View Full Version : The Last Map Pack - Final Beta Test
Inferno
January 19th, 2010, 05:13 PM
This Friday starting at 5:00. A final beta test for all 12 maps.
- We need a nice server so anyone caring to donate -
You all know most of them probably but there is a couple of surprises and new ones. I'm excited to finally see the project coming to a close. The beta will consist of gameplay and bug hunting. It will also let you guys give me some final input on layout and lighting.
Maplist:
TLMP-Amplitude
TLMP-Circle Pit
TLMP-Delta Lake
TLMP-Dismal
TLMP-Highground
TLMP-Lefty
TLMP-Mindfuck
TLMP-Pipeline
TLMP-Snowtrap
TLMP-Station Omega
TLMP-Substation
TLMP-Vertigo
You will have to receive the map pack directly from me through:
AIM: infernoxpyro
Xfire: wankzta
Skype: infernorulesyou
Or through a PM on modashitty.
I will have the map pack uploaded on thursday afternoon so don't bug me just yet. I'm still making some minor changes. I have every map compiled though and they all look pretty damn good so far.
sevlag
January 20th, 2010, 02:59 PM
what maps again? and try asking dwight or someone
Higuy
January 20th, 2010, 03:08 PM
I can host if you need me too, however my server only allows 12 players. Try asking Dwight (Realworld server owner) if he wants. Mention me if you don't know him, me and him are tight. Only prob is that is server is based some where out in the UK, so you might not get decent ping. However my server is located in Chicago. So yeah, hit me up if you can't find anyone else with a better server w/ 16 players.
Inferno
January 20th, 2010, 03:22 PM
12 is about right for the maps.
Additionally:
TLMP-Amplitude
TLMP-Circle Pit
TLMP-Delta Lake
TLMP-Dismal
TLMP-Highground
TLMP-Lefty
TLMP-Mindfuck
TLMP-Pipeline
TLMP-Snowtrap
TLMP-Station Omega
TLMP-Substation
TLMP-Vertigo
Dwood
January 20th, 2010, 03:45 PM
With Delta coming out... does that mean a release of Delta UI as well?
Inferno
January 20th, 2010, 07:43 PM
Anyone interested in playing needs to PM me tomorrow.
flibitijibibo
January 20th, 2010, 07:58 PM
How late will the test go? I can get there by about 6 (earlier depending on how rehearsal goes).
Inferno
January 20th, 2010, 08:01 PM
Dunno. Late probably.
sevlag
January 21st, 2010, 04:11 PM
Dunno. Late probably.
im in, but why a thursday, why not the weekend? and yeah talk to dwight about using the fakeworld private dedi,
Inferno
January 21st, 2010, 04:23 PM
I'm uploading the maps Thursday. The test is tomorrow lol.
Friday Night from 5:00 till late as fuck.
PEOPLE WHO WANT TO PLAY THIS SHIT NEED TO TALK TO ME TODAY OR TOMORROW!
rossmum
January 21st, 2010, 05:01 PM
argh, not at home so no ce.
also, sorry about your test, inferno. trying to organise anything on this site is like trying to tell a younger sibling to do as they're told.
Inferno
January 21st, 2010, 05:03 PM
Uhhhh. I just realized I still use 1.07ce with a version changer. Where is a version changer that will let me play on 1.09ce servers?
Dwood
January 21st, 2010, 05:12 PM
Omega updated his v. changer
Rook
January 21st, 2010, 11:08 PM
PM me the pack if you want, if the server is still full tomorrow after getting off work I'll hop in for a sec.
Siliconmaster
January 21st, 2010, 11:34 PM
Man, and I get back to school, and good internet, Sunday. Bummer.
Higuy
January 22nd, 2010, 12:07 PM
servers restarted and shit so its ready whenever for you inferno
tell us when to hop in, I still need to dl the maps from my ftp tho
Inferno
January 22nd, 2010, 03:22 PM
Everyone interested can download here. You will need a password to unlock it though.
http://codebrainshideout.net/inferno/public%20files/TLMP%20Beta.rar
Corndogman
January 22nd, 2010, 05:09 PM
Everyone interested can download here. You will need a password to unlock it though.
http://codebrainshideout.net/inferno/public%20files/TLMP%20Beta.rar
Yeah, that would be great if you would answer my xfire messages =\.
