Sahara: Desert Factory -- Updated 17/8/09

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Re: Sahara: Desert Factory

Post by elfie »

You also seem to have some heavy blue fog in the background there. I would suggest toning it down, making it either more white if you want actual fog, or brown to match the desert sand. Or you could do what I do: no fog :)
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Re: Sahara: Desert Factory

Post by RepSharpshooter »

Lighting looks amazing. But definitely make the sky more high res.

Just to make sure you know, if your default sky.tga size is 512x256 you can use a higher size such as 1024x512 or 2048x1024 (or even 4096x2048) as long as the aspect ratio is the same (in this case it is always 2:1). This works for any uv-ed texture.

Also try -8bit -maps 1

Good luck, this map is looking really nice!
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Re: Sahara: Desert Factory

Post by theultimat »

Thanks, but no matter what resolution I put the sky on, it always seems to be pixilated. Anyway, which kind of items would you find on an airfield? I'm kinda at a loss at what else to put on.
Thankee. :wink:
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Re: Sahara: Desert Factory

Post by Caleb1117 »

theultimat wrote:Thanks, but no matter what resolution I put the sky on, it always seems to be pixilated.
Are you just resizing the same texture? cause that won't change anything. You need a new texture.

Heres some you could use, very high res.
http://mikepan.homeip.net/content/resou ... kfair2.jpg

http://www.lilchips.com/dgunreal/dl/dl. ... Dawn01.zip
http://www.lilchips.com/dgunreal/dl/dl. ... Dawn02.zip
http://files.filefront.com/ShadesSkyDom ... o.html/1/1
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Re: Sahara: Desert Factory

Post by theultimat »

Update

Yes. An update, after almost a year, I finally found the source files. So, without further ado, here it is. Sorry about the lack of pictures, but I will post more as I complete more.

--The Story--
(Note - I can't write stories properly, forgive me ;) )
I have decided that this map will be the first in a series of maps, which will be set in a near - futuristic time era. Basically, (I haven't put much thought in to this, so I'll update this with a more detailed version later) after some years of discussions, the United Nations was dissolved, and, in its place, a new alliance was placed - The Federate Republic. The FR followed much the same rules as the UN, but had it's own army.

The world continued to be as it always had been, but, as time dragged on, an army was created - in secret - to destroy the FR. The basic idea behind this organisation was that they had been cheated out of the FR. This organisation was called Slayer's Rebellion. The FR tried to talk to Slayer (leader of SR), and a meeting was organised. The FR wanted peace. However, the "meeting" turned out to be a trap. 3 key leaders of the FR were killed be machine gun fire.

In retaliation, the FR started to construct numerous bases all over the world, in very difficult to reach locations. The first to be completed was in the Sahara desert. Operations were organised from this base to search for the SR Head Quarters, and a coded radio signal was intercepted. The FR were overjoyed to have intercepted the signal, but what the didn't know was that this interception was to cause the base's downfall.

In order for the FR to pick up the radio signals sent by Slayer, they had to use radio signals in turn. The problem which the FR did not realise (until it was to late...) was that Slayer had been monitoring the radio message he had sent (the one which the FR intercepted). Due to this, Slayer could locate the Sahara base...
One evening in the Sahara Desert, Prvt. Smith, Prvt. Woods, and Prvt. Briggs were taking a stroll outside the mess. All was clam. It was silent, except for the sound of the music playing in the mess. Smith was humming along to the song.
"Could you cut that out?" snapped Briggs, "I really hate that song."
"Sorry..." murmured Smith, "I didn't know that you --"
"Listen," whispered Woods, "Can you here that?" All three of them fell silent. They could hear nothing.
"I don't hear --" began Smith.
"Shut it, and listen!" growled Woods. Then, they heard it. It sounded like a fly at first, but then the sound grew louder. 3 faint dots appeared on the horizon. Briggs pulled out some binoculars.
"I don't believe it," he murmured, "Aeroplanes."
"Who's?" asked Woods.
"It looks like....Oh [Diet Dr.Pepper]." Briggs slowing pulled the binoculars away from his eyes. He looked stunned. Woods and Smith stared at him.
"It's Slayer," said Briggs, "They're coming."
To be continued (ingame)...


--The Map--
I have finally added planning and barriers to the map, as well as fixing that pixilated sky, which was annoying all of us. The lighting remains the same, as it fitted perfectly. The terrain has been amended in both the blending, and the texture detail. In stead of the original plan of 8 CPs, I have gone for 5, as the game play is better this way. The map layout itself is essentially the same, although I'm considering adding a tunnel system underground. An easter egg is also in progress.


