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Posted: Fri Dec 12, 2003 11:20 pm
by jeditobe1
the second one.

They are too clean though, splatter some of that blood on them.

Posted: Sat Dec 13, 2003 12:19 am
by R.Flagg
I would say those are overkill. It looks and plays fine as it is/was, IMO.

I wouldn't change a thing. My suggestion is to call this one finished and then make a CTF map. :wink:

Posted: Sat Dec 13, 2003 3:39 am
by FurrySound
oooo CTF (drool)

Posted: Sat Dec 13, 2003 4:35 pm
by LeFilou
well I'm not that much a CTF player ...
.. I allways tend to just run around and kill ppl instead of showin any interrest in that flag ;)
.. well except someone steals our flag, then he's got to suffer ;)

dunno about that map atm it seems quite finished to me aswell
but I'm still not sure about those monks there..
they block the fights over and around that altar,
and that was why I thought that altar was so cool for :)

Posted: Sat Dec 13, 2003 6:15 pm
by jb
ok love the changes nice map!!!!!!!!!!!!!!

Posted: Sun Dec 21, 2003 5:16 pm
by LeFilou
hiya again :)
sry for the lack of update,
but now I feel like this is going to be the final version :D

You can download it here!

I've completely removed the Emitter that blew that sand over map, also I removed the wind sound.
The rest is mostly minor tweaking and fixing and replacing
Hope you like it!
It should be clean of any bugs, but if you still can find anything please tell me :)
There's only one thing you might call a 'bug', but it's not really a problem;
sometimes the bots get stuck on hunting each other up and down that platform via one of the jumppads
it's kinda funny, but it can get on your nerves ;)
Sometimes they do it only twice or less, but sometimes they do it for the whole round .. you'll see what I mean when that happens.

enjoy!

Posted: Sun Dec 21, 2003 8:30 pm
by FurrySound
I've added this map to the rotation on the public server.

Posted: Mon Dec 22, 2003 1:43 am
by Shuri
A few things, if you are going to update.

- Name would be better if Duel-Elephunk... just to conform to standards ;)

- Jumppads should have some sort of emitter effect.

- Blocking volumes should be set up around the edges of the map.

- I believe you can currently grapple the skybox.

- The terrain at a distance goes red.. this is strange, and never had it before. Anyone else get the same?

Posted: Mon Dec 22, 2003 2:20 am
by FurrySound
Yes.. almost like a red plaid pattern in the sand...

Posted: Sun Jan 04, 2004 2:21 pm
by LeFilou
Shuriken wrote: - Name would be better if Duel-Elephunk... just to conform to standards ;)
nope (duh)
Shuriken wrote: - Jumppads should have some sort of emitter effect.
they have .. (bigeye)
Shuriken wrote: - Blocking volumes should be set up around the edges of the map.
- I believe you can currently grapple the skybox.
:arrow:
Filou wrote: I neither like such invisible walls so I came up with something different .. just try it ;)
oh yeah mm I also have that skyZone-grapple problem :-|
I tried around a while with physics volumes and stuff but the grapple is not beeing destroyed :-|
anyways, the way the map is set atm nobody will grapple the sky twice so it's not too problematic ;)
(scream)
Shuriken wrote: - The terrain at a distance goes red.. this is strange, and never had it before. Anyone else get the same?
I really have no friggin clue where the hell that could be caused :-|
must be some kinda texture issue, it's a self made texture, and maybe I'm just going to replace it with a UT texture..

I guess there will be one last version coming these days, I'll then post it into the 'Submit finished maps for Chaos web site' topic in this forum :)
But for now it's only that texture-issue-ot-what-so-ever problem and that's not really a need to make a complete new version .. is it?

Posted: Sun Jan 04, 2004 4:21 pm
by jb
LeFilou wrote:
Shuriken wrote: - Name would be better if Duel-Elephunk... just to conform to standards ;)
nope (duh)
Actually this one is pretty important. MACs are very picky about how you name the maps and we have found out that if you don't follow this then it WILL NOT show up on the play/map list of anyone with a MAC. And we do have at least 3 MAC users here....

Posted: Sun Jan 04, 2004 10:41 pm
by jeditobe1
hmm.. is the terrain being lightly fogged? That might cause red-ness

Posted: Wed Jan 07, 2004 10:16 pm
by LeFilou
nope, but I found the problem
used the wrong DXT compression :roll:


just a little .. hint on changes and progress here ;)
Image


edit:
ah yeah name is now Duel-elephunk .. that should do it

Posted: Thu Jan 08, 2004 1:28 pm
by jb
LeFilou wrote:edit:
ah yeah name is now Duel-elephunk .. that should do it
Thanks for the name change. And now we will recall the Mac horders that we sent your way.

Can not wait to see the changes!

Posted: Thu Jan 08, 2004 2:27 pm
by LeFilou
hehe ;)

I'm really close to throwing out a last test version for you folks, but there's one problem I have with the sunlight actor ..
I finally found out I had to set it to 'bCorona' to get it to make the Chaos Lensflare
The thing is when I put it inside the map, the corona wanders along in front of the sun as you wander around in the map :-|
then I found out I can also put the sunlight into the skybox itself, now the sunlight is allways fixed into the sky exactly in front of the sun, wich is good, but now there is no more lensFlare .. wich is .. well not good :(
Something I missed? Or is the only way to add it by placing the SL actor into the map ? :(


ah well .. I just couldn't help it
I startet off with replacing the terrain texture and searching the problem (I was using DXT3 and you should allways only use DXT1 for terrain textures :)) to remove that redness .. and suddenly all those little ideas crept into my brain and demanded to be build asap!
hehe I couldn't resist ;)
I redid the sky completely (to remove that über-huge sun) and replaced the trees with alive ones, those trees brought me on the path to build that small 'lake' back there .. and so on ;)
please test it out and especially tell me if the performance is now ruined,
cause I somehow got into that emitter stuff, and once you start you can't stop ;)
This is the last test version, and if nobody finds any bugs or alikes this will be final (this time for sure ;))
You can download it here!

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