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[bomb] Cunete
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Anthy

Member
(1566 posts)

After quite a long break i decided to fix some of the bug's that have been found in the past.
None of the textures/adds/items/other stuff were changed

Have fun


http://www.foopics.com/showfull/027292263e58c3b4dc153347a30f0eef


dl link: map_Cunete_new_002.pk3




Levelshot

http://www.foopics.com/showfull/99bd04fdec40e92c3bb7b2103fd2afe2

Map info
Author: Anthy
Level name: Cunete!
Bsp name: Cunete
Game type: Bomb(base); ca, tdm, dm
Mini map: in
Navigation file: in
Items: in

[spoiler]

1*ws
1*quad

Armors
1*RA
2*YA
2*GA
18*shard

HP's
1*uh
2*50HP
4*25HP
19*5HP

Weapons
2*EB
1*Gl
2*MG
2*LG
2*PG
2*RG
2*RL


Ammos
3*EB
3*GL
3*LG
2*MG
5*PG
2*RG
4*RL

[/spoiler]

Textures (with materials) , shader and models are in .pk3 (free to use!)

Screenshots

[spoiler]


http://www.foopics.com/showfull/7f46ea358b28aff2fc8b756f47890ebc



http://www.foopics.com/showfull/765c1a4da84481b79e2297e2677febf9



http://www.foopics.com/showfull/c43881c368a3c513fc7c46c24e6c4e18



http://www.foopics.com/showfull/22a42fc3521a305267ca0f815b3bba00



http://www.foopics.com/showfull/636d71da94ca0ee73c3fe1d4a050a355


[/spoiler]


Additional info
Map is designed for 5 v 5 bomb, please don't flame me it can't handle 10 v 10 public games :p
Each room has a community graffiti (Woody, Dendrofil, Solomonk, etc) Nicknames from graffiti's are used as a player locations.

[spoiler]

Solomonk

http://www.foopics.com/showfull/3580909ade7220e894e07fb5607a1bd9


Falconer

http://www.foopics.com/showfull/45e757cc164f08926b9a03e50adfea10


Woody

http://www.foopics.com/showfull/15bab17bbbc2d2e966b0afc27c8e831a


RVG

http://www.foopics.com/showfull/8a5d27f1ebeedc47ea81c922b7ac9dcd


Dendrofil

http://www.foopics.com/showfull/dd0eac801d03fe38d3b9c94e396798b4


Crizis

http://www.foopics.com/showfull/2bf79a049477ed57776a5af74e4e5560


Learn_more

http://www.foopics.com/showfull/5c99eab6e88a877e946053d5024656d8


Gorey

http://www.foopics.com/showfull/a1a91a64c03cdd02e488a18804cc25de


Vicek

http://www.foopics.com/showfull/d9cb4c78c96b50db419bcffa6b7e7745


Bruns

http://www.foopics.com/showfull/eb9fd46618aac756e97911b3fda4c9ef


[/spoiler]



dl link: map_Cunete_new_002.pk3
(updated 2013-03-03 22:36:37)

crizis

Mad Hatter
(4076 posts)

things to do:
- optimization :p

other than that i liked it as-is, water makes the gameplay different from other maps and the theme is "unique" setting. but damn, those fps drops :p

Anthy

Member
(1566 posts)

aye i know:D
-optimization
-details
-lighting
-fog (47)
=etc

Schaaf
Member
(284 posts)

good job so far anthy!

jal

master of the universe
(10599 posts)

Following the talk from screenshots thread:

kiki wrote:

(high profile just to show fps drop better..)

I have cl_maxfps 250, while other places run fine, at this point, fps plummets like a rocket:


http://www.foopics.com/showfull/564d17c02cc6e6428969bbb524dd9270


I'm sure the mirrored water can stay. Focus on fixing leaks between rooms with caulk, and make the less models solid as possible. If whole rooms are models make solid, consider using the actual brushwork of the rooms.

