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cp_obscure_remake_rc1 - Need a Mapper
Created 4th August 2009 @ 15:16
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Just wondering , is there a purpose having those gates/door for good look in 1st spawn? It sometimes confuses and i go wrong way ;D
Last edited by dauk,
Cool beta 2’s out o/
Last edited by alfa,
Well its been 2 weeks almost now since the last update, and the map is still going strong infact stronger than ever now but i guessed it would as it looks pretty now :P
I hope all the visual changes are appealing and there is more outer environment detailing still to be done especially on cp2 area. As you fully well know cp_obscure_alphafinal’s fps was very good, and naturally as alot of people didn’t read the update post for cp_obscure_beta the fps in the beta version was only at 65% so it didn’t feel as smooth for those with a poo graphics card. Anyway a new update of obscure is now available to download.
Changes/Fixes
– The cap point 2 legs are not floating now and are firm to the ground.
– The health pack in mid-air at cap point 3 has a visual enhancement to make it easier for soldiers and demos to go for the pack.
– Cap point 3 surrounding area now has colour distinction even more so than ever before, if you notice you should see roof colours have changed to whatever side your on. Also notice the big massive warehouse one is in red and the other in grey/blue :)
– Fixed a load of clipping on the map that people have found, so my thanks goes out to those who pmed me and or put in the time and effort to show me through a screenshot.
– Fixed the lobby doors getting stuck!!!!!!!! – This is for Toufox :p
– Fixed blue top spawn opening for red players, will not open now.
– The ramp room has now been spruced up! and looks prettier, it still has some detailing to go in but its alot nicer now to deathmatch in and also maybe ninja in ;)
– The most important improvement to you all who enjoy this map is the fps optimization has now increased from 65% to 80-85% overall. You should notice a 10-20 fps boost gain around cp2 which is where most people were affected. However i do have one thing to say and that is the fps amount possible in the beta obscure or the final version of obscure will never be as good as the fps you could get from the alphafinal mainly because there are no textures in it and the beta there are, we’ve almost managed to create the same amount of fps you’d get in alpha for the beta so.. it says alot how much work has been put into trying to get more fps out.
For those that haven’t seen the frontpage of the etf2l site, there is a 1 day obscure cup, my apologies to all those who have deadline matches on this day. Should give the lower clans a chance to win something for once from etf2l i hope! Sorry as well its a L4d² server, however it is only a beta map and technically there shouldn’t be a prize, but as its coming out of my own pocket so it’s all i could budget this time ^_^.
Hope you enjoy the update and you notice the improvements, as always any feedbacks or bugs please let me know, we are quashing them day by day.
Download Link cp_obscure_beta_2
see further posts b3 will be out later tonight.
Many thanks goes to Larky once again for his time and effort put into this, can’t thank him enough :-), also a thank you to Runesky and Baerbal for helping me and play test the beta_2 version.
Cheers
Byte
Last edited by byte,
Left side.
no texture on some cases.
http://img691.imageshack.us/img691/2225/cpobscurebeta20000.jpg
and also..wtf:
http://img405.imageshack.us/img405/6719/cpobscurebeta20001.jpg
and the opposite side also has that bug..
Last edited by Dekken,
Left side.
no texture on some cases.
http://img691.imageshack.us/img691/2225/cpobscurebeta20000.jpgand also..wtf:
http://img405.imageshack.us/img405/6719/cpobscurebeta20001.jpg
and the opposite side also has that bug..
This looks like a case of bad hint placement but when I go to these points in the map it looks fine to me, so maybe it’s a problem on your end..
edit: actually you’re right, when you go through the lower path from mid to second, there are some problems. Only happens on the blu side though.
Last edited by Mark,
Left side.
no texture on some cases.
http://img691.imageshack.us/img691/2225/cpobscurebeta20000.jpgand also..wtf:
http://img405.imageshack.us/img405/6719/cpobscurebeta20001.jpg
and the opposite side also has that bug..This looks like a case of bad hint placement but when I go to these points in the map it looks fine to me, so maybe it’s a problem on your end..
edit: actually you’re right, when you go through the lower path from mid to second, there are some problems. Only happens on the blu side though.
*areaportal. hint doesn’t do such thing.
Tarmo is correct its to do with the area portal as basically we’ve tried to squeeze so much fps but have missed something off there.
Hope its not a game breaker is it or?
Will check it out tonight.
Cheers
Byte
your areaportal might go through worldbrush, its closed for some reason or it is func_areaportaled at the same time with many areaportals. either way, same result.
if its the last case, areaportals have to be made one by one, or its going to bug like this.
Last edited by tarmo-,
location what it should look like:
http://img513.imageshack.us/i/cpobscurebeta20001.jpg/
thats what it looks like few steps further:
http://img37.yfrog.com/i/cpobscurebeta20002.jpg/
that kinda is a gamebreaker, as u can see nothing :D
more screenshots:
http://img37.imageshack.us/i/cpobscurebeta20005.jpg/
http://img37.imageshack.us/i/cpobscurebeta20007.jpg/
http://img24.imageshack.us/i/cpobscurebeta20006.jpg/
Last edited by mvp.,
bah bah bah! D:
Gonna need to re-work that tonight tbh asap :/ removed it off download for now.
Hotfix will be out tonight me hopes will be cp_obscure_beta_3.
I didn’t get any of these when i moved around the ramp part D:
Ty for the input will be fixed by tonight.
Cheers
Byte
I’ve got one request with the map naming; with future editions, can you keep to _b2 instead of beta_2, because as a standard, basically every single map … follows that pattern, it’d be nice if this one did too. Makes it a lot less, ehh, hassle free, if everything follows the same standard.
Last edited by Randdalf,
I’ve got one request with the map naming; with future editions, can you keep to _b2 instead of beta_2, because as a standard, basically every single map … follows that pattern, it’d be nice if this one did too. Makes it a lot less, ehh, hassle free, if everything follows the same standard.
+1
cant u make me a pyro on some wall, dedication to my awsum frag :P
I’ll think of something for you sneis :x
Cheers
Byte
Apologies for the royal mess up with the missing view/textures depending the distance you stand on the blue ramps!!!!
cp_obscure_b3
Download here: http://fakkelbrigade.eu/byte/cp_obscure_b3.zip
Cheers
Byte
Last edited by byte,
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