Author Topic: _Underground - Beta Build 1 Released for testing  (Read 791 times)

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Offline ~SJ~Azov

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_Underground - Beta Build 1 Released for testing
« on: August 07, 2010, 07:37:51 AM »
I've decided that with my free time, I should try and donate it back into the community. I have basically started this on my own with few guiding words from Pytak and Deathbane. I have literally put this map together in one day.

The Screenshots and video are after working for approximately 13 hours worth of work. Its not much, but its in its finishing texture phase, which get really old...really quick.





http://www.youtube.com/watch?v=QXF-upMrbPk


NOTE, this map has hopefully been correctly configured to run in FFA mode. I dont know what else needs to be done because I am not an Alpha tester, thus giving no possible way to test the map.
« Last Edit: August 08, 2010, 03:30:18 AM by ~SJ~Azov »

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Offline -SM-SUCKER

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Re: _Underground
« Reply #1 on: August 07, 2010, 10:42:45 AM »
You should let the sunshine in... create some holes in the ceiling. Maybe even one really big onewith a small underground river coming up.
Else it is looking good. Needs a bit more variety.

Offline (TLL)Sky_walker

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Re: _Underground
« Reply #2 on: August 07, 2010, 11:23:56 AM »
I love it!
Looks like scene from a horror movie!  ;D
haha!

Might be bit difficult to maneuver, but should be really fun map to play in.

(BTW: holes/big hole might spoil the impression...would turn it closer to ThunderRift, while now it's very unique map)
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Offline HAARP

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Re: _Underground
« Reply #3 on: August 07, 2010, 01:52:52 PM »
Looks interesting. Might turn out to be a fun map :)

Offline ~SJ~Azov

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Re: _Underground
« Reply #4 on: August 07, 2010, 04:55:19 PM »
You should let the sunshine in... create some holes in the ceiling. Maybe even one really big onewith a small underground river coming up.
Else it is looking good. Needs a bit more variety.

I actually thought about all of that. However, This map is no where near done. The map takes place in an abandoned ore mine. I will be adding in a few things like mining equipment and so forth.

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Offline ~SJ~KorbinWimmer

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Re: _Underground
« Reply #5 on: August 08, 2010, 01:00:23 AM »
Oh wow Azov, that's sweet.  I was just waiting for you to round a corner and see and Atlas staring down on you.

Offline -AAA-

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Re: _Underground
« Reply #6 on: August 08, 2010, 01:48:49 AM »
It's reminiscent of the MW3 level where you have to destroy the underground 'mech factory.  Very cool.

Offline Ingrater

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Re: _Underground
« Reply #7 on: August 08, 2010, 01:50:26 AM »
Wow FFA isn't even out yet, and you guys already making maps for it? ^^
There comes a point where the talking must stop, and people have to do actual work.

Offline ~SJ~ Blhurr

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Re: _Underground
« Reply #8 on: August 08, 2010, 01:56:38 AM »
Nice man.  Not a lot of community maps being played these days.  It would be nice to have a pipeline to get custom maps incorporated into the release.  We might get a lot more FPS friendly maps that way.  I'd like to play palisades again someday.

Offline [MPB]OM_Sannyasi

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Re: _Underground
« Reply #9 on: August 08, 2010, 02:21:00 AM »
just wait for wars- it has an autodownloader


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Online KingLeerUK

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Re: _Underground
« Reply #10 on: August 08, 2010, 03:12:02 AM »
Very cool, I've been a big proponent of indoor/underground mines for team development, so this is nice to see.
 
My one observation is that your level is very 2-dimensional; you should consider having some "levels" to your mine system allowing players to go up and down within the tunnel complex, perhaps even have floor "drop-through" areas to allow DFA and drop-in ambushes, or for the very skilled, JJ up to the next level for escape.
 
Also, some strategically placed mine lighting would do a lot to create mood and shadows.  Abandoned mining equipment should be littered around; there should be rubble piles and slag heaps, water drips.
 
Final thought, have a way to get around on the "outside" of the mine and enter from different vectors to avoid possible one-way-in ambushes.
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Offline ~SJ~Azov

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Re: _Underground
« Reply #11 on: August 08, 2010, 03:25:28 AM »
Leer, this is all things i have considered. I am actually working on adding several paths to the surface. I am currently working with the mine lighting by stringing them up in a series to make it look more or less like an actual mine.

I have several MAJOR problems.

1. I am having MAJOR draw distance issues. I set the vectors to have the maximum distance allowed, but its just now far enough.

2. I am also having texture issues that I did not have and cannot find in the Editor. When the lights hit at the right angle, it lights the floor up to an almost white/sand color.

3. The voxel objects are a HUGE hit to the FPS. Again, this is something I did not counter until i loaded into the actual engine.

4. I believe this is my part, but i am having a slight problem with the voxel objects leaking...By that i mean on some of them you can see where they meet. Its not on all of them, but you get a nice bright blue line around the tunnel.

5. I have no clue how to create a minimap for underground caves.

6. My Last issue is no one can connect to the hosted server. It automatically disconnects any players.

Anyway

If anybody would like to try it out, I have thrown in to SA hangers so it can be tested with everybody. Mind you they are literally placed.

http://www.megaupload.com/?d=KUQ3MBGS

ENJOY!
« Last Edit: August 08, 2010, 03:51:49 AM by ~SJ~Azov »

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Online Aidan

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Re: _Underground - Beta Build 1 Released for testing
« Reply #12 on: August 08, 2010, 05:37:08 AM »
Azov,

Have you seen this video? Part 10, Dark Caverns and VisAreas In parts of the video he shows how to blend the lighting and texture as you transistion from one voxel to the next via a portal.

Good Luck  :)

http://www.veoh.com/search/videos/q/Crysis/offset/60/searchId/d99093ace128c9a1898c38f32fff7e5d


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Offline [MPB]OM_Sannyasi

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Re: _Underground - Beta Build 1 Released for testing
« Reply #13 on: August 08, 2010, 05:51:05 AM »
heh heh- i knew you'd have these same problems when i saw that vid and knew how you did it. the white texture is from the lights- it can't be fixed, i would do away with the lighting or it will look weird. I tried making a cave the same way you did on a larger scale and abandoned it. also add occluders anywhere you possibly can to help fps. voxels eat up a shit load of memory and are horrid on performance. i advise anyone who asks for my help to stay away from them if at all possible- natural bridges like on thunder rift are special exceptions- just keep that fake light away from it. and occasionally weapons go through voxels- i don't know why. there are two reasons to use vis areas like aidan says" 1 is to seperate the outside from the inside, there's no use rendering extra stuff nobody sees (sort of like a super occluder), and also because the natural height map occluders built into it which don't work terribly well yet well enough to make parts of the map disapear when underground: vis areas fix this.

would like to talk to you on msn. mine is 'Sannyassi_73@yahoo.com'.


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