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07-28-2006, 03:10 PM #61
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- Jul 2005
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- 1,355
Re: Port Fear (Custom TacMod Map)
Oh, cool, I didn't know that you'd be able to clean it up at this point. You might need to comb pretty much the entire map because I noticed grass like that in many different places. Unless there's just some setting that you change to affect the whole map. I don't know how this stuff works.
Originally Posted by Shiner
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07-28-2006, 06:22 PM #62
Re: Port Fear (Custom TacMod Map)
Yep fortunately there are grass "layers" that you setup and I can just adjust the setting at will and it changes that grass type for the entire map.
Originally Posted by SgtDuke
|TG-12th| SHINER









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07-28-2006, 08:05 PM #63
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- Jul 2005
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- 1,355
Re: Port Fear (Custom TacMod Map)
Cool. I think the grass out by the village looks good, where it's relatively short and even. That would probably be good for most of the map, with maybe shorter, more "kept" grass in the city area. Also, nice job on the texture painting. Those small details definitely help alot to make the environment feel more natural.
Originally Posted by Shiner
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07-29-2006, 12:40 AM #64
Re: Port Fear (Custom TacMod Map)
Ok here is the final unless you have any additional comments. I did shorten the grass and made it look more like Killrog's undergrowth which looks so nice.
Download:
http://members.tacticalgamer.com/~sh...iner_FINAL.rar
Thanks again Duke for helping me get this across the finish line. I did some final framerate testing and was getting pretty consistent 50-75 fps on my low-end machine, so I'm hopeful this map will hold-up well with 64p in regards to performance.
Ultimately, I just don't know where the balance will fall when it gets stress tested. I spent a great deal of time using the in-game measuring tape to ensure cps where distributed well as well doing timing testing to ensure spawners at the UCB from both teams would reach the center at essentially the same time, but who knows how it will shakeout in the end. Correct me if I'm wrong that there are some server side things that can be done to move cp's or object spawns if we need to adjust. of course there is always the option of releasing a patch in a following TacMod release.|TG-12th| SHINER









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07-29-2006, 03:06 AM #65
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- Jul 2005
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Re: Port Fear (Custom TacMod Map)
Looks good to me. Congrats on the release and looking forward to playing it.
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07-30-2006, 08:45 PM #66
Re: Port Fear (Custom TacMod Map)
Cool. I'm going to try it out now.
|TG-12th| jmaker

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08-17-2006, 08:07 AM #67
Re: Port Fear (Custom TacMod Map)
Can't wait to play this tonight. Thanks for your hard work Shiner.


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08-17-2006, 09:42 AM #68
Re: Port Fear (Custom TacMod Map)
Thanks I have some doubts about how the map will play when loaded up with players. I'm excited to see it in action. Nice thing about doing the maps in-house... if it doesn't play well for us, we take it out of rotation and I release a new version.
|TG-12th| SHINER









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