Higuy
January 22nd, 2010, 06:18 PM
i found most of the maps to be OK however some of them needed some fixing up. one of the main things that concerned me was on the pit like map, the glass REALLY needed to be darkened or maybe a little bit bluish or something. the map's glass blends really easy with the gray textures and it was really easy to not notice them at all. im pretty sure i tried shooting through them but then realized glass was there..
Another thing was the snowtrap map, was cool, lighting needed fixing imo.
get rid of the lines on the water in the cave type map.
other then that most of the maps were pretty good.
Inferno
January 22nd, 2010, 06:56 PM
Yeah post all the bugs here. I need to fix everything before release.
I made the glass darker once. It looked fucking horrible.
Glass is clear for a reason.
Higuy
January 22nd, 2010, 07:12 PM
Yeah post all the bugs here. I need to fix everything before release.
I made the glass darker once. It looked fucking horrible.
Glass is clear for a reason.
its also horrible for gameplay.. maybe make it regular blue or something instead?
Inferno
January 22nd, 2010, 07:20 PM
Make me a better glass shader then. I tried multiple times but it either comes out retarded and opaque'ish or too transparent to see at all.
Inferno
January 22nd, 2010, 08:07 PM
Update: Snow traps horrible positioning and spawning issues have been fixed and the UVW has been updated. There are some other things I would like to spend a lot of time on and fix but I'm just focusing on a release.
azjesse
January 22nd, 2010, 08:43 PM
Fix the spawn in delta lake, we fell many times in that elevator pit.
Lower the ledges in vertigo, it's tough to walk on them.
Fix this.
http://screenshot.xfire.com/screenshot/natural/15005a97385dd7f02ddca4859c603a66d9405367.png
Fix water shaders in this map, they flicker.
http://screenshot.xfire.com/screenshot/natural/da1fd7090ab4e7dd97a5806530b9128fc0313c2a.png
Why do we spawn here?
http://screenshot.xfire.com/screenshot/natural/2c10720065a95cd7b78008525d6e9a76dcbd55b2.png
stuff.
http://screenshot.xfire.com/screenshot/natural/77325e54709665bdbd160c02f7fd23523b972b91.png
http://screenshot.xfire.com/screenshot/natural/9d4eb1ce3fb81c58ef65b824c1b5f831170c78e3.png
http://screenshot.xfire.com/screenshot/natural/bb9e233433cde154333965125cff41b81e6868a6.png
http://screenshot.xfire.com/screenshot/natural/4fd99565e930be565aaeddcba44155d794c49677.png
http://screenshot.xfire.com/screenshot/natural/af2a47cf15ee078fa76eef624af81eec5af19e13.png
http://screenshot.xfire.com/screenshot/natural/68e2124de9f4073d40d478c2680880eecfb7985c.png
Set the biped slope angle a little higher so we can walk up this.
http://screenshot.xfire.com/screenshot/natural/d66ce1f85f7091e73917ac6a19310284bb37c663.png
fuuugly.
http://screenshot.xfire.com/screenshot/natural/71957e9a55cf5125eae985f6fb1b54462f13fe94.png
Why is this stone? should be tile.
http://screenshot.xfire.com/screenshot/natural/bccf325ecedf6aec7d833096ff6b31534748f3cc.png
This looks like shit (literally.)
http://screenshot.xfire.com/screenshot/natural/b3c0f49adbfdf36871c6b8fc308098035f05c608.png
Needs a detail map.
http://screenshot.xfire.com/screenshot/natural/2c3d694dadb2054cd91a8e8df31b862829b0d260.png
Inferno
January 22nd, 2010, 11:12 PM
The water shader on substation I can fix. And that small UV error.
There is a spawn up there in halo 3 as well. I'll reduce the chance of spawning up there though. It's too high.
The random UV errors and light UV errors on snow trap are fixed.
The background terrain is being re done by mobster. And that stone is supposed to be there.
I'll see what I can do about a second detail map on the stone.
Thanks for the list. :downs:
English Mobster
January 22nd, 2010, 11:29 PM
Let me tell you a little story about how my life got flipped, turned upside down that background terrain:
I set it up with alpha channels. Made it all nice and neat and such. Thought it would be a .shader_environment.
Inferno here decided to make it into a .scenery tag so it wouldn't make his lightmaps take fucking forever.
