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Red Eclipse • View topic - [MAP] Train

[MAP] Train

User created maps and modifications, showcase your latest map, model, etc
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[MAP] Train

Postby FaTony » 07 Apr 2016 03:51

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Last edited by FaTony on 14 Dec 2016 12:25, edited 8 times in total.
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Re: [MAP] Train

Postby FaTony » 08 Apr 2016 13:12

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Re: [MAP] Train

Postby SniperGoth » 08 Apr 2016 14:02

I like the map overall, the layout is simple, can sort of be used for Gauntlet as it is.
I also like the fact that one can go sneaking around under the train.
But here's my suggestions:
The cabin's envmap effect is a bit strong as it is.
Use fogdomemax 1, fogdomeheight 0 and fog 1500 to mask better the edge of the map and give more of the "infinity" tunnel (see screenshot).
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Re: [MAP] Train

Postby FaTony » 09 Apr 2016 04:06

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Re: [MAP] Train

Postby Zero » 09 Apr 2016 17:34

I tried this map out this morning. Actually looks pretty nice. Really feels like your moving. One team dropping out of the ship reminds me of the map, "Descent" I haven't played a match yet but I'm sure it'd be fun. :)
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Re: [MAP] Train

Postby bonifarz » 01 May 2016 06:41

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Re: [MAP] Train

Postby FaTony » 01 May 2016 11:35

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Re: [MAP] Train

Postby FaTony » 01 May 2016 12:30

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Re: [MAP] Train

Postby FaTony » 30 May 2016 11:15

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Re: [MAP] Train

Postby Dziq » 02 Jun 2016 01:40

Simple and nice, envmap in front car is really too strong, this is an mirror? :p this looking strange especially when looking from outside. I found just one rocket where blue base is, this is advantage to blue team over red. Also I like now how map blends nicelly to background. Anyway it reminds me of UT99 map where one team start on helicopter and need to disable a train :) eh memories.
.
Maybe map is not so detailed but has good flow (except rocket thingy). Also as Boni stated, it will be nice to add another rocks with slower panning speed and maybe new sand texture with blend texture (this will allow to break emptyness, especially when you want to use a grass here and here) :) good work
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Re: [MAP] Train

Postby bonifarz » 02 Jun 2016 07:11

I really wonder if the background scenery problem could be solved with mapmodels. (When snipergoth published his mountain/landscape models, i experimented with overlapping rings of spinning landscapes, but that got HUGE and therefore ugly).

Could a landscape have an animation that results in a periodic shift? I guess you cannot have periodic boundary conditions in your animation, but if the shift is looped with a jump, the model geometry has the right boundaries and two or more models are correctly aligned, we could get a nice moving 3d background.

Considering the "aircraft", are you interested in a collaboration? I was experimenting with geometry for a quadcopter, but I don't know if I will finish that.
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Re: [MAP] Train

Postby FaTony » 02 Jun 2016 14:41

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Re: [MAP] Train

Postby SniperGoth » 03 Jun 2016 00:08

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] Train

Postby qreeves » 03 Jun 2016 01:13

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Re: [MAP] Train

Postby Unnamed » 03 Jun 2016 08:06

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Re: [MAP] Train

Postby FaTony » 03 Jun 2016 08:39

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Re: [MAP] Train

Postby bonifarz » 03 Jun 2016 08:52

Map design based on graph theory? XD
Haha, maybe one day you'll implement a random map generator that applies the formulas you have in mind ;)
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Re: [MAP] Train

Postby FaTony » 03 Jun 2016 20:23

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Re: [MAP] Train

Postby LugariusRE » 20 Jun 2016 18:39

Awesome
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Re: [MAP] Train

Postby GeneralKarnage » 25 Jun 2016 13:52

Great map, FaTony! I like that you can hide under the train. Also, great use of reflections (is that what an envmap does?) in the dining car and cab.

It does remind me of "Acceleration". Do you think you could add pushers on the ground, so that dead players roll away to simulate movement of the train? I remember that "Acceleration" had that, and it added a lot of realism. Not that it really matters, but it would be a nice touch.
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Re: [MAP] Train

Postby FaTony » 25 Jun 2016 15:23

Thanks for the feedback. I guess I can add pushers.
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Re: [MAP] Train

Postby bonifarz » 27 Jul 2016 20:28

Okay, a quadcopter won't fit here. But I have played around with your air craft geometry. Tried to patch, smoothen and round it, while keeping the overall shape and the interior intact. I've also fixed the modelspin issue you reported and added death material on the noclipped rotors. The revamped geometry is applied only to the left half of the plane, so you can compare it better with the original. What do you think?
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Re: [MAP] Train

Postby FaTony » 28 Jul 2016 18:17

Hmm, for some reason all textures in your map are changed, I've tried to copy .cfg file but still can't get it to work, can you post all the files?
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Re: [MAP] Train

Postby bonifarz » 28 Jul 2016 20:43

Oh, okay. Based it on the version in the topic's header. Anyway, I've put a new mpz and cfg in a zip right above, with some small geometry tweaks on the plane patch.
Also added some dust particles for you to review. I tuned the color, width, rate and shape. Do you think the particles fit? It's just another detail to add to the outdoor movement illusion :)
If you like the idea, maybe you can add some more particles and lower the fade time, so you get a better response to player movement.
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Re: [MAP] Train

Postby FaTony » 29 Jul 2016 17:29

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Re: [MAP] Train

Postby FaTony » 11 Aug 2016 18:46

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Re: [MAP] Train

Postby FaTony » 13 Dec 2016 12:07

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Re: [MAP] Train

Postby FaTony » 14 Dec 2016 12:26

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