PDA

View Full Version : 2Fort5 Map Conversion


Wamplet
08-25-2003, 11:08 PM
http://www.p0stwh0res.com/yabbse/index.php?board=6;action=display;threadid=194;star t=0#lastPost

^ the above covers what the map is, what I have done and what needs to be fixed. ( still quite a ways to go )

It can be downloaded at www.wamplet.com (http://www.wamplet.com)

For those too lazy to follow the link, the map is a recreation of a Team Fortress map that was made for Quake 1.

I have quite a bit to fix, since I basically just got done mirroring the map. I know there are outside lighting issues. I have yet to work on the outside much, since I wanted to concentrate on the inside of the fortress, so that I could mirror it over to the other side.

Let me know if you have any thoughts on the map. images/icons/smile.gif

If anyone has a good Antiportal or optimization URL, please let me know. I have a FPS issue and I believe it can be solved with Antiportals, but I am not entirely sure. I have to study up on them first. images/icons/blush.gif

I have been doing my best to keep to the original map design, but figured straying from the basement's original design to a terrain version was just too cool to pass up. The actual basement is still roughly the same. I just used terrain instead of the old-school walls.

Other than the above alteration, the only other difference would be the addition of 3 pillars inside one of the entrance rooms of each fortress. While I want to keep to the original design, I certainly don't want the map to look too bland. Although, I don't wanna load up on a shitload of static meshes either.

Mr_Diffrence
08-25-2003, 11:12 PM
Screenshots! images/icons/smile.gif

Wamplet
08-25-2003, 11:34 PM
Originally posted by Mr_Diffrence:
Screenshots! images/icons/smile.gif <font size="2" face="Verdana, Arial">There are a few outdated ones showing my map vs. the quake map in the first link. I just took a ton though and will post them in about 10 mins. images/icons/smile.gif

Wamplet
08-25-2003, 11:57 PM
Ok, here are the screenshots so far:

The first one is a shot taken from the opposite base looking out at the other base.

http://www.wamplet.com/2fort51.JPG


This is the entrance of the fortress. It has some cool rafters where a camper can have quite a bit of fun. images/icons/blush.gif

http://www.wamplet.com/2fort52.JPG


Here is the Ramp room, which takes you up to the second floor as well as the well room. this will probably be a hot spot for battles along with the entryway.

http://www.wamplet.com/2fort54.JPG


This is me looking down the well, which leads into the Fortress' catacomb-like basement ( flag room).

http://www.wamplet.com/2fort55.JPG


Here is a pic of what a camper can see looking down towards the entryway of the fortress from up in the rafters. images/icons/wink.gif

http://www.wamplet.com/2fort58.JPG


Underwater looking down the sewer pipe that leads to the underground entrance of the fortress, connected via circular stairwell.

http://www.wamplet.com/2fort510.JPG

Wamplet
08-26-2003, 11:54 PM
www.wamplet.com (http://www.wamplet.com) for the latest version.

I just did a farily large update. I was working on Zoning and I have doubled the frame rate for the red base ( inside ).

I also figured out how to get the Location tags to work properly. ( Red flag room, red spawn room, red entrance, etc. )

I am gonna spend the rest of the week perfecting the location zoneinfo tags and then work on the outside, water, and blue base Zoning.

In the worst spots, I was able to get about 18 FPS ( in the basement looking out towards the other side of the map). I think I managed to get it up to nearly 45 now in the same spots.

Most of the other internal red base areas are anywhere from 50-100 FPS instead of 25-80 FPS. images/icons/smile.gif

Wamplet
08-30-2003, 06:39 PM
Ok, I have the location zones set up now and I have the map playable for humans.

I am going to be doing some game balance testing tonight with some pals and then work on some more texturing, lighting, outside terrain, and possibly adding a cavern roof with a second inverted terrain.

The latest version can be downloaded at www.wamplet.com (http://www.wamplet.com)

Wamplet
08-31-2003, 08:11 PM
Just wanted to let anyone who is bothering to look at the level that I have Basic Bot AI support in.

I plan to get a bit more creative int he next revision, but for now they will primarily just take one path to the flag.


www.wamplet.com (http://www.wamplet.com) for the latest revision ( #35 )

Wamplet
09-01-2003, 01:12 PM
Originally posted by Theseus314:
So when are you going to make the level look good? <font size="2" face="Verdana, Arial">I would like more clarification on what you mean by making it "look good." I am assuming you want it completely cluttered with static meshes. images/icons/confused.gif

If you mean when am I gonna rape the general design by overcompensating with static meshes, never.

My current plan is to just make a basic BSP port of it over to ut2k3. I have seen a few others and they look too industrialized or gothic as far as textures, meshes, decorating, etc. goes.

I have yet to see an egyptian styled one, though. images/icons/tongue.gif

Theseus314
09-01-2003, 08:57 PM
basic bsp level design is dead. You can go for the ultra high detail static mesh thing without "raping" the level design, or flow.

Wamplet
09-01-2003, 09:01 PM
Originally posted by Theseus314:
basic bsp level design is dead. You can go for the ultra high detail static mesh thing without "raping" the level design, or flow. <font size="2" face="Verdana, Arial">If I had the time to make my own meshes, I would have no problem with it, but given the stock meshes, I see not much in there that would benefit the map.

Theseus314
09-02-2003, 12:37 AM
So when are you going to make the level look good?