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Red Eclipse • View topic - (map) Fortitude 1.7.2

(map) Fortitude 1.7.2

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(map) Fortitude 1.7.2

Postby MaxPayne » 27 Mar 2014 19:22

Well idk what to say :P
Warning: silly grass?
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20140327211832.png
I think one screen shot is enough
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Re: (map) Fortitude 1.01

Postby MaxPayne » 27 Mar 2014 20:26

Version 1.01
Fixxed a missing texture
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Re: (map) Fortitude 1.01

Postby subraizada3 » 27 Mar 2014 21:40

.....
Last edited by subraizada3 on 23 Jun 2016 18:34, edited 1 time in total.
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Re: (map) Fortitude 1.01

Postby MaxPayne » 27 Mar 2014 21:44

the camping spots are at two of the rifles and there are bits here you can stand "against" a wall almost, because i couldn't get a map model to the right angle
Glad to see you liked it :D
Ima have to update it again, already XD for sky box on areas unviewable in gameplay and two or three untextured spots

Edit: but i really don't think that camping spots are a good thing for this game (but thats just my oppinion) not to mention the two/ four ive clipped off gave performance issues when looking down :D
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Re: (map) Fortitude 1.02

Postby MaxPayne » 27 Mar 2014 22:00

Version 1.02
Some optimisations using skybox textures, and filling in (most likely) last remainig missed texturing spots
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Re: (map) Fortitude 1.02

Postby subraizada3 » 27 Mar 2014 22:15

.....
Last edited by subraizada3 on 23 Jun 2016 18:35, edited 1 time in total.
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Re: (map) Fortitude 1.01

Postby subraizada3 » 27 Mar 2014 22:30

.....
Last edited by subraizada3 on 23 Jun 2016 18:35, edited 1 time in total.
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Re: (map) Fortitude 1.02

Postby subraizada3 » 27 Mar 2014 22:32

.....
Last edited by subraizada3 on 23 Jun 2016 18:35, edited 1 time in total.
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Re: (map) Fortitude 1.02

Postby MaxPayne » 27 Mar 2014 22:57

thats wkhy i sky boxxed it now for a bit of an improvement in performance (as of 1.02) :P i knew about those because Im gonna use this as the center of one massive gauntlet/ free roam map XD (much later)
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Re: (map) Fortitude 1.01

Postby MaxPayne » 27 Mar 2014 23:04

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Re: (map) Fortitude 1.03

Postby MaxPayne » 27 Mar 2014 23:55

sigh, already a third minor update, found more geometry to skybox and fixxed a random hole in a roof
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Re: (map) Fortitude 1.02

Postby subraizada3 » 28 Mar 2014 00:12

.....
Last edited by subraizada3 on 23 Jun 2016 18:35, edited 1 time in total.
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Re: (map) Fortitude 1.03

Postby SniperGoth » 28 Mar 2014 00:23

What happened to the giant cannon in the center? D:
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Re: (map) Fortitude 1.03

Postby MaxPayne » 28 Mar 2014 01:01

Its turned into a more civilian friendly area XD
edit:(despite the guns) plus i couldnt quite pull off the cannon so it converted into two support beams
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Re: (map) Fortitude 1.04

Postby MaxPayne » 28 Mar 2014 01:13

Version 1.04 - nothing major
added mapmsg and map author
fixxed even more random blocks of air in the gound/walls
and a texture error in the blue base

Edit: now i feel like sleeping (3:14 here)

Enjoy
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Re: (map) Fortitude 1.04

Postby qreeves » 28 Mar 2014 06:14

That 'outdoorsignal' gets extremely annoying after the first thirty seconds. I suggest you set the value of the volume attribute to somewhere between 100 and 128.
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Re: (map) Fortitude 1.04

Postby Unnamed » 28 Mar 2014 08:54

A nice theme. Looks more cartoonish than the other RE maps I think.

