New release in next couple months... |
by eihrul
on 04/07/2010 12:01, 91 messages, last message: 07/12/2010 01:10, 35929 views, last view: 12/09/2021 00:03, closed on 07/12/2010 03:43 |
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So, please, if you've got any new maps you've been hiding away or procrastinating finishing, get them submitted to Quadropolis soon so any problems with them can be spotted and release quality maps can be included.
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#29: .. |
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by Chrisz0r
on 05/01/2010 22:56
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G'day,
Me and a friend of mine are actually working on a CTF/Base map for Sauerbraten.
It's maybe done to 50%, so it's take at least 3 days for us to finish, But we'll do.
If you have ever heard about the CoD2 map "toujane", you might recognize this map - Only in way of style and a little bit of map construction.
We're actually thinking about releasing it tomorrow, undone, to Quadropolis, but we feel more like just giving some screenshot's.
I'd rather like you to comment it... And @ admins and game programmers: If you like the idea or anything about this map, it would be nice to know for us to ready the map in the coming week.
http://totesmeer.kilu.de/images/user/sb_touj.jpg
http://totesmeer.kilu.de/images/user/sb_touj2.jpg
http://totesmeer.kilu.de/images/user/sb_touj3.jpg
That's what we've actually got.
btw: The great tower in the back is just to be ignored - a sign for us to know where we placed the light.
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#30: Re: .. |
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by Razgriz
on 05/01/2010 23:10, refers to #29
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sorry to say so, but if this is done to about 50% i don't want to think what it will look like when complete. this map is not of any significant quality, at least compared to most maps created nowadays by our top mappers. Don't expect this map to be included in the release so easily as you may think.
but, constructive criticism will be given, harsh or not, useful or not (nods), this is the way for one to get better, and you surely have a lot to learn judging by the pictures you provided
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#31: Re: .. |
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by SheeEttin
on 05/01/2010 23:36, refers to #29
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Flat, boxy, poorly laid out. No flow.
Textures aren't all that interesting either.
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#32: Re: shmeh |
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by Fischkopf
on 05/02/2010 00:22, refers to #26
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I totally agree. changing textures, calc and save should not count as modified. only polygon and ents should be detected as modified.
Maps shall automatically be downloaded if you don't have a map. don't make excuses. A game like Sauerbraten lives from its maps and needs live map downloading.
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#33: Re: shmeh |
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by baby~rabbit
on 05/02/2010 00:55, refers to #32
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I totally disagree - by changing the textures and lighting you can gain an unfair advantage in terms of the visibility of the enemy.
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#34: Re: .. |
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by LeftClicker
on 05/02/2010 03:55, refers to #31
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@SheeEttin: It IS possible that he made it boxy to load faster, but curves would make it look nicer. While curves aren't necessary for a good level, I'd have to play a more finished version of this to be a good judge.
@Chrisz0r: You should probably choose a general location for this. Ancient underground top-secret desert fortress? Ninja lair? Construction site? Not just the middle of nowhere.
@baby-rabbit: I can see how that would apply to lighting, but not really textures, unless you were doing one of those hidden maze things.
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#35: Re: .. |
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by Chrisz0r
on 05/02/2010 09:25, refers to #34
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@LeftClicker:
top-secret desert fortress sounds nice, but we'll think about it.
Is it really THAT bad?
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#36: Re: huh? |
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by Razgriz
on 05/02/2010 12:02, refers to #33
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excuse me, but lightmaps in ogz should not be considered at all for the modified-map system. Cause what about people that use extra texture maps for most sauer packages? All their non-cfg maps need to be calclighted again with the new texture maps, and there you are, a modified map. This sucks.
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#37: .. |
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by Chrisz0r
on 05/02/2010 13:12
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We've chosen the top-secret military base idea.
In a house on the surface there is a way down, into the deep hidden military base. There they've got laster technology, etc. Still in build-progress, but I would like to hear your opinion. Please say, if we should stop with that map or work on.
http://s5.directupload.net/images/100502/bynnppwo.jpg
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#38: Re: .. |
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by Fischkopf
on 05/02/2010 19:15, refers to #37
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That screenshot does not look good.
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#39: Re: .. |
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by LeftClicker
on 05/02/2010 19:38, refers to #37
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What I meant, in case I did not make it clear, was that you need to choose a certain *ideal* for your base, not simply a story. You said that you chose "top-secret military base" as the location; good design around it. Maybe to some Internet research on how those look in movies and what people's tastes are. Anyhow, don't think to highly of one person's opinion (especially not mine, as I know next to nothing applicable about map design) unless they happen to be eihrul, aardappel, or one of the numerous other excellent map designers/programmers.
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#40: Message censored by administrator |
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by BioTech
on 05/02/2010 21:33, refers to #21
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#41: .. |
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by blikje bier
on 05/02/2010 21:56
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Hey :) i happen to have served some time on a super secret base, well not so super secret but most of it is still classified even after 20 years and the fact that this location somewhere in Germany no longer exist.
But a few things, you want the bad guys to stay on the outside while you are on the inside in a relative safe position like a bunker or a trench taking potshots at the bad guys with everything you can lay your hands on (which in my case 22 years ago was a FAL and a Carl Gustav Mk 2)
If you want a prime example of a real secret base, start google and search for Cheyenne Mountain. Study well.
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#42: Re: re: NEW version |
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by fispaul
on 05/02/2010 22:37, refers to #40
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What are you talking about?
1: Blood Frontier is a totally different game, just on Cube2/Sauerbraten engine, has nothing to do with Cube 3, just has slightly better graphics (sometimes) and nicer features. Not even close to a jump so huge like from Cube 1 to 2.
2. The devs have considered this a bajillion times, and they will make it when they feel they need to, and are able to, it's not that easy you know. They don't get paid, they are volunteers.
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#43: Re: .. |
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by Razgriz
on 05/03/2010 12:01, refers to #41
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ok seriously make a new node about this map topic and take your discussion there. period.
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#44: Release? |
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by K1P57A
on 05/10/2010 12:24
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Hello to all my SB heroes!
I just wanted to ask if its possible yet to give us a little input on when you believe the new version could be released (or if it's still to early to give a statement on that)?
Sincerely (a very forward to the release-date-looking) K1p57a ;)
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#45: Re: Release? |
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by Razgriz
on 05/10/2010 14:28, refers to #44
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this is the changelog, but of course there are tons more of changes, additions and fixes that make the svn awesome compared to trooper ^^
http://pastebin.com/Awyw9ZHF
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#46: Re: Release? |
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by K1P57A
on 05/10/2010 17:56, refers to #45
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Hehe, yeah I'm already following that, uncontrollably drewling ;)
Actually I could compile the new svn for mac, but I just can't be bothered DL'ing 11GB of compiling software and then getting mad at myself for not figuring where the errors come from trying to compile ;)
I'd rather wait and leave that to the real pros ;)
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#47: Re: Release? |
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by Fischkopf
on 05/10/2010 18:31, refers to #44
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Approximately 5 months.
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#48: Re: Release? |
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by fispaul
on 05/10/2010 22:09, refers to #47
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I could imagine slightly less even, from this day between 2.5-5 months.
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