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Red Eclipse • View topic - Map "Wind" (current version: 14)
Page 1 of 1

Map "Wind" (current version: 14)

PostPosted: 02 Mar 2014 15:53
by SES
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:

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 99 times

Re: Map "Wind"

PostPosted: 02 Mar 2014 16:55
by Unnamed
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.

Re: Map "Wind"

PostPosted: 03 Mar 2014 02:00
by SES

Re: Map "Wind"

PostPosted: 05 Mar 2014 08:18
by Ulukai
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.

Re: Map "Wind"

PostPosted: 06 Mar 2014 04:41
by SES
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 ...

Re: Map "Wind"

PostPosted: 10 Mar 2014 21:02
by SES
Updated.
* Updated hangar.

Re: Map "Wind"

PostPosted: 01 May 2014 03:52
by SES
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.

Re: Map "Wind"

PostPosted: 01 May 2014 03:54
by qreeves
Uh.. how big is the map normally? If lightmaps are generating that large of a file you should perhaps try increasing lightprecision.

Re: Map "Wind"

PostPosted: 01 May 2014 03:59
by SES

Re: Map "Wind" (current version: 4 and 4-lite)

PostPosted: 01 May 2014 05:58
by SES
Added lite version:

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

... and decrease map files size.

Re: Map "Wind" (current version: 4 and 4-lite)

PostPosted: 01 May 2014 06:07
by qreeves
A trick to try: "blurlms 2"

Re: Map "Wind" (current version: 4 and 4-lite)

PostPosted: 01 May 2014 06:21
by SES

Re: Map "Wind" (current version: 6)

PostPosted: 13 May 2014 17:53
by SES
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.

Re: Map "Wind" (current version: 7)

PostPosted: 13 May 2014 19:00
by SES
Updated.

* Decrease lightprecision for more visibility.

Re: Map "Wind" (current version: 8)

PostPosted: 20 May 2014 17:31
by SES
Updated.

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

Re: Map "Wind" (current version: 9)

PostPosted: 28 Jun 2014 23:32
by SES
Updated.

* Updated.
* Added "convulser" weapon.

Re: Map "Wind" (current version: 10)

PostPosted: 16 Oct 2014 15:15
by SES
Updated:

* Updated.
* Removed envmaps.

Re: Map "Wind" (current version: 10)

PostPosted: 20 Oct 2014 06:18
by qreeves
Bump. Need community input here too, especially regarding the value of the added textures (are they really needed or useful?).

Re: Map "Wind" (current version: 10)

PostPosted: 20 Oct 2014 14:35
by JDWhyte
Will check this out if I get a chance tonight.

Re: Map "Wind" (current version: 10)

PostPosted: 20 Oct 2014 15:06
by Angel
If I open this map every second texture shows: "texture error"

Re: Map "Wind" (current version: 10)

PostPosted: 20 Oct 2014 15:28
by SniperGoth

Re: Map "Wind" (current version: 10)

PostPosted: 20 Oct 2014 19:42
by SylvieLorxu

Re: Map "Wind" (current version: 11)

PostPosted: 16 Nov 2014 22:41
by SES
Updated.

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

Re: Map "Wind" (current version: 12)

PostPosted: 26 Feb 2016 23:39
by SES
Updated.

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

Re: Map "Wind" (current version: 12)

PostPosted: 29 Feb 2016 15:49
by bonifarz
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.

Re: Map "Wind" (current version: 13)

PostPosted: 02 Sep 2016 23:51
by SES
Updated.

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

Re: Map "Wind" (current version: 12)

PostPosted: 02 Sep 2016 23:58
by SES

Re: Map "Wind" (current version: 13)

PostPosted: 05 Oct 2016 09:07
by zaquest
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.

Re: Map "Wind" (current version: 13)

PostPosted: 06 Oct 2016 02:24
by qreeves

Re: Map "Wind" (current version: 13)

PostPosted: 06 Oct 2016 06:32
by bonifarz
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 :)

Re: Map "Wind" (current version: 14)

PostPosted: 27 Dec 2016 02:43
by SES
Updated.

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

Re: Map "Wind" (current version: 14)

PostPosted: 27 Dec 2016 02:49
by SES
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.