If the water surface is very large (covering many rooms with a single brush), consider dividing it more. Use r_speeds 4 on the water and check the size. It only matters how it is after compiled, not before. Also, if it's a big one, it may be because of lack of caulking.

But I insist, the caulking and solidness of models are my first candidates.

SolidFake

Member
(4388 posts)

the layout looks predestined for hint brushes
looks good, the water fits on high profile quite good, but you guys should put a better texture for the water for the low profile, I mean, k, it's meant to be low quality but even there can be done a bit :)

36
Member
(2911 posts)

^ agree with both points

Schaaf
Member
(284 posts)

i guess smudging and darkening the low texture would do the job :)

unique

Alltime Newbie
(106 posts)

I think the water is dark enough..


http://screenshot.xfire.com/s/102382106-3.jpg


no seriously. I like what i seen yet.
Just 2 Issues:

1. Already mentioned, fps-drops right in front of spawn.
2. I sometimes feel claustrophobic in that map..

--
btw Can someone help me with this texture issue I seem to have?

Anthy

Member
(1566 posts)

sry, i used some textures that are not included yet into wsw

jerms
Member
(727 posts)

Anthy please add some colors, not only grey :|

lokirulez
Member
(1178 posts)

I walked around the map and found it very grey (I got picmip 16 tho, but you need to consider people having picmip > 0 in a heavy customized game like Warsow).

#1 Water looks grey, too. :p

http://padpork.warsow-esport.net/files/lokirulez/wsw00034.jpg


#2 "Too grey" examples:

http://padpork.warsow-esport.net/files/lokirulez/wsw00035.jpg


#3 What's about this billboard / mirror?

http://padpork.warsow-esport.net/files/lokirulez/wsw00036.jpg


#4 Huge fps drops in this area

http://padpork.warsow-esport.net/files/lokirulez/wsw00037.jpg


This is a strict 2-level-map so far and I suspect a lot of nade spam near the ladders and a lot of plasma/rl spam in the narrow corridors. This won't be a rush/movement based map due to blocking in corridors, too. Slower gameplay compared to other maps might be interesting, however.

Suggestions
- Add something in the center of the bombspot A room, like a fountain, a broken pipe, that allows trick jump possibilities and adds to the theme. So far the trickjump ledges (wooden boards) are only standard but nothing special (like we have them on shepas for example already)
- Change ladders so, that you don't climb up with your back against the room. Bit difficult to explain but since you can't climb up ladders when going backwards you have a double-disadvantage when facing a corner (movement-restriction on ladder plus the non-view of the room). See screenshot #2 for the ladder I'm talking about

More as soon as we played it in pickups.

Schaaf
Member
(284 posts)

isn't it actually the aim of picmip? i mean i tought ppl use it to have more contrast... (players/world)

WTFProoF
The defender of Warsow
(569 posts)

^Yes and it is not right to build maps with "pro"- or "competitive"-players in mind. This map imo has a good chance to get into the wsw-client so it perhaps will be played by beginners, they don't use picmip and i'm shure that lots of normal wsw-players don't eighter, so making a map with lots of gray is ok, the picmip-players decidet by themselve that they want contrast and here it is ;).

Peace

lokirulez
Member
(1178 posts)

That's right, the purpose of picmip is to have a higher contrast between world and player. But that doesn't mean the colors of walls and floors need to be almost the same. I don't want to hijack this thread to have a discussion about why a customizable eSports-orientated game should address both beginners and "pro-" players but please look beyond the rim of your teacup, WTFProoF. For Anthy it's important to have his map playtested and that is done by mostly experienced and active players (= picmip might occur!) during pickups. As soon as gameplay balancing is done the polishing can begin (and that means nice visuals for beginners, too).

Huksi`

CTF Maniac
(3269 posts)

loki, I think #3 might be because you don't have the billboard shader/texture (he's using 0.55 material)

SolidFake

Member
(4388 posts)

loki, the water looks grey with picmip cause you don't have the texture ;)

lokirulez
Member
(1178 posts)

Schaaf
Member
(284 posts)


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