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 Post subject: Bx_Core
PostPosted: Wed 16 Mar 2011, 01:15 
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Finally, My newest map, Bx_Core, Features 3 furnaces, One shut down furnace, Like 4 sniper vantage points, 2 truck spawns, 6 coolant pools, and unnecessary stuff like boxes and stuff, So it doesnt look bland, Tell me what you think, What effects are out of place, what looks weird, and everything else.
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Last edited by GelatinOverlord on Sat 30 Jul 2011, 23:45, edited 2 times in total.

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 Post subject: Re: Bx_Core
PostPosted: Wed 16 Mar 2011, 07:39 
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Great map but too big and a bit too dark in general.
I like the way you worked with effects and especially sounds.

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Last edited by chross on Mon 14 May 2012, 06:41, edited 1 time in total.

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 Post subject: Re: Bx_Core
PostPosted: Wed 16 Mar 2011, 08:00 
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:o

great map! pretty balanced for both teams, nice and simple! to be included in next version fo sure!

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 Post subject: Re: Bx_Core
PostPosted: Thu 17 Mar 2011, 06:20 
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chross wrote:
Great map but too big and a bit too dark in general.
I like the way you worked with effects and especially sounds.

Here are some things that I noticed:
Attachment:
bx_Core.jpg

Yeah, My maps tend to be big, Those dark areas are supposed to be there, It wont be fun if you can see everything :P Ill update those holes. And those extra tiles at the edges of the coolant areas were put there because I had troubles with the effects showing through the wall, Only in those corners. Ill also check out what you mean by the tiles not being centered.

Edit: The reasons why the holes in the middle are wider are because I didnt plan ahead, The main hallway is made with an odd amount of tiles, So using an even amount of tiles to make a hole would make it lopsided. Found out what you meant by uneven tiles.

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 Post subject: Re: Bx_Core
PostPosted: Sun 08 May 2011, 16:26 
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Fine, cool map, good luck with next map


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 Post subject: Re: Bx_Core
PostPosted: Sat 30 Jul 2011, 23:54 
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New and Improved
Cash and Bencelot Approved.
Pic:
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Changes compared to last official update: Changed layout in the middle, Added a bridge to promote going different ways other than straight to the enemy base, Fixed effects so they always show(Told to by Bencelot). No, I did not make it brighter(People were complaining about it being to dark, While others said it complemented the theme), no, I do not have issues with the brightness(Prolly my laptop's screen settings)

To those who were hosting my already updated map, I suggest you update to this version. (If you enjoy seeing the coolant pit's effects without having to stand within it's radius..

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Last edited by GelatinOverlord on Fri 06 Apr 2012, 10:53, edited 2 times in total.

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 Post subject: Re: Bx_Core
PostPosted: Sun 07 Aug 2011, 08:10 
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Well Shit, For those people telling me to hurry up with my next map.. Well.. My maps magically disappeared from the folder.. I need to start all the way from the beginning, Dont worry, I'll have a map out soon enough..

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 Post subject: Re: Bx_Core
PostPosted: Sun 07 Aug 2011, 17:05 
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that sucks :o :(

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 Post subject: Re: Bx_Core
PostPosted: Wed 02 Nov 2011, 08:06 
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Looking good man. Curious to see how the changes turned out :)

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 Post subject: Re: Bx_Core
PostPosted: Fri 06 Apr 2012, 08:16 
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Ok just played this one. VERRRY nicely polished. Almost official. As discussed there are only 2 things:


1) The map atmospherics are too frequent and slow down the game. Also they're a bit distracting how they're view shadow dependent. Just make them show all the time.

2) This map is big and huge and has perfect vehicle potential. So like we talked about if you can make those ramps wider (currenlty 3m, make them like 12m or whatever), move the clutter out of the way of the driving circuit, extend the walls on the edges out by 10m (or even more!), make the bridge in the middle super wide like an expressway perfect for car driving, and move the sniper towers into the wall so they don't block the driving path. And yeah, just give the whole thing a playthrough with a roadster and make sure you can drive comfortably and easily without crashing into anything. Both around the outside of the map and also up over the bridge. If you can do that at full speed in a roadster without crashing then you know the map is wide enough. If not make it wider ;)


Apart from that this map is really good. It has a great feel to it, plenty of awesome close quarter areas for fighting, and when you make it SUPER vehicle friendly it'll be amazing. A few other considerations like the 1 way jumping issue at the spawns might wanna fix, and there was that 1 tile which was rotated the wrong way. Anyway lemme know when I can give it a final playtest and then add it to the game for realz!

