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  • replied
    Frickin' A!!!

    Keep us posted, this is one of the funnest maps I have...

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  • replied
    It is with Gushing pride and honor to say that "THIS" Map has gone gold and is no longer in beta. But Stay tuned to see possible future alternate editions of this map.

    Thank you.

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  • replied
    Originally posted by Mr. uglyPants
    Any new pics?
    i updated the pics in the first post

    Originally posted by JP-Studios
    A tad off topic but within topic boundries. The Research Facility has it started on teh drawing board yet? and If help is needed let me know and I'll see what I can provide.
    about the research facility, i will have some holidays in a few weeks so i will be able to make some tries

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  • replied
    Originally posted by Mr. uglyPants
    Any new pics?
    Talk about subtle.

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  • replied
    Any new pics?

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  • replied
    A tad off topic but within topic boundries. The Research Facility has it started on teh drawing board yet? and If help is needed let me know and I'll see what I can provide.

    Leave a comment:


  • replied
    A: That far view kicks ***.
    B: Love the skybox.
    C: Downloading now.

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  • replied
    maybe i will make a CTF version by night on the sea ... if i find some time though

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  • replied
    Checked more:
    Some of the coronas don't represent the colour of the corresponding light very well.
    The lighting seems to be too direct outside and too bright and diffuse inside.
    Make the many solarpanels one or two SMs.
    Make the many small SMs at the teleporters one sm.
    Use distance culling on antiportals.

    Great to see how theres more detail added.

    Would you consider making a night version of the map? I`d like to see all the nice lighting in night.

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  • replied
    My comp is too slow to run this map

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  • replied
    Checked it:
    Give me the name of the map i sent you so i can send you another one.
    the Zoning still doesn't occlude very well if you are in the light green zone looking towards the center.
    Birds up there are very unlikely.
    Try to avoid large polys on Static meshes. They are bad for lighting since it's vertex based on them.
    The small zone at the Flak is likely useless.
    The level is, as far as i can tell, mostly processor intensive. That means you shouldn't put in many small SM's (Static Meshes) but few big ones. Try to make some of the many small lamps you put in one sm. The same counts for the many small SMs in the machinerooms.

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  • replied
    OK beta 2 available (see first post )

    new :
    - zoning and antiportals even if with all the things added the FPS is not so much better (mini 30-35 with medium settings and an old computer)
    - sound design, i removed the music (no rights ...)
    - converted a lot of things into statics
    - finished the design and lighting of some parts
    - changed player count to 4/8
    - changed a little the weapons/items placement (i hope i understood well all the suggestions) but i'm still not sure of it (feedback please )
    - decreased the lighting intensity
    - changed some collision, falling height, and a lot of small things ...

    known bugs :
    - in TAM, bots seems to like being stucked under the engine rooms lifts (i don't know if it is TAM related though)
    - a few small BSP collision problems

    thanx a lot for all the suggestions and good feedback i had so far :up: :up: :up: (ION3 for zoning :heart: )

    a few things to do for the final :
    - description
    - area name zoning
    - screenshot preview
    - some texture adjusting ...

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  • replied
    Okay, i'll wait for that one me thinks

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  • replied
    the next (and final beta i think) will come soon (this week i hope)

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  • replied
    BUMPITY bump!

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