Author Topic: TC_StarLeagueCache[MWLL 0.5.x Update] Autodownload ready  (Read 6867 times)

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Offline (Wilson)

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TC_StarLeagueCache[MWLL 0.5.x Update] Autodownload ready
« on: September 10, 2010, 02:33:06 PM »
Hi. I'd like to present my Work-in-progress MWLL map for some playtesting and opinion gathering.

Just to prevent any possible confusion, this map is a Community map. It is not an official MWLL map.

 
All opinions are most welcome, I have a download link here for the current version of the map. I will keep this post updated with the most current version(and notification that there is a new one) as I get them done.
 
FIRST 0.5.x UPDATE - 02-06-11
 
A new version of the map is available for download. Link is further down this page.
 
This will be the first release of the map for version 0.5.x of MWLL. There has been no major work done on the map besides packing it to be compatible with the autodownloader that was released with MWLL 0.5.0 - The changes from the previous release are still listed below -
 
I have made sure that all of the required assets and materials are present this time aswell, so there should be no problem with water looking weird or anything like that.

The changes include the addition of 2 new "base areas" that are capturable, the conversion of the existing 2 outpost bases to capture points and the completion of the actual League Cache capture point for a total of 5 capturable areas. There is some minor flowgraphing on the map used mainly for a couple of effects and temperature changes, and the full 24hr time of day, which still needs some adjustment for certain times.
 
Voxels have been fixed and now have proper collision physics.
 
Terrain occlusion has been completely recalculated and should help the level perform much better than it did previously. Running under Crysis Wars yields a noticeable improvement in FPS for the map.
 
Future plans include finishing the detailing on the map and adding in some unique gameplay options, such as turret control points as well as taking into account any feeback so far, such as the crashed plane.

If there are any problems with the download link, please let me know as soon as you can and I'll get it sorted.

INSTALL
The file is called TC_StarLeagueCache5x.zip and contains a folder called "Multiplayer\" at it's root level(which contains "TC\TC_StarLeagueCache").
Stick that folder in your "Crysis Wars\Mods\MWLL\Game\Levels\" folder so that it merges with the existing one and the game should find the map
The ZIP file was created using 7-Zip and should be 124.034mb compressed and approx 176mb unzipped.
(NOTE: Make sure to delete the previous version completely before unzipping the new files, don't just overwrite the old one)
This release of the map is compatible with the new Map Auto Download feature of MWLL 0.5.0 and can be setup according to the mwll documentation to be distributed in that way.


DOWNLOAD LINKS
 
TC_StarLeagueCache05x.zip  @ MWLLMaps.com(manual download and also Autodownloader link)
http://mwllmaps.com/maps/TC/TC_StarLeagueCache05x.zip

TC_StarLeagueCache05x.zip  @ MediaFire.com(manual download, non-Autodownloader link)
http://www.mediafire.com/file/8kga3warvunjxne/TC_StarLeagueCache05x.zip or
http://www.mediafire.com/?8kga3warvunjxne

 
OLD SCREENSHOTS - 18-9-10 & 07-10-10
(Note: These were all taken from inside Sandbox and as such do not represent exactly how the map will look from inside the game client, running game-mode shaders and resolutions etc.)
These will be updated as soon as possible.

07-10-10
 
The only shot from this update is a small change to the IS base, giving it 2 entrances to match the Clan side base.

 
18-9-10
New loading screen :


 
SLDF Cache Entrance

 
Terrain changes to Clan Outpost

 
Night-time view over the swampy area

 
Overgrown Industrial-Urban area surrounding SLDF Cache entrance

 
Dawn screenshot looking toward Cache entrance(yes, that's a half buried statue of liberty ;)  )

 

Thanks to anyone who can take the time to have a look at my map.
 
Wilson :)
« Last Edit: June 01, 2011, 06:57:47 PM by (Wilson) »
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Offline Brainwright

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Re: StarLeagueCache
« Reply #1 on: September 10, 2010, 04:44:40 PM »
It looks to be a great map!  Can't wait to get a good match going on it!
Thanks for the view.

Offline PapaFade

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Re: StarLeagueCache
« Reply #2 on: September 10, 2010, 04:58:18 PM »
Looks good and the ideas are sound. My personal opinion though, is it looks too stock Crysis for an MWLL map, although my impression may well change when at eye level. It is a remarkably nice looking Crysis map though :)

Offline KingLeerUK

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Re: StarLeagueCache
« Reply #3 on: September 10, 2010, 05:39:39 PM »
Are the trees placed as brushes or are you using the Crysis/MWLL destructible assets?
 
The former would create some movement restriction issues for vehicles, especially tracked armour.
 
If you are using destructibles, having that many on a single map in such densities would likely cause a large performance hit.
 
