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Reload this Page New map update - Crossfire: Part Deux
MoH General Discussion General Discussion about Medal of Honor: Allied Assault, expansions and Pacific Assault

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HobbitUK is Offline
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Default 04-24-2003, 04:17 PM

this map is lookin' gooood biggrin:
  
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Default 04-24-2003, 05:09 PM

add some fog or haze something
  
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Default 04-25-2003, 01:47 AM

Quote:
Originally Posted by newt
add some fog or haze something
Tried this a while ago, makes very little difference to the over-all performance and just makes the map look naff.

It's all looking good so far... Lights all done. Incidentally, due to a critical error yesterday this topic doesn't seem to be working properly oOo:

Posts seem to have dissapeared.

I'll probably post a new topic later.
  
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Default 04-25-2003, 01:47 AM

Never mind on that last bit... I can see the 4th page now.....
  
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Default 04-25-2003, 08:03 AM

It sounds great. Let me know when it is ready, I will see if I cant get it into the rotation on our server. I am looking forward to it.
  
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Default 04-25-2003, 09:43 AM

Made quite a big structural alteration last night, one that isn't included in the original plan. I'll post a pic of it later on.

The building is a gate-house (roughly similar to the bit in the Sniper's Last Stand SP map in MoH:AA where you have to blow the gate down with the Bazooka).

The building arches across the road and the road is blocked by the gate. In order to get past you have to go inside the building and out the other side on the balcony.

This area will be where the Allies will spawn in Objective mode. Under the arch will be a tank (possibly a Tiger they have liberated). This will be the Axis target. When you see a screenshot of it later I hope you'll appreciate the tactical positioning. It's really just to make the position more defendable but also to make it more approachable and not so open on all sides.

I'll release the DM map for testing tomorrow(!). I'll post a link in a new topic and I want everyone who is going to host it to post their server details for everyone to use, please.

I'll give the map a week of testing at the most and take as much feedback as I can. During this week I'll script the Objective version.

One more question... Are there any people here who own or have access to a dedicated European server?

I'd really like to try my own map out with a semi decent ping biggrin:
  
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Default 04-26-2003, 07:22 AM

Compiling the test version now- Will be ready in approximately 6 hours, once I've scripted and finished the package (unless there is something drastically wrong with the compile).
  
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Default 04-26-2003, 11:12 AM

Looks great man.

Hey, how did you manage to get the sizes all right?

I usually end up resizing a whole building, after I test it. Even in editor, using the green man sized block as a reference, I still make stuff too small.
And too big is ugly.
  
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Default 04-26-2003, 04:34 PM

Quote:
Originally Posted by Rannoch
Hey, how did you manage to get the sizes all right?
I usually end up resizing a whole building, after I test it. Even in editor, using the green man sized block as a reference, I still make stuff too small.
And too big is ugly.
Experience and trial/error. When I first created a few brushes for my first ever MOH map I realised it was all tiny.

Now I have a good idea what scale things are.

Even now I still have to resize some things to get it just right.

Once you have things in your map for reference then it gets easier to map larger areas without needing to test it for size.

In this map, for instance, I made pretty much all of the buildings to the same size (height-wise). First floor was so many units high, second floor so many more etc.

This way I rarely have issues with connectivity and messy mapping and I don't have to compile the map everytime I create a wall.

By the way... a good piece of advice for testing: Forget fast vis and fast light for compiling test maps. What I do is create the enclosing sky box (stopping any leaks) and then when I don't want to fully compile a map I just move one of the sky brushes so a deliberate leak is created.

This ensures VIS and Radiosity is ignored and compiles your map in the fastest possible time.

Oh, and to let you know what's happening with the test map: I went out with my girlfriend today and left the compiler running but it froze at 80% VIS. I think this is because I clicked on the MSDOS prompt screen (oops) which seems to have caused it to crash.

I've restarted a new compile so the map release time will be in around 4-5 hours (max). I'm going to create the scripting for it now.
  
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Default 05-03-2003, 11:46 AM

Hey Ydiss just wanted to let you know that Crossfire Village Retalliation OBJ is in our regular OBJ rotation on the AllAboutNothing.net server.

Great job! Please let us know if you have any updates.
  
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Default 05-03-2003, 01:58 PM

Cool, Nomar. Thanks.

That is just the test version, however. I have finished the final OBJ and TDM versions. There should be no more updates after that.

I tried to send them to be posted on this site but the email (mods@alliedassault.com) doesn't exist???

I'm going to PM Noctis/Rude/Guarnere/Ktog3 with the finished versions now.
  
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Default 05-03-2003, 06:15 PM

sweeeeeeeeeeeeeeeeet! Would kill to see it as OBJ!!!
  
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