Thrakia: Oceanic Pass

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bobfinkl
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Thrakia: Oceanic Pass

Post by bobfinkl »

Thrakia: Oceanic Pass

My latest map, this is a very large map encompassing almost all of the terrain given by default by the mod tool, with gameplay very different from the stock game, but these pictures will do a far better job of describing the map then I ever could, so without further ado:
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The map features many new things, various objects with animations to add life to the map, fighters taking off from the hangar, and an ocean in the background, and new gameplay.

I plan to release version 1 of this map within the next 2 weeks after I send out the beta (and I am looking for beta testers currently), version 1 will only include conquest, I will release a version 2 sometime after with a campaign and CTF game mode.

Beta Testers (Sent, beta testers check your PMs):
RED51
Filipinio
Nova Hawk
Acryptozoo
Null_1138
Nihillo

Comments and criticism are welcome.
Last edited by bobfinkl on Wed Apr 14, 2010 10:15 pm, edited 7 times in total.
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RED51
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Re: Thrakia: Oceanic Pass

Post by RED51 »

Very nice looking map! May I beta test?
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Maveritchell
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Re: Thrakia: Oceanic Pass

Post by Maveritchell »

Looks nice; you might want to add an alpha mask to whatever texture you're using for the ocean (I assume that is a model and not water) as right now the specular is a little oppressive.

If you're going to have mountains that high (and accessible), I think you'll want to add more background "islands" - it's going to be really telling, the dropoff (end) of the water from that height.

Also, what's with the lowrez caps to the tops of the hills? It clashes with the relatively high-detail scenery.

It does look good, though.
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Re: Thrakia: Oceanic Pass

Post by Filipinio »

I would like to beta too, if you need any, i am up for it :)
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bobfinkl
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Re: Thrakia: Oceanic Pass

Post by bobfinkl »

Filipinio wrote:I would like to beta too, if you need any, i am up for it :)
RED51 wrote:Very nice looking map! May I beta test?
Of course you both can, I will add you to the list soon.

Maveritchell wrote:Looks nice; you might want to add an alpha mask to whatever texture you're using for the ocean (I assume that is a model and not water) as right now the specular is a little oppressive.
I tried that before, it ended up awfully strange:
Hidden/Spoiler:
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Absolutely no idea why it ended up like that though.
Maveritchell wrote:If you're going to have mountains that high (and accessible), I think you'll want to add more background "islands" - it's going to be really telling, the dropoff (end) of the water from that height.

Also, what's with the lowrez caps to the tops of the hills? It clashes with the relatively high-detail scenery.
The lowrez caps of the hills are the background, well they cover it, you can't climb them and they block off the view of the water, it is also using the same texture as the ground (but i will make it more high-rez).
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Re: Thrakia: Oceanic Pass

Post by Maveritchell »

bobfinkl wrote:I tried that before, it ended up awfully strange:
Hidden/Spoiler:
Image
Absolutely no idea why it ended up like that though.
I would say that you should play around with some of the texture flags in your mesh (since you already have a TX0D and a TX1D applied to it with meshtool - again, assuming here) and see if you can't find a flag that doesn't behave better in reducing the gloss. If nothing else, I'd at least kill some of the color saturation of the water - it looks pretty, but it's pretty surreal - especially in light of everything else. You may want to consider applying similar flags to your waterfall, although without having seen what it actually looks like I'm just guessing (and I can't tell whether you're using a stock waterfall or your own model).
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Re: Thrakia: Oceanic Pass

Post by impspy »

Wow, this looks great :thumbs:
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Re: Thrakia: Oceanic Pass

Post by bobfinkl »

Maveritchell wrote:I would say that you should play around with some of the texture flags in your mesh (since you already have a TX0D and a TX1D applied to it with meshtool - again, assuming here) and see if you can't find a flag that doesn't behave better in reducing the gloss.
It was applied through hex-editing, importing the model doesn't work anymore, don't know why though. I'll try once more soon but I have a feeling it will end up the same way.
Maveritchell wrote:You may want to consider applying similar flags to your waterfall, although without having seen what it actually looks like I'm just guessing (and I can't tell whether you're using a stock waterfall or your own model).
It's stock.
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Re: Thrakia: Oceanic Pass

Post by Nova Hawk »

Dude, that's one excellent looking map! Can I beta test to?
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Re: Thrakia: Oceanic Pass

Post by acryptozoo »

Wow this map looks great
it really captures the whole tropical island feel to it
great job! :yes:
oh and i would like to beta it if its not to much trouble
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Re: Thrakia: Oceanic Pass

Post by Null_1138 »

If there's a beta spot left, I'll take it!
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Re: Thrakia: Oceanic Pass

Post by Darth_Spiderpig »

Reporting for duty, sir.

This map looks excellent, good job :D
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Re: Thrakia: Oceanic Pass

Post by Nihillo »

My jaw just dropped, that looks amazing, Bob! Oh, and can I join the beta?
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Re: Thrakia: Oceanic Pass

Post by ThePRPD »

This looks very nice. I'd help test it.
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Re: Thrakia: Oceanic Pass

Post by bobfinkl »

Beta spots have been filled up now, beta testers expect a PM this week with the beta of the map. And a warning gameplay is much different so try to get used to all the new classes in the first playthrough.
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Re: Thrakia: Oceanic Pass

Post by Nova Hawk »

Thanks a lot for including me, Bob. I love the whole tropical feel to it. 8)
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Re: Thrakia: Oceanic Pass

Post by Delta-1035 »

Looks amazing! :thumbs:
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Re: Thrakia: Oceanic Pass

Post by Fiodis »

It's an interesting deviation from the norm, but some spots look a bit empty. Not terribly empty, but a couple boulders wouldn't hurt, imo, if only to lessen the possible sniper barrages.
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Re: Thrakia: Oceanic Pass

Post by Null_1138 »

*Snap* I finally figured out what this map reminds me of: Mav's Spira.
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Re: Thrakia: Oceanic Pass

Post by theultimat »

Fiodis wrote:It's an interesting deviation from the norm, but some spots look a bit empty. Not terribly empty, but a couple boulders wouldn't hurt, imo, if only to lessen the possible sniper barrages.
I played an alpha(?) version of this, and I didn't think it was too empty. At least, you didn't get constantly shot by snipers.
As I've (probably) said before, looks very nice. :thumbs:
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