It is impossible to get that to look good as a scenery tag (believe me, I'm trying).
I'm trying to convince him to make it part of the BSP (so it could be a .shader_environment and look nice), and he could solve the whole lightmap thing by making it render-only.
Inferno here isn't listening.
Do you guys have a better plan to make it look nice, or do you think you could convince Inferno to make it render-only?
I mean, I suppose I could see why he would be reluctant to run final lightmaps again, but that's what beta testing is for, after all...
Inferno
January 22nd, 2010, 11:33 PM
Let me tell you a little story about how my life got flipped, turned upside down that background terrain:
I set it up with alpha channels. Made it all nice and neat and such. Thought it would be a .shader_environment.
Inferno here decided to make it into a .scenery tag so it wouldn't make his lightmaps take fucking forever.
It is impossible to get that to look good as a scenery tag (believe me, I'm trying).
I'm trying to convince him to make it part of the BSP (so it could be a .shader_environment and look nice), and he could solve the whole lightmap thing by making it render-only.
Inferno here isn't listening.
Do you guys have a better plan to make it look nice, or do you think you could convince Inferno to make it render-only?
I mean, I suppose I could see why he would be reluctant to run final lightmaps again, but that's what beta testing is for, after all...
Mobster. Making it render only won't solve the problem.
If it's a part of the BSP and uses a shader environment it will:
A) Take a huge chunk of space in the light maps and lower the quality of the lighting in the actual playable area of the map DRASTICALLY.
B) Cause lightmap calculations to take an extra 120 or so hours.
C) Cause the light mapper to overload and crash.
Protip: Render only doesn't make a face unlit.
Higuy
January 23rd, 2010, 08:04 PM
at least use a better detail map, and add tree sprites to the scenery model then.
teh lag
January 24th, 2010, 08:11 AM
Mobster. Making it render only won't solve the problem.
If it's a part of the BSP and uses a shader environment it will:
A) Take a huge chunk of space in the light maps and lower the quality of the lighting in the actual playable area of the map DRASTICALLY.
B) Cause lightmap calculations to take an extra 120 or so hours.
C) Cause the light mapper to overload and crash.
Protip: Render only doesn't make a face unlit.
If you haven't already, try setting the shader_environment of anything you don't see up close to have turd lightmap quality (it's in that top group of every shader). This is exactly what that's for.
Inferno
January 24th, 2010, 07:54 PM
I'll look into it.
Update:
SnowFap is finalized. There are a few tiny UV issues but I'm not bothering. Full quality light maps and updated ground UV's are done and that's what I needed to fix the most.
Substation has been updated. Fixed minor UV issue. Fixed double sided water. Added fake fog to water.
Running full quality lightmaps tonight.
SnaFuBAR
January 24th, 2010, 08:15 PM
PS it's not called delta lake it's called HARBINGER.
Inferno
January 24th, 2010, 08:24 PM
Hair Bringer?
azjesse
January 24th, 2010, 09:41 PM
Yeah it made me grow hairs on my chest as soon as i joined.
Inferno
January 26th, 2010, 04:15 PM
I'm still looking for bugs to fix...
azjesse
January 30th, 2010, 12:27 AM
As per your request i will painstakingly post many images here showing bugs or any little thing that bothered me in the least. Not that all of these need fixing, but meh.
No race?
http://screenshot.xfire.com/screenshot/natural/40a22bfc425ccc4060a2241e37a64a1d4e30a43f.png
Add wind to the map.
http://screenshot.xfire.com/screenshot/natural/6411fa9a15055c8a6b229a367b28af65348e8b60.png
No race?
http://screenshot.xfire.com/screenshot/natural/472c93e422637d209a2662bad1760b7cf2cd8906.png
Still no race >:o
http://screenshot.xfire.com/screenshot/natural/9312c42262e4b03132f0c2b89abdfe974f3f76b8.png
No KOTH flags?
http://screenshot.xfire.com/screenshot/natural/b3e0a9d3d8cd666f58a477745c0cd21efc7dbabf.png
No race?
http://screenshot.xfire.com/screenshot/natural/6e6a9d19a02bdbd4a52b85a57d9ab9deb564afb3.png
No race?
http://screenshot.xfire.com/screenshot/natural/7f72b15258364cf673248ef220bbe0fa8b3719aa.png
Still no race...
