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 New Map SmallTown |
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Senior Member
Posts: 235
Join Date: Jun 2002
Location: USA
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New Map SmallTown -
10-11-2002, 08:00 PM
New map SmallTown deathmatch/teamdeathmatch now finished for playing. Get it here [url:227ca]http://www.dgrunandgunworld.com/mymaps[/url:227ca]
Great all around map! All I have gotten are good comments about it! That is excellent news! People love it for snipers as well as run and gunin! It is a larger than norm map to hold many players. Check out screen shots at the link above! Thanks for eveyones help. Please leave any comments you may have!
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Senior Member
Posts: 896
Join Date: Apr 2002
Location: Oz
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10-12-2002, 12:02 AM
screenies look pretty good.
anyway congratulations on not making a nighttime map.
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Junior Member
Posts: 9
Join Date: Oct 2002
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10-12-2002, 04:58 AM
Looks good, to bad its not a OBJ map cry:
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Member
Posts: 52
Join Date: Sep 2002
Location: Vienna, Austria
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10-12-2002, 06:49 AM
Hi! I´ve just played it for some mins and it has a very nice atmosphere! :-)
Altough I heard but didn´t see any rain? Maybe I have to wait for another player? Have you already full compiled it and didn´t used too many detail brushes as fps is little low in several locations (even in the tunnels). I know it´s a hard nut, it took me several weeks to adjust my map to have better fps.
from a mappers view:
You´ve forgot to include a .min file. Mac Users will not be able to play the map then. Otherside you included a Uberdialog and Ubersound file (why the Uberdialog? standard dialogs are still unlocked for all modes).
It would be better to add the Ubersound seperately to prevent compatibility probs with new sounds in other maps-> add a readme ;-)
It´s not necessary to make a single shader per new texture! One shader/map will do it also.
Again, good work
Crizz
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Member
Posts: 37
Join Date: Aug 2002
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10-12-2002, 01:36 PM
I've played the map and I have to say......AWESOME!!
Things to improve on;
Increasing the FPS would be a big +
Falling rain
Able to jump through broken windows
I liked;
Have to open/close doors
The Fire escape
The Park
The barb wire that hurts
Man hole covers open/close
btw: I noticed that in the dirt piles there were pieces of glass that seemed to show ur reflection. Is it possible to have a mirror that would show ur reflection when u stand in front of it?
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 mirrors = yes |
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Senior Member
Posts: 1,237
Join Date: Jan 2002
Location: Click Click Boom..
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mirrors = yes -
10-12-2002, 02:37 PM
yes, the engine supports mirrors that show your refecltion...just 2015 opted not to add this option..why i dunno. I assume scaleability options so ppl with TNT's could play it. But, i remember back over a year ago, b4 wookie was a mod, that 2015 and EA had thought having that knif mirror thing on Omaha but opted out of it...so yes, u can use mirrors
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 Re: mirrors = yes |
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Member
Posts: 37
Join Date: Aug 2002
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Re: mirrors = yes -
10-12-2002, 02:54 PM
Quote:
Originally Posted by Frambosie
yes, the engine supports mirrors that show your refecltion...just 2015 opted not to add this option..why i dunno. I assume scaleability options so ppl with TNT's could play it. But, i remember back over a year ago, b4 wookie was a mod, that 2015 and EA had thought having that knif mirror thing on Omaha but opted out of it...so yes, u can use mirrors
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Can some one PLEASE make a map with mirrors in it!!!!?????  lol
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Senior Member
Posts: 235
Join Date: Jun 2002
Location: USA
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10-12-2002, 07:30 PM
Thank You all very much for the comments! I am going to make it an objective map but I'm debating if I want to change the setup a little bit for the objecive version. No this was not the final compile I wanted to get it out there to see what everyone thought. I could then make changes appropriatly. There is falling rain in a couple small spots. The rain goes on and off. The first place there's rain is in the wooded area and the other is right outside behind the axis starting building. I could not put it over the whole map b/c it would drop the fps dramastically. I figured it would be like a storm where your in the eye or something. The fps are pretty low in a few places but I figured a lot of people have some pretty quick comps out there and it wouldn't effect them that much, but I guess I was wrong. I did not know that you need a .min file to run on mac's. I will add that really quick here. With the fps deal: It has been really bad before! I have made it a lot better but I don't know what else I could do to get it down more. Being that it is such a large map, I would have to take things out if anything. Thank you all again!