 
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Offline Dragonlord

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Re: StarLeagueCache
« Reply #4 on: September 10, 2010, 06:12:48 PM »
Would love to try out some more maps.
From the pics you have  here it looks great.
If you need help playtesting, just let me know.
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Offline ~SJ~Vahilior

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Re: StarLeagueCache
« Reply #5 on: September 10, 2010, 07:55:42 PM »
It looks great, any chance of an above screen shot of the whole map? It gives you a better idea of it than just the minimap. And as to what Papafade said about it looking a bit like a stock crysis map, i'm inclined to agree with him a bit, but more maps can never be a bad thing and it looks really good from what you've shown us.

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Re: StarLeagueCache
« Reply #6 on: September 10, 2010, 08:07:33 PM »
I never really understood the argument of "it looks like a stock Cyrsis map".  Right now we have 0 maps that look like jungles for MWLL.
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Offline KingLeerUK

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Re: StarLeagueCache
« Reply #7 on: September 10, 2010, 08:16:07 PM »
I never really understood the argument of "it looks like a stock Cyrsis map".  Right now we have 0 maps that look like jungles for MWLL.

When MWLL was initially released there was a conscious effort to move away from the "stock Crysis" look of island/jungle.  To some extent, that convention is still with us because the ultimate goal for MWLL is to be a total conversion, but we do recognise that a tropical island/jungle map would be a lot of fun; just needs to be done appropriately.
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Offline Salvatoris

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Re: StarLeagueCache
« Reply #8 on: September 10, 2010, 09:02:23 PM »
Is this a converted stock Crysis map?  Early on, I tried converting a few and didn't have much luck. 

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Re: StarLeagueCache
« Reply #9 on: September 10, 2010, 10:41:35 PM »
Love the look. I would like to see a mech standing on it to get an idea of the scaling. If the foliage does not impede the movement of the mechs and armored vehicles I would love to play on a map that looks like that.
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Offline (Wilson)

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Re: StarLeagueCache
« Reply #10 on: September 11, 2010, 04:31:31 AM »
Quote
Is this a converted stock Crysis map?  Early on, I tried converting a few and didn't have much luck. 

Oh, definately not lol.. once u have a chance to have a look around the map you'll see all my nasty coverups/unfinsihed messes lol
 
I used GeoControl2 to generate the heightmap semi-randomly, and then opened it up with the sandbox2 tools, flattened areas, raised/lowered mountains etc.
 
It does look a little "stock crysis" though I agree, as I took their multiplayer "Beach" map's colour palette.. its only in the colours really... I dont think it's very "crysis-ish" myself though in anything beyond basic colour pallette. Lots of wide open areas for mech battles as opposed to little closed off "people only" play areas, though there are a few areas where BA's will excel(done deliberately). I deliberately arranged the terrain to try and minimize the current "lets all take missile boats" playstyle aswell(its quite prevelant on public servers to narc/arrow barrage for a whole game)though there are plenty of places where long-range combat can take place, there are also plenty of places to jump to avoid the lrm barrages and arrowIV's.
 
I hoping that as work progresses on this map it will look less and less "crysis-like" and more like a lightly forrested mountain range with industrial areas dotting it.
 
Quote
Are the trees placed as brushes or are you using the Crysis/MWLL destructible assets?

No, I have a mixture of different trees in there for performance reasons.. forests usually are performance killers I agree. I did think about having destructible trees in there, but the number of physics objects required would have just been unfeasable for this map. I may still add a few into select areas of the map, but its unlikely that there will be many.
 
Also, first let me say that I get no performance issues at all anywhere on the map from the foliage or (limited)particles or ambient sounds, I ran around the whole thing with my client's settings all on high(6xAA) and it had playable framerates, never under 30 (my system is at the low end of being able to run crysis on all max settings).. I also jumped in a tank to make sure it could get up most of the inclines on the map.
The majority of the trees are in 2 flavours.. what I have called "background trees" and "detail trees".. The background trees have no collision/physics, mechs can run right thru em and they dont hamper movement at all, just visibility. The detail trees are more what we see in other mwll maps, they are the trees that have collision and stop projectiles, annoy tank drivers etc etc.. lol
Most of the trees on the map are of the background variety, these trees become sprites quicker and have a longer view distance and are much less performance hungry. Detail trees have a much shorter viewing distance, though they also look alot nicer, cast shadows etc. I have used the detail trees to edge other areas of forrestry and in places where by design I wanted the foliage to hamper players movement(very few, but they are there.. along rivers, islands, around buildings(where mechs get stuck anyway lol)  and along some edges of background trees to remove the "tiled/copy pasted"  look the background foliage has if u get close to it.
 
Quote
It looks great, any chance of an above screen shot of the whole map

Unfortunately, I did try to get a whole map screeny, or even a partial map screeny, but with the forestry, I cannot have the vegetation's view distance being so far for performance reason, along with detail textures on the terrain and brush view distances... basically what it means is that if I did take a whole map screeny, all you would see would be colour textures on the terrain, which looks funny(zoom the minimap to see what I mean).. no detail texture, no brushes, no vegetation, no water or anything. Its kind of deceiving as alot of the brushes on this map add to the layout and look of it.
 
