29] <+shirepirate> also it's definitely not set-up to be a multi map, might as well just remove those
[23:18:11] <+shirepirate> the cheery yellow of the top of alpha base near the pool does not contrast with the skybox well at all. the two don't fit each other
[23:19:31] <+shirepirate> with that environment one would expect a little more overcast i guess.
[23:19:46] <+shirepirate> and the skybox is somehow way too low-res, i see pixels everywhere even on this 720p display
[23:20:03] <+shirepirate> the top of the building above alpha has some square-ish design on the roof, it looks horrible
[23:20:50] <+shirepirate> the surrounding buildings are creative / cool-looking, the map design is pretty good for team-play, and there's some nice detail in some areas

in addition to this, it seems like the access to alpha base from the roof should be contained within that small building, maybe not behind it. i walked around it looking for an access inside but there wasn't one.

the edge of the building beyond omega base & the heliport could be extended, it looks a little odd for it to end with that small wall with the omega emblem. doesn't have to be an accessible added area, it should be clipped off ideally, but it just seems there should be more there.

the lighting overall doesn't fit the skybox very well. when skybox / textures / light all clash and don't work together it makes a map look too busy like this
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Re: [MAP] Rooftop

Postby FaTony » 30 Oct 2014 07:29

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Re: [MAP] Rooftop

Postby FaTony » 31 Oct 2014 05:20

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Re: [MAP] Rooftop

Postby FaTony » 06 Nov 2014 04:52

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Re: [MAP] Rooftop

Postby FaTony » 07 Nov 2014 15:01

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Re: [MAP] Rooftop

Postby FaTony » 07 Nov 2014 15:45

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Re: [MAP] Rooftop

Postby FaTony » 05 Jan 2015 01:27

Hey, could someone explain me again why this map is not included in CTF and Bomber ball? I would like to fix this before 1.5 release.
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Re: [MAP] Rooftop

Postby qreeves » 06 Jan 2015 04:34

I explicitly requested that this map not be included in those rotations due to the large number of alternate routes which are occluded that most players/bots can't follow, navigate, or attack from a different accessible location.
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Re: [MAP] Rooftop

Postby FaTony » 07 Jan 2015 06:18

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Re: [MAP] Rooftop

Postby SniperGoth » 07 Jan 2015 12:58

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] Rooftop

Postby FaTony » 07 Jan 2015 22:29

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Re: [MAP] Rooftop

Postby FaTony » 07 Jan 2015 23:37

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Re: [MAP] Rooftop

Postby qreeves » 08 Jan 2015 03:14

That's what I meant. There were some routes which were totally hidden from the regular playing field, making it hard for anyone to attack along those paths.
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Re: [MAP] Rooftop

Postby FaTony » 08 Jan 2015 04:07

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Re: [MAP] Rooftop

Postby FaTony » 17 Jan 2015 12:16

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Re: [MAP] Rooftop

Postby FaTony » 20 Jun 2015 15:29

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