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 Post subject: Re: Bx_Core
PostPosted: Fri 06 Apr 2012, 10:47 
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bencelot wrote:
Ok just played this one. VERRRY nicely polished. Almost official. As discussed there are only 2 things:


1) The map atmospherics are too frequent and slow down the game. Also they're a bit distracting how they're view shadow dependent. Just make them show all the time.

2) This map is big and huge and has perfect vehicle potential. So like we talked about if you can make those ramps wider (currenlty 3m, make them like 12m or whatever), move the clutter out of the way of the driving circuit, extend the walls on the edges out by 10m (or even more!), make the bridge in the middle super wide like an expressway perfect for car driving, and move the sniper towers into the wall so they don't block the driving path. And yeah, just give the whole thing a playthrough with a roadster and make sure you can drive comfortably and easily without crashing into anything. Both around the outside of the map and also up over the bridge. If you can do that at full speed in a roadster without crashing then you know the map is wide enough. If not make it wider ;)


Apart from that this map is really good. It has a great feel to it, plenty of awesome close quarter areas for fighting, and when you make it SUPER vehicle friendly it'll be amazing. A few other considerations like the 1 way jumping issue at the spawns might wanna fix, and there was that 1 tile which was rotated the wrong way. Anyway lemme know when I can give it a final playtest and then add it to the game for realz!

I went straight to making it when Altair shut down his server. Will have pics and stuff in a min or two.

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 Post subject: Re: Bx_Core
PostPosted: Fri 06 Apr 2012, 10:51 
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Core v1.5
10m On each Side.
Sniper towers are now 2m Lower, And are in walls
Removed most effects.
Alarms for players near spawn.
Deeper and louder alarms for cars.
Redid lights.
12m Bridge.
6m Ramps leading into spawn.
Moved some containers.
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Last edited by GelatinOverlord on Mon 09 Apr 2012, 15:06, edited 2 times in total.

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 Post subject: Re: Bx_Core
PostPosted: Mon 09 Apr 2012, 07:16 
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Latest Version
.75 Wall infront of death pits because cars can't fall in.
Side Sniper balconies/Car Removal Ramps.
Fixed some graphical problems

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Last edited by GelatinOverlord on Mon 09 Apr 2012, 15:05, edited 1 time in total.

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 Post subject: Re: Bx_Core
PostPosted: Mon 09 Apr 2012, 08:03 
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just lemme know when this is done :)

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 Post subject: Re: Bx_Core
PostPosted: Mon 09 Apr 2012, 15:04 
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Attachment:
Core.sub

Removed lines
Tried to add checkpoint but rage quit editor because I accidentally removed one point in the middle.

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 Post subject: Re: Bx_Core V1.5?
PostPosted: Tue 10 Apr 2012, 05:48 
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Now has:
Working Checkpoints, Figure Eight style.
Slightly improved spacing.
Ramps leading into base now 2m Wider.
500 hats.
Still would like some testing though...

I think this is something like V1.5 Or something...

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Last edited by GelatinOverlord on Sun 15 Apr 2012, 06:03, edited 1 time in total.

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 Post subject: Re: Bx_Core
PostPosted: Tue 10 Apr 2012, 22:10 
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cool map, yo

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 Post subject: Re: Bx_Core
PostPosted: Wed 11 Apr 2012, 13:11 
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very cool map yo. Checked it out and it seems just fine :D Checkpoints are nice, everything looks great.

Only thing I noticed, not sure if it's intentional or not, is that near the bottom right furnace the speed bump kinda ends halfway across the cooridoor. Doesn't matter at all of course just wondering if it was intentional or a side effect of expanding the map size.

Anywhoo, all good. I hereby declare this map official and shall include it in the next release!

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 Post subject: Re: Bx_Core
PostPosted: Wed 11 Apr 2012, 23:51 
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If you look closely it goes into the ground, But if you want I could edit it to go across the hallway.

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 Post subject: Re: Bx_Core
PostPosted: Thu 12 Apr 2012, 01:27 
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Nah all good, map looks fine to me. I've added the latest version to the maps directory so that will be included next version. If you make any more updates to this map beforehand that's cool, just make sure to let me know so I can update the file :)

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