ac_desolate

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ac_desolate

Postby RuThLe$$ on Fri Jan 22, 2010 8:29 am

Theme: Desolate City
Recommended Mode: CTF, HTF, TKTF
Players:1 0-16
Custom Content: No

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A large desolate city. Comments and suggestions are greatly appreciated. I will need to have a final version, asap, as my time soon will be limited.

:arrow: Download ac_desolate

:D :D :D :D
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RuThLe$$
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Re: ac_desolate

Postby a_slow_old_man on Fri Jan 22, 2010 9:26 am

First of all: It's a really good map *thumb up*
The theme, non-playable outside areas, more than one sand texture, the little water part.
All of the about mentioned thing shows that your map is very high-quality.

BUT:

I've found a texture mistake and a scroll mistake :P

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P.S. your lighting is very dark, I've the same problems with my nightmaps, just try to add "gamma 150" or something to your cfg file ;)

P.P.S I found your hidden Letter :P
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Favorite official map: ac_desert
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Re: ac_desolate

Postby RuThLe$$ on Fri Jan 22, 2010 9:48 am

Whoops! Updated map with texture and scroll error fixed. Thx for the input a slow old man
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Re: ac_desolate

Postby fundog on Fri Jan 22, 2010 6:29 pm

Nice map ! Many details are very fine art-worked.

Great ground-plan.

I post here only some little things for you.

After your bugfix you can delete this post of course ;-)

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Isn't that a wall texture on your top indoor ?

And of course the pickups aren't done, but i am sure you have noticed that ;-)

When it is needed i pack the pictures in a zip file for downloading it in the future...

Have Fun your Dog
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Re: ac_desolate

Postby RuThLe$$ on Fri Jan 22, 2010 10:57 pm

I was going to put the pickups in the final version, in case some drastic changes has to be made. Since they wont be necessary, I will put them in now. Along with bug fixes.
EDIT* Ok, I have put pickups and fixed bugs. I will be totally devo if there are anymore. Gee, I hate AC heightfield glitches xD

Thanks fundog for the screenshots
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Re: ac_desolate

Postby fundog on Sat Jan 23, 2010 12:47 am

i am sure you will payback me on my next map :-D

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The rest i call "Artists Freedom" ;-)

here your stats :

62 lights
4 pistol
3 ammo boxes
2 grenandes
3 health
1 armor
1 akimbo
111 mapmodels
5 ladder
2 ctf flags
6 clip
total 200 entities

only the player spawn points for CLA/RVSF/FFA are missing ;-)
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Posts: 22
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Favorite official map: ac_desert
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Re: ac_desolate

Postby RuThLe$$ on Sat Jan 23, 2010 5:12 am

My my my, you have been doing some glitch hunting xD
Hahaha, fixed glitches/textures. The arch glitch can only be fixed one way, which would force me to redo the whole room. So pass on that one :)
New Update.

BTW, can you delete the pictures. Im sure it would be annoying for people who are trying to load the page xD
Im admin and I can't even do it :p
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Re: ac_desolate

Postby fundog on Sat Jan 23, 2010 5:53 am

The arch glitch can only be fixed one way, which would force me to redo the whole room. So pass on that one :)


You can delete the first row with G and scroll down (or up) the wall, then the glitch is over ;-)

there is also a little glitch at the opposite wall from the akimbo entry...

I have deleted the pictures on webspace, oki ?

I hope we can play this soon :-)

Here all pictures in a zip-file :

11 pictures / 1,5 MB

http://www.fundog.ch/clan/DOWNLOAD/MAP/ac_desolate/ac_desolate_fix.zip
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Re: ac_desolate

Postby Takkunen on Sat Jan 23, 2010 6:35 am

please change the "night time" lighting from blue... try having all the colours the same value but really low like in the 60's - 80's to give it a dark night time feel because where the hell is it blue outside at night?
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Re: ac_desolate

Postby tipper|DES on Sun Jan 24, 2010 12:51 pm

This is a good map Ruth.
I don’t mind the blue tinge in the lighting outside.
I think the interior lighting could be 10% brighter.
Roofs and floors are well done and believable and in most places it looks structurally believable.
On the fallen door you have attempted to show damage from where the hinges would have been. Hinge models would be a good addition.
I think the wooden pillars holding up the chain link style fence in the courtyard with the fallen door are way too big. They just don’t look right; small round metal posts or similar would look more realistic.
Above the double doors behind the fence I think you need to show some form of lintel or support for the brickwork. As it is, the bricks would just fall out of the rectangular section. The same applies to the opening alongside the fenced walkway where the upper part of the opening shows damage.
There is quite a lot of water movement in what is a very sheltered place and the water colour doesn’t look quite right imo.
In one place you have tried to show wear on some steps. If you have the patience you could round off or show damage on all the steps where people are most likely to tread.
You may not want to add custom content that means players would have to download map models etc, but without such content it seems almost impossible to produce a map that doesn’t look much like any other. Custom maps in most other games have new custom content and these games players seem to manage to download this stuff and I cant see why ac should be any different.
I think sandbags make a good alternative for the usual crates.
Objects, litter, small piles of sand on top of barrels etc could add a bit of interest. I think cleaners hanging plants would suit many of these desert style maps but as yet no one has used them. The digi code would suit roller shutter doors, etc, etc.
When you’ve added the pickups the map will look less bare, but more work on the detail to give the map a more realistic feel could change this map from good to exceptional.
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Re: ac_desolate

Postby a_slow_old_man on Mon Jan 25, 2010 1:32 pm

Uhmm.. tipper..

I think cleaners hanging plants would suit many of these desert style maps but as yet no one has used them.

....sssssshht.

Just wait a bit ;)
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Re: ac_desolate

Postby fundog on Mon Jan 25, 2010 2:07 pm

Custom maps in most other games have new custom content and these games players seem to manage to download this stuff and I cant see why ac should be any different.

The basically different to other games is :

1. that other games submit their custom mapcontent within the mapdownload (textures, skymaps, sounds, mapmodels, not needed : different server mod's in some examples)

2. most people doesn't download the maps with the custom content, they wait until the map is showing up on a server and they use their send/getmap or hopefully configured autogetmap. Then custom mapcontent is missing. And there are many maps in server-maprots with custom content, they aren't in akimbo or other known websites.

3. I say in front that is also needed to configure the custom-mapcontent from an external download-stream. This way doesn't treat the server-condition.

This clientbased, download first a map and extract the custom-content to the right place in your game for each map in AC isn't usefull. Then better do an official custom download, wich will be integrated in a next version, and i am sure not everyone do it, how many people aren't able to do a symply 2MB 1.0.4 update on their client...

It is the job from the server-admins to publish new maps on servers...

have Fun your Dog
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