Tremulous Forum

Media => Map Releases => Topic started by: ghostisback on January 29, 2010, 08:17:41 am

Title: Sciardinu [Beta 2]
Post by: ghostisback on January 29, 2010, 08:17:41 am
DOWNLOAD (http://www.triplexalliance.org/listing/base/Sciardinu_beta2.pk3)

Screenshoots

Alien Base (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/alien_base.jpg)

Human Base (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/human_base.jpg)

Human Base Entrance (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/human_base_entrance.jpg)

Maria Garden :) (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/maria_garden.jpg)

Mini Lab (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/mini_lab.jpg)

Museum (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/museum.jpg)

Outside (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/outside.jpg)

Outside 2 (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/outside2.jpg)

Park (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/park.jpg)

Underground Exit (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/underground_exit.jpg)

Underground Stairs (http://www.triplexalliance.org/personal_folders/ghostislol/immagini/sciardinu/underground_stairs.jpg)

Info
It started as a model trying map, then i converted it in a "real" map cause i started to think about some rooms and i had inputs from friends about a layout. I know it's still "high boxed style" but i need some time to add details (and i have not it now :( ). Surprises at stage 2 and stage 3 :)

Have Fun !!!
Title: Re: Sciardinu [Beta 2]
Post by: Hindenburg on January 29, 2010, 01:56:47 pm
gotta say, pretty cool map.

gonna have to check it out when I get a chance.
Title: Re: Sciardinu [Beta 2]
Post by: commander scrooge on January 29, 2010, 06:26:32 pm
add some rusted out guns to the museum?
Title: Re: Sciardinu [Beta 2]
Post by: Winnie the Pooh on January 29, 2010, 07:25:37 pm
Congratulations on cramming the most models ever into one map. Ever.

Is there an option to affect models with with compiler lighting? Because, for instance in the lab, that terminal is NOT ze right color.
Title: Re: Sciardinu [Beta 2]
Post by: condor on January 29, 2010, 08:29:15 pm
is it just me or does the map seem a like too open. Easy for hummies to pick off aliens
Title: Re: Sciardinu [Beta 2]
Post by: ACKMAN on January 30, 2010, 01:21:24 am
It is, but is epic in instagib. Pretty cool hell btw
Title: Re: Sciardinu [Beta 2]
Post by: Ingar on January 30, 2010, 12:06:42 pm
Congratulations on cramming the most models ever into one map. Ever.

Is there an option to affect models with with compiler lighting? Because, for instance in the lab, that terminal is NOT ze right color.

You can set a few spawnflags, but the radiant help doesn't mention them
(I'll update the help in the next netradiant build).

spanwflag 1: CASTSHADOW: Toggles the model casting shadows on the map surfaces.

spawnflag 2: AUTOCLIP: Sets the autoclipping spawnflag, automatically assigning q3map_clipmodel to any shaders used by the model. Use of Q3Map2 autoclipping for models is only recommended for large models with relatively few triangles in their mesh (i.e. terrain). The Q3Map2 autoclipping algorithm is a bit of a hack, and can hurt in-game performance (as well as produce erroneous clipping results) when used on small, dense models.

spawnflag 4: FORCEMETA: Sets the forcemeta spawnflag, automatically adding q3map_forcemeta to any shaders used by the model (which, in turn, allows the model to become lightmapped). This, effectively, is the "lightmapped model" spawnflag.

Notes:
- to set multiple spawnflags: add their values. For example, to set both spawnflag 1 and 4 you have to set spawnflags to 5.
- only use autoclip when you actually need it. It might be easier to slap a brush of clip around your model.

Title: Re: Sciardinu [Beta 2]
Post by: ghostisback on January 30, 2010, 12:08:13 pm
It's a bit open, and i'm thinking about something to reduce the open space outside... i'll be back to work on this map really soon...

@ Ackman: :P
Title: Re: Sciardinu [Beta 2]
Post by: Winnie the Pooh on January 30, 2010, 06:29:52 pm
@Ingar: Looking forward to it, the Netradiant Documentation isn't very clear on spawnflags.
Title: Re: Sciardinu [Beta 2]
Post by: Hindenburg on February 01, 2010, 11:32:05 pm
Very cool map, just one question though... What's up with that crazy spectator box?
Title: Re: Sciardinu [Beta 2]
Post by: ghostisback on February 02, 2010, 09:28:17 am
 ;D ;D That's just to let them "join" instead of spec ;D ;D
Title: Re: Sciardinu [Beta 2]
Post by: CATAHA on February 02, 2010, 04:22:30 pm
You can easilly evade this, ghostis =) Just spectate any player, then exit from spectate mode and you're free! =D