You can see the limitations of the foliage that I'm referring to in the current screenies. Those screenshots were reduced slightly from their original size, its just not polite to post 20+mb each HD images in a forum lol, so the background detail wont be quite as sharp as it originally was. If you have a look at the background portions of those screenies, you will be able to notice that the foliage detail begins to disappear after a fairly short distance. The IS oupost shot is a good example as it also shows decals disappearing to the same effect. All you can see of that outpost in the screenshot is the LOD mechhanger, a couple of low-LOD brushes and distance colour textures(the vertex colour basically, no detail textures). If you actually spawn into and drive a mech out of that hanger, it's ALOT more detailed, with decals breaking up the ground textures and more "ground vegetation" foliage surrounding it, along with grasses and some animals..
 
If you really want to have a look at the layout.. the DDS file called "minimap.dds" in the SA_StarLeagueCache folder should give you a fairly good idea of the basic layout.
 
Speaking of the layout, I do believe the terrain around the bases may need to be tweaked a little further, to prevent it being either too easy or to hard too take out the turrets and assault/camp the bases themselves. I know of a couple of locations that present attackers with an "iffy" advantage to snipe into bases(being addressed and balanced), though the hangers themselves are well protected.. there should be no issues of being missile barrage locked into your bases due to the number and placement of the lams. A single catapault or vulture lrm boat will not be able to land a single missile, lams will take them all out, though groups of missile throwers can get a few through the lams cover if they are coordinated about it. Sniping into bases may be a small issue(mainly for the clan main base), but can be resolved with a few terrain tweaks and some extra brush placement for cover.
 
[EDIT - Here are some screenshot's with Mechs for scale judging purposes.. sorry forgot 'em before]
Screenshots with Mechs for Scaling Purposes(ignore the slightly patchy look, its from sandbox taking screenshots at high zoom levels)
 
ATLAS in Industrial complex

 
LOKI on the IS Main Base

 
AWESOME enjoying the peace and quiet....

 
MADCAT framed in the tunnel exit
« Last Edit: September 11, 2010, 05:05:40 AM by (Wilson) »
"Engage people with what they expect; it is what they are able to discern and confirms their projections. It settles them into predictable patterns of response, occupying their minds while you wait for the extraordinary moment — that which they cannot anticipate"
- Attributed to Sun Tzu - The Art of War

Offline ~SJ~KorbinWimmer

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Re: StarLeagueCache
« Reply #11 on: September 11, 2010, 10:04:33 PM »
Looks very clean. Can't wait to give it a try!

Offline (Wilson)

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Re: StarLeagueCache[Updated - 18-9-10]
« Reply #12 on: September 18, 2010, 12:34:04 PM »
Updated 18-9-10
 
Updated download, screenshot and information in the top post.
 
Briefly :
 
*Star League Cache entrance brushes in place and detailed
*Clan side base's terrain adjusted to prevent easy sniping/camping
*Major optimizations across entire map, thinned foliage, draw distance
*Time of Day adjusted
*Global ambient temp working
 
Any comments or opinions are, as always, most welcome :)
 
Cheers.
 
"Engage people with what they expect; it is what they are able to discern and confirms their projections. It settles them into predictable patterns of response, occupying their minds while you wait for the extraordinary moment — that which they cannot anticipate"
- Attributed to Sun Tzu - The Art of War

Offline RepleX-TA

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Re: StarLeagueCache[Updated - 18-9-10]
« Reply #13 on: September 18, 2010, 12:46:55 PM »
This map looks nice, but I can't download it.
http://www.mediafire.com/file/fo6o155y57ote40/SA_StarLeagueCache0.2.zip
http://www.mediafire.com/?fo6o155y57ote40
Both links doesn't works at all

Offline (Wilson)

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Re: StarLeagueCache[Updated - 18-9-10]
« Reply #14 on: September 18, 2010, 01:09:50 PM »
hmm, what does the link say for you ? 404 error or something ?
 
It works for me from my pc, takes me to the mediafire site, which has a control "click to download"
 
 
http://www.mediafire.com/?fo6o155y57ote40
 
I've marked it as public.. I do know that because im using the free acount, there is a limit of the file being downloaded one at a time.
 
If you cant get it to work, post back, I can always upload it to another hoster if this one gives anybody issues. It just seemed the most stable/reliable of the ones I've tried(and it's free, which is important, to me at least lol).
 
EDIT : Im currently uploading to another free hoster, FileFactory.com. Should be about 15-20 mins or so and ill update the top post with both links.
 
@RepleX -
Is it possible that you have some IP filtering stopping you from downloading at that site ?, I think china and russia have something like that dont they ? My country, Australia, is supposed to be puttin some kind of ip filtering in place soon too :( ... I've heard that using a proxy can sometimes get around problems like that.
« Last Edit: September 18, 2010, 01:22:27 PM by (Wilson) »
"Engage people with what they expect; it is what they are able to discern and confirms their projections. It settles them into predictable patterns of response, occupying their minds while you wait for the extraordinary moment — that which they cannot anticipate"
- Attributed to Sun Tzu - The Art of War