I noticed you have used mapmodels as clip. Have you tried using normal geometry with sky texture?
There is a jumppad on the alpha side with missing texture.
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Re: (map) Fortitude 1.04

Postby MaxPayne » 28 Mar 2014 11:00

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Re: (map) Fortitude 1.05

Postby MaxPayne » 28 Mar 2014 11:42

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Re: (map) Fortitude 1.05

Postby blakthunder » 28 Mar 2014 19:23

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Re: (map) Fortitude 1.05

Postby SylvieLorxu » 28 Mar 2014 22:35

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Re: (map) Fortitude 1.05

Postby shirepirate » 07 Apr 2014 07:57

would love to see this one in the regular rotation
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Re: (map) Fortitude 1.05

Postby Calinou » 07 Apr 2014 18:04

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Re: (map) Fortitude 1.05

Postby MaxPayne » 11 Apr 2014 19:53

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Re: (map) Fortitude 1.10

Postby MaxPayne » 11 Apr 2014 20:10

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Postby Juggernuat » 23 Apr 2014 12:35

Great map!!!
I remember seeing it for the first time... Wow it really looks amazing...
I love all of the colours :O
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Re: (map) Fortitude 1.10

Postby Angel » 29 May 2014 10:19

There is an little mistake at the blue base
Look behind the blue flag
at the gate is some geometry missing
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Re: (map) Fortitude 1.10

Postby MaxPayne » 04 Jul 2014 15:06

Okay thank you, ill fix it when 1.5 comes out, along with the performance
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Re: (map) Fortitude 1.10

Postby shirepirate » 22 Sep 2014 04:26

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Re: (map) Fortitude 1.10

Postby MaxPayne » 24 Sep 2014 09:30

I guess I'll do it this weekend then :P
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Re: (map) Fortitude 1.20

Postby MaxPayne » 28 Sep 2014 10:56

Performance appears to be fixxed, and added cover slightly, visuals may be downgraded slightly added 4 zappers. removed two shotguns
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Re: (map) Fortitude 1.20

Postby shirepirate » 21 Oct 2014 01:02

the performance is indeed much better. these are the issues i still take with it, before i could say it's ready for inclusion, bold ones obligatory (and i'd really like to see it included in 1.5 as much as anyone):

-the alarm sound needs to be toned down a lot. add a max radius to it and set a volume, based on wherever it is intended to originate from. for those who play with no music at times it is very annoying to hear it across the entire map. also all the sounds in general may be a bit too loud, perhaps decrease their volume by 25% or so or move the entities or change their radius so the effect is lessened.

-some textures are scaled too small (one should be careful scaling anything to the 25% range over a large surface). namely the wicked tile floor colored red and blue in the center, and the grass texture. if you scale the tiles to 1 and darken them some and soften the glare it looks much better (bright team colors for bases don't go well with this map). the grass texture doesn't fit either, doesn't seem natural. mess with some vortex settings to make it look better. and add some autograss! (maybe paint it, like in ares).

-there needs to be a clear route to every affinity (flag, defend & control point, bomber ball spawn point) and weapon that only requires walking or a single jump (use of pushers or ladders works too). there are weapons and defend & control points that are too difficult to access (this does not apply for the rocket). the zappers for instance are far too high and out of reach without the use of fancy parkour moves.

-there are very few environment variables set whatsoever. you have room to be creative here, maybe it could benefit the map. there's sunlight entities, /skylight, /cloudlayer, /cloudscroll, /spinsky, /fog, even particles. i hear what sounds almost like a storm but there is nothing moving in this map, it's all dead. add some plant mapmodels? large water planes are what really decrease performance, doesn't mean there can't be any water at all.

-it needs more clipping in quite a few areas, and could use updated waypoints, but don't sweat this stuff, as there are many others who can add it.

-small thing, but it couldn't hurt to take a screenshot for the map image in a non-edit mode, so weapons aren't hanging out everywhere.

i try not to mention things relating to design decisions, because the design is very good and only lacks a little more accessibility for bots/n00bs. adding more pushers or a creative use of ladder material will help.
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Re: (map) Fortitude 1.20

Postby MaxPayne » 01 Nov 2014 00:14

Thanks for the feed back, I'll do as much as i can tomorrow, although i might not do the /spinsky and sunlight entity (in favour of /cloudbox and /spinclouds), sorry to keep you waiting
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Re: (map) Fortitude 1.20

Postby SniperGoth » 01 Nov 2014 00:27

The deadline was thursday, but i think you can do it.
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Re: (map) Fortitude 1.20

Postby MaxPayne » 01 Nov 2014 02:30

Lol, it doesn't matter anyway, it was fun making it
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Re: (map) Fortitude 1.5