--The Game Modes--
The map now has different game modes. These are:
  • Conquest: Only GCW. SR vs. FR.
  • 1 Flag CTF: Only GCW. SR vs. FR. Need to get the bomb to the enemy base.
  • Hunt: Only GCW FR vs. Zombies.
  • Hero Assault: Campaign, where you continue the story. GCW only.

--The Sides--
The sides are relatively simple, and I will go through them by Game Mode.
  • Conquest

    Federate Republic

    Rifleman
    --M-16
    --Pistol
    --Knife
    --Frags

    Demolitions Specialist
    --RPG
    --Pistol
    --Knife
    --Mines

    Scout
    --Sniper Rifle
    --Pistol
    --Knife
    --Smoke Grenades

    Slayer's Rebellion

    Rifleman
    --AK-47
    --Pistol
    --Knife
    --Frags

    Demolitions Specialist
    --RPG
    --Pistol
    --Knife
    --Mines

    Scout
    --Sniper Rifle
    --Pistol
    --Knife
    --Smoke Grenades
  • 1 Flag CTF

    Federate Republic

    Special Ops. Trooper
    --MP5
    --Sniper Rifle
    --Knife
    --Remote Explosives
    --Binoculars

    Slayer's Rebellion

    Commando
    --AK-47
    --Sniper Rifle
    --Knife
    --Remote Explosives
    --Binoculars
  • Hunt

    Federate Republic

    Same as conquest, see above...

    Zombies

    Zombie Grunt
    --Close Combat

    Zombie Beast
    --Axe

    Zombie Deamon
    --Close Combat
    --Curse
  • Hero Assault

    Federate Republic

    Prvt. Smith
    --MP5
    --Pistol
    --Knife
    --Frags
    --Remote Explosives

    Prvt. Woods
    --Sniper Rifle
    --Pistol
    --Knife
    --Frags
    --Smoke Grenades

    Prvt. Briggs
    --RPG
    --Pistol
    --Knife
    --Frags
    --Mines

    Slayer's Rebellion

    Same as Conquest, see above...

Screenshots
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Blood!
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Thank you for reading :)
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by elitetrooper1999 »

:D aawsome love hte blood efects
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by Ping »

Wow, looks great. I especially loved the last screen.
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by General_Nate »

Cool! I like the evening setting. This looks very promising. :wink:
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by Nova Hawk »

Very nice skins, love it!
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by RepSharpshooter »

I saw the shots on your xfire, they looked pretty amazing.
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by Delta-1035 »

Looks very good, I love the blood effect. Good job.
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by Darksniper »

Wow that looks amazing. Can't wait until you release this
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by B-1Burt »

I don't know how I missed this topic, but I'm glad I found now. This looks like a really cool map, but I do have some suggestions/Personal Preferences I'd like to voice... errr, type. My Diagnosis. (Just what I think might help this map shine brighter.)

Reskin that buiding with the triangles on it. As it stands I can't really tell what the building is for, the triangles just don't speak to me.
Rethink those mountains, the ones in the background, they're just... Well we're in a desert they should be more like hills, but if you keep them then use the blend tool plenty.
Revise those shadows, it looks like some shadows need to be reversed. As in they're on the sunny side of the building.
Release that blood effect, every modder and they're grandmother is now wanting that blood. Release please.

Other than that this map looks untouchable to my unexperianced eye. Keep it up! :thumbs:
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by Taivyx »

B-1Burt wrote:Release that blood effect, every modder and they're grandmother is now wanting that blood. Release please.
Syth made it, it's in one of his asset packs that he released.
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by Maveritchell »

Taivyx wrote:
B-1Burt wrote:Release that blood effect, every modder and they're grandmother is now wanting that blood. Release please.
Syth made it, it's in one of his asset packs that he released.
There is a blood effect in the stock SWBF1 assets. I don't know why "every modder" would want it, since it's a very uncomplicated particle effect and not entirely useful for a resultant effect to blaster-based combat, but if you really do want it, there's a good chance you already have it and just haven't found it yet.
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by B-1Burt »

Maveritchell wrote:
Taivyx wrote:
B-1Burt wrote:Release that blood effect, every modder and they're grandmother is now wanting that blood. Release please.
Syth made it, it's in one of his asset packs that he released.
There is a blood effect in the stock SWBF1 assets. I don't know why "every modder" would want it, since it's a very uncomplicated particle effect and not entirely useful for a resultant effect to blaster-based combat, but if you really do want it, there's a good chance you already have it and just haven't found it yet.
I knew it was a particle effect, I just didn't know if he made it himself. But I was saying that blood is a popular effect in games nowadays so people might want it. But since it's not his effect then never mind.
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Re: Sahara: Desert Factory -- Updated 17/8/09

Post by theultimat »

Thanks for the comments. And I did make the blood effect, it's the rain effect edited in PE to be red and smaller.
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