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Author Topic: New Map (Caged)  (Read 10728 times)
baronofhell
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« on: March 28, 2007, 03:45:18 PM »















It's that time again Cheesy

I wanted to make a map where nobody's hidden and you can always see the other players.

@Clown: this is what I wanted the shader for.

Doing a final compile now, will post the pk3 tomorrow.

Cheers!

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tw3k
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« Reply #1 on: March 28, 2007, 05:22:14 PM »

looks sweet man
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Kojiro_S
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« Reply #2 on: March 28, 2007, 07:38:55 PM »

Yeah, pretty nice view, though quite confusing as well punched
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*ROOOAAAR*
baronofhell
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« Reply #3 on: March 29, 2007, 11:09:12 AM »

Make sure you have the svn version, or the jumpads will look messed up.


http://home.comcast.net/~dadaniel30/caged.pk3

Cheers!

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pio
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« Reply #4 on: March 30, 2007, 05:36:17 AM »

Looks good but it is quite dark at moment
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baronofhell
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« Reply #5 on: March 30, 2007, 09:35:15 AM »

Ok, I've added more diffused light.

link below:

http://home.comcast.net/~dadaniel30/caged.pk3

Trying playing 1v1, you can watch the other guy all the time.

Cheers!
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dmn_clown
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« Reply #6 on: March 31, 2007, 12:34:26 PM »

hmm... I'm not to sure about this level.  I like the idea but I'm not to sure about the grate shader.

You could get the same effect using the proto_fence shader which would give more of cagey feel (it is a chainlink fence) and still leave everything visible.
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Taiyo.uk
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« Reply #7 on: March 31, 2007, 09:12:32 PM »

The jump pad shaders look odd - there are opaque and invisible regions related to whether other parts of the map are in front or behind the pads. Also the texture for the fan blades is missing. Perhaps it's just my system as they look fine in the screenshots.

Great map!
« Last Edit: March 31, 2007, 09:16:08 PM by Taiyo.uk » Logged
baronofhell
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« Reply #8 on: April 02, 2007, 06:53:28 AM »

@Clown: I'll use the proto_fence and post the pk3

@Taiyo.uk: You gotta download the svn version.
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baronofhell
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« Reply #9 on: April 02, 2007, 09:38:53 AM »

Ok, used the proto_fence instead of the trans grate. Looks pretty weird cause, half the map seems invisible with the weapons suspended in space.

link below:

« Last Edit: April 17, 2007, 08:54:28 AM by baronofhell » Logged
fromhell
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« Reply #10 on: April 02, 2007, 08:51:01 PM »

with alphatest fences for floors and such now it looks very VERY pixelly/toobusy as anistropic filtering doesn't work on it and also it seems to be slower than when it was the other texture with an additive blend
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
baronofhell
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« Reply #11 on: April 06, 2007, 11:32:10 AM »

@fromhell:  what do you say? shall I switch back to the older texture?
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dmn_clown
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« Reply #12 on: April 06, 2007, 12:49:29 PM »

I don't see any pixelation with it (Must be AMD's craptastic drivers), but it doesn't look as nice as it could. 
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FragUPlenty
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« Reply #13 on: April 11, 2007, 06:36:08 PM »

just played your map and I really liked it, keep up the good work
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jackmcbarn
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« Reply #14 on: September 11, 2008, 06:52:41 PM »

I like the map and really want to try it, but the site says it's disabled and I can't download it.
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