Postby MaxPayne » 18 Nov 2014 01:05

So...
Removed high affinitys (new total, 3)
Messed with weapon placement
Made wicked tile area smaller
Added grass... how ever I am new-ish to texture-painting/blend-mapping and think it looks rather silly, not sure though
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Re: (map) Fortitude 1.5

Postby shirepirate » 18 Nov 2014 02:07

you can change the features of the grass too, i.e. /grasscolour. something greener might make it stand out more. up to you though. it seems like it could use at least a couple more affinities for defend & control, seems like a good map for 5. maybe a couple alternate bomberball spawn points too, who knows. just keep in mind they need to be within walking/jumping/jumppad distance.

it's a shame the higher area of the map is difficult for n00bs to discover. this will make it very popular for flag camping, like the hideaway spots in deli. you sure there's no way you could make a staircase... ladder... some sort of jump pad? even a teleport of some sort to that upper cubby-hole where the door is could work. that would be pretty cool actually (then you could put affinities up higher also).

make sure the weapons are low enough to the ground for bots to grab without jumping (generally 6-8 of the smallest cube unit above the ground). the explosives in the corner pillar are a cool spot to put them, but the fact that the glow from them seeps into the wall looks a little odd. try not to place explosives too close to walls so that part of them are inside of the walls. also realize you don't have to place grenades or mines in pairs if you don't wish too. you could spread them out a little.

you toned down the alarm sound volume but it's still got a huge radius that covers the entire map. might be better to make a small radius with a higher volume (i only harp on that because "outdoorsignal" is by far the most annoying ambient sound effect in the game, and many of us play without music). the sound of a storm still seems a little out of place to be honest, with no rain or anything <.< but it could work.

it needs some clipping in multiple areas, go ahead and make more changes if you wish and then i'll see if i can fix the clip issues. otherwise i'll take a look at it soon.
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Re: (map) Fortitude 1.6

Postby MaxPayne » 19 Nov 2014 19:32

Okay...
I made the rooms that had the back ground rooms on either side of the map playable and added the pusher into a new room (with a bit of a different feeling) That leads to the top area for the noobs
Think i sorted the glowing going into the walls
Deleted outdoor signal (thought I already had)
Storm is intended to be wind that doesnt move clouds because they are distant
Added some more clipping and a few weapons
Put the two old affinitys back
Added grass colour (dont see how i even forgot about that)

I think I just need to add a light or two more not sure, thanks for the feedback btw, helps alot
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Re: (map) Fortitude 1.6_1

Postby MaxPayne » 19 Nov 2014 23:59

Removed random wall of clip added in 1.6
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Re: (map) Fortitude 1.6_1

Postby shirepirate » 20 Nov 2014 01:02

the file you've uploaded to the OP right now is an older version of the map, that still has water. not the most recent.
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Re: (map) Fortitude 1.6_1

Postby MaxPayne » 20 Nov 2014 11:32

Oops, should be fixxed now, I accidentally took the file from a backup folder that I had open XD
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Re: (map) Fortitude 1.6_1

Postby unixfreak » 20 Nov 2014 12:55

Small observation;
the map has a few nobiax models (rocks) which were removed from svn not long ago. Could be wroth removing those entitites to get rid of the 2 errors that appear when it's loaded up.

I gotta say, i noticed the jojo/grate model with the blend set to 1... that's an awesome idea for clipping corners! :D
Great map overall. I like the outside buildings, makes it feel like a busy place.
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Re: (map) Fortitude 1.6_1

Postby shirepirate » 22 Nov 2014 03:12

hm, well that seems to make the upper areas a little more accessible at least. leaves a little room for exploration i suppose, and that might be a good thing.

make sure to remove all references to the nobiax models in the cfg file as unixfreak has mentioned.

the floor is bugging out for me (in the latest revision at least). it shows as default texture in edit mode and loads as a sort of sky texture / default texture blend. weird.

