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Author Topic: Ge_Bunker_Nw  (Read 121639 times)

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Emilia

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Re: Ge_Bunker_Nw
« Reply #180 on: January 26, 2014, 10:39:26 pm »

It looks absolutely devine. Love it.
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terps4life90

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Re: Ge_Bunker_Nw
« Reply #181 on: January 26, 2014, 11:03:34 pm »

To shiney? God you guys bitch like a couple of girls. There is absolutely nothing wrong with the map.
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Rick Astley

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Re: Ge_Bunker_Nw
« Reply #182 on: January 27, 2014, 02:43:35 am »

the floors look great and the whole map atmosphere feels really close to the movie
lovely job :)
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StupidMarioBros1Fan[1138]

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Re: Ge_Bunker_Nw
« Reply #183 on: January 27, 2014, 05:41:14 pm »

Considering that this map is based off the movie, I'd say to re-watch a couple of times and see how bright the shine effect on it's floor. I personally like the shine effect, it can use a little more work, but the map looks amazing so far.
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The Cy

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Re: Ge_Bunker_Nw
« Reply #184 on: January 27, 2014, 05:48:56 pm »

looks great, keep it up, man! you're so close now. I want it!
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FReXx

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Re: Ge_Bunker_Nw
« Reply #185 on: January 31, 2014, 11:21:08 am »

I confirm what you say. I removed the real-time control room reflection. The fps is greatly lowered and more this is where there is more things to load. I'll keep this effect in the corridor and may be entered to add some aditional place.

To Peroxwhy?gen:
Yes it is in my future plans. I want to do my best for it is no room or hallway that ended in a cul-de-sac.

To all:
Thank you for your comment of encouragement. I'll do my best to get this map in a few weeks to start and finish of other related projects.
But I have to fix my problem of quality above hammer editor first.

So:
In terms of the 2 rooms in red on my blueprint. Do you have any ideas of parts and place that I could create that would be realistic? Because the room on the left I do not see his utility. The right part I do not like the hallway that goes to all the senses. I also find it unnecessary.
« Last Edit: April 22, 2016, 03:24:00 am by FReXx »
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Released maps:
Download - Ge_Bunker_Nw - Updated for Ges 5.0

FReXx

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Re: Ge_Bunker_Nw
« Reply #186 on: February 12, 2014, 05:19:15 pm »

Some new for you :)

Real-time reflection will remain in the entrance hallway.
Server Octagonal Room
Maintenance corridor "Work in progress."
Prison finaly finish!
Small images of the corridor that goes in all directions.


Some tips to finalize!
  • Build integrality of the map.
  • Add new corridor and room.
  • Finalise Optimisation.
  • Add some details\decoration.
  • Add weapons and bots path.
  • Beta testing.
  • Released map.
Whats done?
  • DONE!
  • DONE!
  • DONE!
  • UNDONE!
  • DONE!
  • UNDONE!
  • UNDONE!
« Last Edit: February 13, 2014, 06:22:53 am by FReXx »
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Released maps:
Download - Ge_Bunker_Nw - Updated for Ges 5.0

The Cy

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Re: Ge_Bunker_Nw
« Reply #187 on: February 12, 2014, 06:17:39 pm »

Great news, man! If you need some testing soon, I'm willing to help you.
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TriDefiance

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Re: Ge_Bunker_Nw
« Reply #188 on: February 12, 2014, 06:37:47 pm »

Same, I'll help Beta Test if needed!
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StupidMarioBros1Fan[1138]

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Re: Ge_Bunker_Nw
« Reply #189 on: February 12, 2014, 10:13:03 pm »

Will be supported? If they're not currently, then please add support before release because that's something that custom maps tend to lack, a good bot support if any support to begin with. Sometimes I can't or don't want to play on a server so I play against bots (no matter how dumb they can be) and it makes me sad when an awesome custom map doesn't have bots available.
Also I'd be happy to beta test the map.
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major

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Re: Ge_Bunker_Nw
« Reply #190 on: February 13, 2014, 01:36:25 am »

I can't remember if the feature was removed before release but you can add bot support in game to any map you want. You shoot nodes and lay the paths. Saves it as a file then you have bot paths. Did it for couple maps so didn't have to open in hammer and add paths and recompile. 

Might have been removed though.
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killermonkey

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Re: Ge_Bunker_Nw
« Reply #191 on: February 13, 2014, 03:20:37 am »

Major, that feature is still in the game. You cannot have both dropped nodes and map baked nodes though.
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FReXx

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Re: Ge_Bunker_Nw
« Reply #192 on: February 13, 2014, 04:20:30 pm »

Thank you everyone for your support beta tester. I'll probably test the map with you this weekend. I need someone who has a rather average graphics card or integrated graphic card to test fluency. Just whether it is equivalent to other maps of ges.

Bots path are totaly finish and 2 original gameplay added Living Day Lights and Capture the Flag.

Gameplay testing.
« Last Edit: April 21, 2016, 10:58:31 am by FReXx »
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TriDefiance

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Re: Ge_Bunker_Nw
« Reply #193 on: February 14, 2014, 12:47:39 am »

Thank you everyone for your support beta tester. I'll probably test the map with you this weekend. I need someone who has a rather average graphics card or integrated graphic card to test fluency. Just whether it is equivalent to other maps of ges.

Bots path are totaly finish and 2 original gameplay added Living Day Lights and Capture the Flag.

Gameplay testing.
http://www.youtube.com/v/C9_pVWiZ1rc?version=3

I have a pretty powerful PC, running with a GeForce GTX 550 Ti, 8 cores, and 16 Gigs of Ram. When do you suppose you'll do the beta test? I'm free on saturday evening, and sunday.
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namajnaG

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Re: Ge_Bunker_Nw
« Reply #194 on: February 14, 2014, 01:01:52 am »

I think what he actually mean't by "testing fluency" is he needs someone with an average to mediocre PC to test it on old hardware to see if the map is running at a decent framerate for those with older machines.
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