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Re: Alzoc 3 - Blizzard

Posted: Mon Apr 16, 2012 10:45 pm
by AirspeedRedux
Skins are looking great, my favourite was the AAT!

All the work going into the environment of this map is really fantastic.

Re: Alzoc 3 - Blizzard

Posted: Tue Apr 17, 2012 6:50 am
by Fiodis
As for the snail tank - the tread is what would be skimming over the ground, so it'd make sense to have the most snow on it, imo.

Re: Alzoc 3 - Blizzard

Posted: Tue Apr 17, 2012 5:07 pm
by RattleandHum1988
Wow, if I'm completely honest this is the best work I've seen in a while. Can't wait to play this map!

Re: Alzoc 3 - Blizzard

Posted: Sun Apr 22, 2012 6:44 am
by Jendo7
Wow, this map looks astoundingly good! :thumbs:

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 23, 2012 7:24 pm
by GAB
yuke5 wrote:I think they all look fantastic! :D However the one that impressed me the least was the one of the snail tank. I think more of the vehicle exterior can be peeking out. But that's just my two cents. Map looks bee-yoo-ti-ful though.
Fiodis wrote:As for the snail tank - the tread is what would be skimming over the ground, so it'd make sense to have the most snow on it, imo.
All right guys, I followed your recommendations and came up with this:
Hidden/Spoiler:
Image
The differences between the previous picture and this one may be a little hard to notice. As yuke5 recommended, I made more of the vehicle exterior peek out and as Fiodis suggested, I put more snow on the tanks tread.

Currently, I'm working on improving the map's performance (aka setting up portals and sectors) and when the time allows, experimenting some new ideas.

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 23, 2012 7:50 pm
by ARCTroopaNate
Looking great, love the atmosphere and the vehicles skins. Question though, what might you be doing with the portals?

Off-topic: Did you get my pm GAB?

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 23, 2012 8:24 pm
by GAB
The portals were designed to improve the map's performance. Recently, I learned now how to place them in ZeroEditor, so I started to make some tests with them implemented just to see how they work and how they affect the performance.

Personally, I didn't notice any major improvement, probably because most computers nowdays can run BF2 pretty smoothly without methods like these, so adding them wouldn't be that necessary.

I also I felt like the the map went a little "less solid" with the portals and sectors placed, so I'm starting do consider removing them. I still gonna work on it a little bit, but they probalby won't be in the final version, I think.

Oh and yes, I did receive your PM. I'm yet to reply it. :D

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 23, 2012 8:50 pm
by Marth8880
Sounds like things are really shaping up well! :thumbs:

Not to be that guy, but uhh...when do you think you'll have the first beta release sent by? :P

Re: Alzoc 3 - Blizzard

Posted: Mon Apr 23, 2012 8:50 pm
by AQT
Off-topic: Portals and sectors have more to do with the rendering of models rather than performance (frame rates per second?). They help address issues such as flickering models and/or models reverting to their low resolution form, which will happen regardless of how powerful one's computer is. They are also more ideal for "indoors maps," especially those that utilize doors and doorways, so they won't work as well for an outdoors map like this one.

Re: Alzoc 3 - Blizzard

Posted: Tue Apr 24, 2012 10:33 am
by DarthD.U.C.K.
adding to AQTs post: portals and sectors really only work for large indoormaps. a sector is rendered when you are in it and when you "see" a portal attached to it. because battlefront doesnt know if something obstructs the portal its sector is rendered already when you look into the portals direction. for an outdoormap you would have to create huge portals to soround the sectors with them and these would be so large that you would always have a lot of them on screen....
furthermore the system isnt really stable so you are better off reducing the viewdistance on medium and large sized maps.

Re: Alzoc 3 - Blizzard

Posted: Tue Apr 24, 2012 5:25 pm
by GAB
Ok, thanks for clarifying more of the functionality of the portal system, guys.
Marth8880 wrote:Not to be that guy, but uhh...when do you think you'll have the first beta release sent by? :P
As long as new ideas stop popping up, I expect to send the the beta to the betatesters on less than a month from now.

Sorry for taking a little too long to finish this, but I hope you guys don't mind if I delay the map's release to experiment some new ideas.

Re: Alzoc 3 - Blizzard

Posted: Tue Apr 24, 2012 5:59 pm
by Marth8880
Alright, no problem at all, and take your time! :)

Re: Alzoc 3 - Blizzard

Posted: Tue May 01, 2012 7:46 pm
by GAB
All right, just finished the minimap. Here it is:
Hidden/Spoiler:
Image
Let me know what you guys think.

Re: Alzoc 3 - Blizzard

Posted: Tue May 01, 2012 7:52 pm
by ARCTroopaNate
Nice, good job! :thumbs:

Re: Alzoc 3 - Blizzard

Posted: Tue May 01, 2012 8:17 pm
by AQT
Looks awesome! Very Pandemic-like. :D

Re: Alzoc 3 - Blizzard

Posted: Tue May 01, 2012 9:38 pm
by yuke5
:shock: Looks really professional. Fantastic work!

Re: Alzoc 3 - Blizzard

Posted: Wed May 02, 2012 1:26 am
by AirspeedRedux
AQT wrote:Looks awesome! Very Pandemic-like. :D
This. So much this.

It looks great.

Re: Alzoc 3 - Blizzard

Posted: Wed May 02, 2012 8:47 am
by Lephenix
It looks great ! Is it normal that CP4 isn't placed on the minimap correctly ?

Re: Alzoc 3 - Blizzard

Posted: Wed May 02, 2012 5:50 pm
by GAB
No, it's placed correcly. There's a little opening to the left on the minimap (and the map itself) where the CP object is placed. I didn't want it to stay on the middle of the corridor.

However, I'm thinking about moving that CP to another position because that one is making the game a little unbalanced.

Re: Alzoc 3 - Blizzard

Posted: Thu May 03, 2012 7:53 am
by Lephenix
Ok, thanks for answering :thumbs: .