| quidditch-map | |
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qbit
Posts : 146 Join date : 2009-07-23 Age : 41 Location : Konstanz/Germany
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DrPhil
Posts : 27 Join date : 2010-12-23
| Subject: Re: quidditch-map Wed Mar 23, 2011 6:14 pm | |
| The map looks nice, I would love to try it! =)
Where are the spawns placed? I'm afraid it might become a map where people will spawnfrag a lot. =/ | |
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qbit
Posts : 146 Join date : 2009-07-23 Age : 41 Location : Konstanz/Germany
| Subject: Re: quidditch-map Thu Mar 24, 2011 3:03 am | |
| The pitch itself is not finished yet. There will be bushes and other stuff to prevent spawnfraggers, just unlike succer-socks. | |
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DrPhil
Posts : 27 Join date : 2010-12-23
| Subject: Re: quidditch-map Thu Mar 24, 2011 10:14 am | |
| - qbit wrote:
- The pitch itself is not finished yet. There will be bushes and other stuff to prevent spawnfraggers, just unlike succer-socks.
Oh, that made me happy. That empty pitch reminded me of succer-socks, I'm glad it's not going to be like that! =D | |
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asyyy
Posts : 821 Join date : 2009-07-21 Age : 38
| Subject: Re: quidditch-map Fri Mar 25, 2011 5:10 pm | |
| Harry Potter nerds will be happy 8-D
good work | |
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DrPhil
Posts : 27 Join date : 2010-12-23
| Subject: Re: quidditch-map Thu Mar 31, 2011 11:04 am | |
| I thought I was going to see the map yesterday.. ^^ How slow can the compiling be? :p | |
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qbit
Posts : 146 Join date : 2009-07-23 Age : 41 Location : Konstanz/Germany
| Subject: Re: quidditch-map Sat Apr 02, 2011 3:36 am | |
| Compiling took four hours Unfortunately the complexity of the map had to be removed to a minimum due to performance issues. The map had much more 'life' inside when I wrote nice shaders for smooth waving of flags in the wind and also the water had some nice waves etc. In the game you see four big towers which were accessible at first and took two days to map as they had loads and loads of details. Unfortunately they caused a huge drop of fps as the towers were not 'divided' from the map by using enclosed rooms (long story short: they had windows, so all details are loaded which has quite an impact on the performance). So the towers are now decoration only .. actually it seems to be better this way, at least nobody keeps hiding in a complex tunnel system that was connected to the towers .. what a waste of time Let's just test the map first, as I slightly suspect that the one or another still can't get a smooth performance. I will not rename all the stuff, so in case we change the map again it is important to delete the downloaded file after testing from the /data/dlcache- folder. http://ompldr.org/vODJ3cg | |
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DrPhil
Posts : 27 Join date : 2010-12-23
| Subject: Re: quidditch-map Sun Apr 03, 2011 12:38 pm | |
| Now I've tried the map for a while It's a really cool idea for a map, and I love the way you've placed everything! Except for the missing textures (the water, the low walls on the pitch, the portkey-house, the (iron?) gates and the goal rings) everything looks really nice! And the textureproblem is on my end, I am using the wrong libpng version. Now I am interested in seeing how the map will do in a multiplayer game! I am not very comfortable with the fly zone, it makes capping much more difficult. Might also be that I am unused to flying. The jumppads feels slow, perhaps some of them could go with higher speed? But really, I haven't played a multiplayer game on the map yet, so this was just some thoughts while playing alone. :p I am looking forward to play the map! | |
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vega
Posts : 82 Join date : 2011-04-13 Age : 29 Location : Belgium
| Subject: Re: quidditch-map Wed Apr 13, 2011 10:51 pm | |
| is that the awesome map you were talking about? it looks fantastic man | |
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vega
Posts : 82 Join date : 2011-04-13 Age : 29 Location : Belgium
| Subject: Re: quidditch-map Sun Apr 24, 2011 11:25 pm | |
| Quidditch!!!! I only dont understand Why you never want to play it ;0 I think its an awesome map full of new idea 's like THE flying so gratz for the map q (; | |
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