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Senior Member
Posts: 235
Join Date: Jun 2002
Location: USA
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10-12-2002, 10:56 PM
If anyone would like to try to take on the task of making the fps better, give me a holar! As long as you KNOW WHAT YOU ARE DOING. We might be able to work something out.
Thank You,
CptPennybags
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Member
Posts: 52
Join Date: Sep 2002
Location: Vienna, Austria
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10-13-2002, 05:56 AM
For FPS:
I had the same prob with my very first DesertBase (released back in May or so). I´ve rebuilt the whole map and tried out a lot of "tricks" to raise FPS without having dense fog.
The result for the _final or _sandstorm version was in some parts better than expected. I found also a way to reduce final comp. time with nearly all brushes set to structural, therefore resulting in a more accurate compiling. And comp. time dropped from 4 days (for my very first DB map) down to 2.5 hours!!!
Things that help there (from my experiene but as your map is as big as DesertBase_final and has a tunnelsys some should help):
+ Build structures within the blocksize of 1024 (turn on the blocksize while mapping!: View->Show->Show Blocks)
+ Try to include Areaportals (therefore non self closing doors are bad, I got rid of this feature for my _final version as open doors don´t close portals!)
+ especially for your tunnel system -> build caulked (structural) walls along the edges of the blocksize and directly under the terrain, as the terrain patch meshes don´t block vis. This blocks off your vis and raises vis compiling a lot! It also raises the visdata size but don´t panic it helps ;-)
+ for some areas that never see each other try to place manual vis blocks, but this raises vis-compiling though pays sometimes.
+ use the regular caulk (I think you´ve done it) on ALL non visible surfaces. Even the smallest non visible side of a brush should be caulked.
+ leave all walls, roofs and floors structural (ok, except small walls and damaged roofs)
+ Hint brushes: Oooops never used them, sorry! So I don´t wanna talk more BS, loool!
hope this helps! some things will help you more than others but hey, I don´t know the .map file :-))))
Crizz
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Senior Member
Posts: 235
Join Date: Jun 2002
Location: USA
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10-13-2002, 04:48 PM
Thanks for the tips Crizz but I already did everything you wrote there ad how I have it now is how I liked it best. Like I said, it runs perfect for me.
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Senior Member
Posts: 521
Join Date: May 2002
Location: Bathroom
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10-13-2002, 05:13 PM
The screenies look great indeed. I'm gonna go check it out and I'll be back with feedback
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Senior Member
Posts: 201
Join Date: Jul 2002
Location: Toronto, Canada
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10-13-2002, 10:00 PM
Great map. The only problems are the doors that stay open, the piano in the second floor of the church can be walked through, and (in my opinion) the fog is too thick. I don't like fog whatsoever because after a while it hurts my eyes, but less is good.
Is this the final version?
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Senior Member
Posts: 235
Join Date: Jun 2002
Location: USA
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10-13-2002, 10:35 PM
Thank You BD! I like that some of the doors stay open. The fog might need to be just a little less dense.
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Senior Member
Posts: 521
Join Date: May 2002
Location: Bathroom
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10-14-2002, 12:17 AM
Take the rain out of the farm area, it is so obvious how it is seperated. Good job on the destroyed buildings, like thunder kinda of but with roofs galore. One citique, I guess it's just me, but every map I play, has a church tower that is like 100000000 ft high (ok not really, but the ladders take ages to climb). It'd be advisable to kinda take off some roof access, make it hard to get on the roofs, make a complicated rubble pile for people to try to get on the roofs from. I like the powerlines. One thing, is ad some more furnitutre. This is a big, good looking map so far. Add some detail such as furntiture, and take my decreasing roof accesses into consideration. Sometimes it makes a map not that fun to have so many roofs where it can sometimes get aggrevating when people can pop you from abve all the time. A bit too convienient. Otherwise, Great job! keep it up.
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