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Ted Hershey
2004-06-10, 10:40
No one here knows me, but I kind of feel like I know all of you -- these forums have been most useful. I started mapping last fall when I thought they had a stable Radiant Version for osX but it turned out to be anything but. Now though Radiant seems to be running very well on osX so I thought I'd give it another go and have been doing little else for the last couple weeks.

So - here's the beta. The map is of Tongue Sands, a naval sea fort set up off England to defend the Thames Estuary. There is a huge bug on the starboard side of the crew tower (right in front of axis spawn). When you're in the water bits of the map just disappear. Oh well. I tried to search the problem out on the forums - but didn't know where to begin.

Ted

Edit:

I'm on a crummy machine so I usually play with vertex lighting on so I can cap FPS at 43. When I play my map with vertex though I get half the FPS as when I play it with lightmap... seems backwards to me; what would cause such a thing?

http://www.timramey.com/tonguesands.zip

http://www.timramey.com/tsshots.jpg

Detoeni
2004-06-10, 11:45
Originally posted by Ted Hershey

I'm on a crummy machine so I usually play with vertex lighting on so I can cap FPS at 43. When I play my map with vertex though I get half the FPS as when I play it with lightmap... seems backwards to me; what would cause such a thing?


Good Day and welcome. :)
Not sure whats the problem maybe, but once Iv seen the map I might know,

Nice idea for a map, Im looking forward to seeing what you'v done with it.

BTW for anyone else who's wondering, its a RTCW MP map.

Detoeni
2004-06-10, 13:03
looks quite nice for a first map, there are a few problems, have you been using cgs subtract to cut your brush work?
edit : what compiler verson and type are you using? The map looks like its been made with a very old q3map2 or q3map

Ted Hershey
2004-06-10, 19:08
I've been trying to avoid cgs subtract like the plauge but did use it some. Mostly in the tower area that seems so glitchy I made everything with a big shape, then hollowed it out, then used clipping or dragged the edges to kill the overlap. With the water I used shapes that I clipped and joined around the tower.

I'm using Radiant 1.4.0 and Q3Map2 2.5.11 and either compiling from inside radiant using the "final" preset or doing a bsp, vis, light from the terminal. This render was done from inside Radiant... I'm a bit limited in options in this regard being on a Mac.

As to the idea, I got it here, in the discussion over the oilrig map (which I never found a working DL of unfortunately - sounded cool) :)

WeblionX
2004-06-10, 20:33
Yeah, I should be popping out a fully working alpha of the Oil Rig soon. The first thing I thought of when I glimpsed the screenshot was "Did someone steal oilrig?!!" Turns out it's quite different.

(Apparently there's two oil rig levels, but I'm not up to date on custom levels in the community so all I know of is mine.)

I'd help you out with the bug, but I'm pressed for time enough with getting Oil Rig out and finalized. Not to mention school finals are just about here. (@_@)

Ted Hershey
2004-06-10, 21:19
Been playing it on the wolfensteinresource server- the obj is too hard to defend for the defending team and too easy to defend the plant for the offensive team. Am thinking of adding a second objective like Schwalbe - a docs run back to the sub from the control room.

Not sure if I want to keep tweaking the fundamentals or start on my next map - just meant for the map to learn by. Next I'm going to do a Push map where the allies start with the objective already and just need to make it to the truck.