http://screenshot.xfire.com/screenshot/natural/337d651118a1f98d55b14145bf4f34b99d1b8b71.png
No CTF flags, or even spawn points on Dismal.
http://screenshot.xfire.com/screenshot/natural/d47cfd9ba1b89639172ff91b7497a1e4538b56fe.png
No race on amplitude.
http://screenshot.xfire.com/screenshot/natural/69bd9616b11f683cdc5e7df4f48eaa3cf966eb3c.png
UVW error?
http://screenshot.xfire.com/screenshot/natural/125a8ea9d6b7678bb82d6946919ea2b505cee366.png
Strange placement of CTF flags.
http://screenshot.xfire.com/screenshot/natural/490de1080117a2457a42ee77b4e1fb280a332a1e.png
UVW error mb.
http://screenshot.xfire.com/screenshot/natural/4edbe947c9f5988ecabd3877177d56a0edf05150.png
http://screenshot.xfire.com/screenshot/natural/351fbf129c2eeb48a77f1c950951f17d1fd97fa3.png
Lighting error maybe.
http://screenshot.xfire.com/screenshot/natural/4905ddceea3336abe20bd25d648ddd5ff9ad9dc5.png
No CTF, no, RACE, no Oddball.
http://screenshot.xfire.com/screenshot/natural/c37bc3555857f78cb87f07e8c62a8280b34d71dc.png
Is that the only Oddball spawn?
http://screenshot.xfire.com/screenshot/natural/7832ba6533c0895065827be088284d16547b6149.png
UVW error?
http://screenshot.xfire.com/screenshot/natural/33441336997f85bf4919c2cfaab75e7d9d9a2228.png
Uhm... what?
http://screenshot.xfire.com/screenshot/natural/c7cb421a1e2456bacfb7db51f055ce8f47621f15.png
Flickering water.
http://screenshot.xfire.com/screenshot/natural/86884cde14d4cb32105b80e6bebeddd78ccddfc2.png
Lighting errors possibly...
http://screenshot.xfire.com/screenshot/natural/5694f7cf1826bcf0788a5fa47693176a6efed81e.png
http://screenshot.xfire.com/screenshot/natural/e90ee7b01e6a78fafad6670e03e3e8e4ce260c7b.png
Chocolateness
http://screenshot.xfire.com/screenshot/natural/4a95f74e01dd356b4d876f1a949e24614e317133.png
It's dark and i'm scared D:
http://screenshot.xfire.com/screenshot/natural/a55bc27562b0526b7ab806abd9d3cfbb24fe4e40.png
A little too high (should be on the ground.)
http://screenshot.xfire.com/screenshot/natural/72de68a318c56eebb1ea91a08a5465fa2787b6a2.png
Fail KOTH shape.
http://screenshot.xfire.com/screenshot/natural/2ca8f63b6ee0bf57482fe953318a3ae781c5121e.png
This the only oddball spawn?
http://screenshot.xfire.com/screenshot/natural/40dc99dfb5af6a7b3a90f15c24030bdbce1bd0c4.png
http://screenshot.xfire.com/screenshot/natural/addb0337776767e389d86b0daca74a8d8cc9c9d3.png
UVW errors?
http://screenshot.xfire.com/screenshot/natural/abdf07d7b807690fdbfc59159089d4eed33f981c.png
http://screenshot.xfire.com/screenshot/natural/361bd52760f90896691ae9efa2f38a2cbcada006.png
http://screenshot.xfire.com/screenshot/natural/88215a95b06ad795f353a6c6bfc9674787495d8e.png
http://screenshot.xfire.com/screenshot/natural/a29cec1275cb6b8aa050d9655f0367b1e36e95f8.png
In Halo 2 a Needler spawns here.
http://screenshot.xfire.com/screenshot/natural/29afa7019e6bf98975c97412bf995dccaa5fba65.png
Maybe add some AI (flood spores considering it's a flood containment\test map.)
I did this before and they don't escape, although they still pop causing some damage, but they make great scenery.
http://screenshot.xfire.com/screenshot/natural/3d00fd98dd1b079bf88fb7a3f673a0fa18719928.png
Needs a higher jump height.
http://screenshot.xfire.com/screenshot/natural/9193aaf7e25125a45861033cc99f202d9e573918.png
That's all i found on your specified maps.
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