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Author Topic: [FINAL] 6p_Dawn  (Read 28829 times)
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DerangedFerret Offline
EIR Veteran
Posts: 283


« on: February 25, 2008, 12:22:58 am »

This is the new final for the map 6p_Dawn. I received constant complaints about the atmospheric settings, and after it was revealed that this may be the reason the map is never played, I have SIGNIFICANTLY toned down the bloom, as evidenced by the screenshots at the bottom of the atmosphere, not in any particular order.

FINAL

http://files.filefront.com/6p+Dawnsga/;12394146;/fileinfo.html

Changes from Final 1: (11/18/08)
-The bloom has been significantly toned down
-I have added some variation to the texturing in most of the map
-Ambient noise has been added

Changes from 1.8: (5/1/08)
-The water glitch has been fixed in the bog
-I had accidentally left a hedge in the previous version, and it has been removed
-The Town spawn is now spread out in an area 3x the previous size

Changes from 1.7: (4/21/08)
-Free weapon pickups have been removed and replaced with static models
-A larger crash trail to the airplane in the bog has been added
-Narrow paths across the bog have been added
-Light settings take longer to transfer. Nightfall is now at the 40 minute mark.
-Sectors in the center resized a bit

Changes from 1.6: (4/11/08)
-Ambient sound changed
-Parked Opel Blitzes added at attack spawn
-Map is now 100% hedge free!
-The Bog now has access to the park, making the map much more open.
-Details added
-Light Settings refined a little bit
-Sectors Modified
-Map Preview Screen Added
-Loading Screen fixed, so that the text is no longer behind the loading bars

Changes from 1.5: (4/1/08)
-Ambient sound added
-I replaced the infamous green car with a cover-giving one
-The forest has split into 2 sectors
-The Windmill has been replaced by a convent/monastary-style complex of buildings
-Hedges have been added on the fields, to give protection from artillery, and to make flanking easier
-A few houses have been added.
-A loading screen has been added
-Full-Day transitions have been built into the map. Dawn, Morning, Noon, Sunset, and Night.
-Each transition has it's own light settings, and unnoticeable transitions.
-The Bog has become much more cluttered, with the addition of a LOT of cover.

Changes from 1.4: (3/26/08)
- The Hedges in the Center that locked down the map have been removed.
- The wide open fields in the left have been cut up into smaller, more manageable sections.
- Final Pass Exposure, which was present due to an error, has been removed.
- Several new roads added











« Last Edit: November 18, 2008, 05:48:50 pm by DerangedFerret » Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #1 on: February 25, 2008, 12:46:39 am »

Turn down the brightness. Seriously, while a cool effect for screens, its painful to play.
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Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #2 on: February 25, 2008, 01:06:35 pm »

To much Territory!
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #3 on: February 25, 2008, 01:55:36 pm »

No, AmPM.  Keep the bloom.  In fact, make the bloom so high that it sets your skin on fire and melts your eyes.   Tongue

Sectors could use some work, though.  Maybe merge some of the sectors in the southeast and northwest sections of the village?  Northwestern spawns also have much too large territories compared to the southeastern spawns.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #4 on: February 25, 2008, 06:10:39 pm »

Note that the larger sectors are much more open, making their size logical.
« Last Edit: February 25, 2008, 09:23:39 pm by DerangedFerret » Logged
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #5 on: February 25, 2008, 08:25:57 pm »

Update! Many sectors re-done or added. The shooting at trees problem has been fixed! A graveyard has been added! New screens & download at top.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #6 on: February 29, 2008, 03:48:15 am »

New versio out again. 2/27.

Fixed the null graveyard territory.

Sectors re-worked

More cover added in wheat fields.
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Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #7 on: February 29, 2008, 02:54:13 pm »

Is the screeny updated?
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #8 on: February 29, 2008, 02:54:56 pm »

The territory layout is.

Ah! I for got to mention that the blinding bloom effects have been toned down.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #9 on: March 01, 2008, 12:37:41 am »

BETA 1.1


After several people complained about my territory placement, I changed it completely. I restarted all the sectoring from scratch, and my result is posted in front.

In addition, I spruced up the swampy lowlands a bit, and smoothed the territory out, so airborne wouldn't get stuck.

Update is up top.
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DerangedGerman Offline
EIR Veteran
Posts: 448


« Reply #10 on: March 08, 2008, 06:55:39 pm »

After several complaints about the sparse amount of cover on the wheat field portion of the map, I have decided to completely revamp that half of the map. I will have a new update up in the next few days.
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Proud mapper for both OMG and EIR.
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #11 on: March 09, 2008, 02:41:12 pm »

Update completed.
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #12 on: March 09, 2008, 03:35:32 pm »

That should be good, the wheat field was really boring compared to the town :]
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This may be the most offensive thing I've read.  At least, today.
fldash Offline
Founder
*
Posts: 9755


« Reply #13 on: March 09, 2008, 03:44:12 pm »

We tried playing a 3v3 on this and it kept bugging out... I just loaded it in Skirmish and it worked fine.

How did you get it to look so nice... it's got like a glow effect.
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #14 on: March 09, 2008, 07:58:48 pm »

The glow effect is nice but it might be too "glowy" I think maybe if it was toned down just a bit so there was less of a radioactive look going on it may be better.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #15 on: March 09, 2008, 09:23:34 pm »

The effect is on purpose. All you have to do is decrease blur threshold. I discovered it while screwing with lighting settings for White_Out, which I have abandoned. I decided I liked it, and by the way, it has ben decreased A LOT from the original version.
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #16 on: March 09, 2008, 09:28:28 pm »

Yea original was like "holy hell, my eyes."  I like the effect, but I guess was hoping for a little more "turning down."  It does look good though.
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fldash Offline
Founder
*
Posts: 9755


« Reply #17 on: March 10, 2008, 06:31:02 am »

I love the look of this map... very sweet...
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Unkn0wn Offline
No longer retired
*
Posts: 18377


« Reply #18 on: March 10, 2008, 05:04:16 pm »

Map looks great and has a lot of potential but I really like the sector system used for it.
Right now, the sector system is pretty much a CAP CAP CAP one, a square map with a traditional sector system really isn't advised for EiR.

I would suggest looking into either using an objective based system or applying a sector system simular to that of Westfalen/Henschel Airfield. (No sectors on the flanks)
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #19 on: March 10, 2008, 05:06:03 pm »

Ah? Do you like it or not? I'm a bit confused here!  Huh
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