20141121220901.png

20141121220500.png

20141121220443.png

don't know what's causing that but see if you can fix it :? did you use some custom texture?

add any finishing touches to this next version so the map can be added to SVN.
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Re: (map) Fortitude 1.7

Postby MaxPayne » 22 Nov 2014 13:36

For Unixfreak: Thanks for pointing it out,should be fixxed now. And glad to see you like it :D

For ShirePirate, those images look more like there is an unassigned texture slot as it doesn't show a texture error, so I think I must have not updated the cfg after accidentally uploading the older version from my backups folder XD, should be fixxed now... changed ambient lighting and made grenades and mines non medival... and will most likly end up adding improved curves at a later stage
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Re: (map) Fortitude 1.7.1

Postby shirepirate » 25 Nov 2014 04:27

i redid the waypoints as it was easier than fixing the old file, added some clip and other materials and a couple very minor changes. it is in svn now:

maybe it could use some improvements down the road (the grass patch in the upper part seems a little out of place or unfinished, bland), but it's a very nice map. good work.
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Re: (map) Fortitude 1.7.1

Postby MaxPayne » 25 Nov 2014 17:04

Thanks for that, I think that grass is odd up there because there's no lighting in that part, Ill add a light source when I find one that matches :P
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Re: (map) Fortitude 1.7.1

Postby Evropi » 22 Mar 2015 19:30

This map should be disabled for multi. We just played multi CTF on it and it was horrible. For one, yellow and green don't have flags. Worse, I don't think it could work well at all on multi in the first place. The floors are so far disconnected from each other and the map is so complex that it makes chasing the flag (or, say, the bomb) next to impossible. I seriously advise disabling multi CTF, bomber-ball and DnC altogether for this map.

Finally, I don't know if it was just me but there were shotgun shells floating in mid-air at various points. Might be worth testing for, I have no idea what caused it.
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Re: (map) Fortitude 1.7.1

Postby shirepirate » 22 Mar 2015 23:00

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Re: (map) Fortitude 1.7.1

Postby Evropi » 23 Mar 2015 01:14

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Re: (map) Fortitude 1.7.1

Postby shirepirate » 23 Mar 2015 01:25

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Re: (map) Fortitude 1.7.1

Postby qreeves » 23 Mar 2015 02:40

Yeah, a moderator must have made the initial selection. In 1.5 regular users can vote for restricted map if a moderator creates the initial vote.
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qreeves
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Re: (map) Fortitude 1.7.1

Postby MaxPayne » 28 Mar 2015 14:01

Never thought I'd be making a complaint on my own map... but I think the ladder in the center bits that was added in 1.5 should go because the main reason for the bits on the side was so you could wall-run along it to wall-jump up to the rocket, the addition of the ladder really kills the speed, and the other places where the ladder was added (at the roof highest playable place at the same texture) just don't make any practical sense because there's nowhere to go... I understand this is in an attempt to make it more noob-friendly but if a player doesnt know how to wall run they really dont deserve the rocket (its the games most basic move) and its just handicapping everyone elses speed :P

Please don't take this as insult, I really appreciate all the extra clip and noclip you added but the ladder material... xD
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Re: (map) Fortitude 1.7.1

Postby bonifarz » 28 Mar 2015 15:15

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Re: (map) Fortitude 1.7.1

Postby MaxPayne » 28 Mar 2015 16:09

But you cant do that into it with the way it's positioned (should have used a picture in the first place xD) If holding q would cancel ladder (noone uses them both at the same time intentionally right) I would be 120% for this though, as my only problem with that ladder being there is the wall running is prevented (thus slowing down the player as It was intended for wall running), make no mistake (Feature request maybe :D)
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Re: (map) Fortitude 1.7.1

Postby shirepirate » 28 Mar 2015 17:25

the only reason for the ladder material there is the particular shape of that geometry, the cube engine doesn't handle those types of curved angles well at all and before it was there it was incredibly easy to get stuck in that spot to where your movement would abruptly halt where it shouldn't have, especially when trying to climb up it. if you want to redesign the roof there so there aren't any curved angles it can be removed.
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Re: (map) Fortitude 1.7.1

Postby MaxPayne » 28 Mar 2015 19:14

Okay, I think I got it, added more curved angles instead though (almost a full 8x8 circle and makes it look a bit chubby xD)
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Re: (map) Fortitude 1.7.2

Postby shirepirate » 02 Apr 2015 20:11

go ahead and post the update when it's ready. create a github pull request if you know how. don't forget you were going to try and do something with the grassy areas upstairs too
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