Author Topic: DM-Contrast II  (Read 2209 times)

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Zofo

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DM-Contrast II
« on: April 15, 2009, 19:09:36 PM »
This map hasn't even been spoken about since last year on Titan, the whole map is built, the lifts work, everything, it just needs a theme and textures

http://http://dodue.free.fr/maps/contrast2/dm-contrast-ii-alpha10.zip No design

http://http://dodue.free.fr/maps/contrast2/dm-contrast-ii-beta011.zip Design try out


Silty has said he won't be able to finish it and nobody else seems to want to or have the time to do it, its a great map...anyone wanna give it a go

ekay

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Re: DM-Contrast II
« Reply #1 on: April 16, 2009, 09:14:44 AM »
Request acknowledged.
Sure we can't get silty out of TF2 just for a bit to finish it off?

Can't get my head around asymmetrical maps meself.

Zofo

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Re: DM-Contrast II
« Reply #2 on: April 16, 2009, 09:48:01 AM »
I wasn't a huge fan of the contrast with the textures, that said I don't think it was anywhere near finished.  I am sure adding textures wouldn't be that difficult, I may have a go at it myself

Maybe we should hassle Silty to finish it :)  quick somebody ban him from the TF2 servers till he's done

Arfa

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Re: DM-Contrast II
« Reply #3 on: April 17, 2009, 00:10:03 AM »
lol good plan  :(

Zofo

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Re: DM-Contrast II
« Reply #4 on: April 17, 2009, 09:27:12 AM »
tbh I really enjoy playing the map with just that big grey filler texture, thats why i think that simple but effective textures would suffice, I have a few ideas, is it hard to apply textues to a map then????

ekay

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Re: DM-Contrast II
« Reply #5 on: April 17, 2009, 10:28:00 AM »
Applying the textures to the surfaces of the BSP in the alpha is not a problem. It will just look boring and ugly.
Even the HOLP maps, which are mostly BSP have intricate texture detailing which I can tell took a while to do.

The problem is (from what I remember playing one of the early alphas) is that the BSP is still quite simple. Mainly made just for the layout, to be replaced with more detailed BSP/Static meshes later ("later" as in never).

So it still needs some work even if it is going to be a "Low-Polly" map.

nb: I don't think I remember playing Siltys design tryout version

Zofo

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Re: DM-Contrast II
« Reply #6 on: April 17, 2009, 14:06:35 PM »
I might get Grey in here & hassle/annoy/ask him to finish it

Arfa

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Re: DM-Contrast II
« Reply #7 on: April 17, 2009, 20:49:46 PM »
Quote from: "Zofo"
tbh I really enjoy playing the map with just that big grey filler texture

hehe yeah me too. I can remember palying a few games offline on the Alpha version and thinking it felt "right" as it was.

The main problem is that the original author (cAm) has to like the finished product for him to allow it to be released. Well that's what i remember from the Titan thread at least.

Zofo

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Re: DM-Contrast II
« Reply #8 on: April 17, 2009, 21:57:32 PM »
Maybe a castle swamp theme with basic stone textures with defined edges, the map has a great flow to it with basic textures, i wouldn't see the point in restricting that flow, as in missing a jump or dodge to another ledge because of a raised edge of a ledge if u get my meaning

Could make it darkish and very green with algae everywhere to break up the stone texture

tbh it doesn't need much if its thought about, got a big castley feel to it, a few windows wouldn't go amiss, making the windows look out onto say parts of great warfare maps  would be an idea :P

ok thats possibly too ambitious but it would make it really different, could it be done with just porting over small areas of warfare maps with lit up nodes or core rooms lol that are recognizable as that specific map, dunno.....i'm fairly stoned here so possibly what i am writing only makes sense to me


woot

Arfa

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Re: DM-Contrast II
« Reply #9 on: April 19, 2009, 11:25:42 AM »
:lol:

that would look very nice, but as long as it plays like it does at the moment i couldn't care less how it looks tbh

Zeus

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Re: DM-Contrast II
« Reply #10 on: May 11, 2009, 17:56:42 PM »
Missed this thread - hows it going  :think:

Zofo

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Re: DM-Contrast II
« Reply #11 on: May 11, 2009, 20:53:34 PM »
imo we should add the non skinned map to the server, maybe we could put up a load of signs, mappers wanted to finish this map  :P


It plays so well but I seem to remember something about problems with lifts online so we should check that out, offline they work like a dream


Anyone else find the lifts in UT3 are easier to use, its normally jump the instant u stand on them to get the lift, in UT04 it seemed like lifts were different and u had to know which part to jump at, course i am usually quite stoned while playing so it could have been dreamt up, who knows...not me anyways

Zeus

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Re: DM-Contrast II
« Reply #12 on: May 11, 2009, 22:42:47 PM »
uploaded beta  ;)

Zofo

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Re: DM-Contrast II
« Reply #13 on: May 20, 2009, 23:46:22 PM »
cool, I have convinced/annoyed Nammo to add textures etc...

Arfa

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Re: DM-Contrast II
« Reply #14 on: May 24, 2009, 12:20:55 PM »
:happy-cheerleadersmileygirl:

having played a very good game on Goose the other night, i really want to see this one finished. They were probably my 2 favourite freon maps from UT2004  :)