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DXMP_Yard8


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[FGS]Chees
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DXMP_Yard8 - Postby [FGS]Chees » 12 Dec 2011, 23:52


DXMP_Yard8. A map I made back in the day. Never hosted by me. I've a few things to alter but should be good as a 0-Aug map. Or Altfire map if edited a little bit. A few screen shots for now will post finished map next week. I'll host it for FGS members if they want to take a look then just ask :)
Yard8.1.bmp
Yard8.2.bmp
Yard8.3.bmp
Yard8.4.bmp
Yard8.5.bmp
Yard8.4.bmp


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Re: DXMP_Yard8 - Postby chin.democ. » 13 Dec 2011, 00:44


I like the lighting here it's not so intense like it was on your recent map.


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Re: DXMP_Yard8 - Postby [FGS]Kalman » 13 Dec 2011, 06:43


Nice, but don't upload bmp files, they are too big, it takes years to download :D


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Re: DXMP_Yard8 - Postby ~][FGS][Nobody~ » 13 Dec 2011, 09:05


I like the map from what I see. If it got enough wide rooms it could be suitable for altfire.

Also.. Kalman's right. BMP files increase the download time substantial.
If I was at home with my 192kb/s download, I would have started crying by now.


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Re: DXMP_Yard8 - Postby Majestic » 13 Dec 2011, 17:04


Looks like a great map, lots of cover etc. Yeah, looks awesome.


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Re: DXMP_Yard8 - Postby ShadowRunner » 17 Dec 2011, 08:32


Looks good, as Majestic said, looks like some cover and places to hide, shadows etc. The only error I can see is that some textures are not correctly sized.


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Re: DXMP_Yard8 - Postby [FGS]Kalman » 17 Dec 2011, 11:03


Looks good, but place more decoration on that part where you took the 4th pic
A very good mapper said you ahve to break the surface :)


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Re: DXMP_Yard8 - Postby ~][FGS][Nobody~ » 17 Dec 2011, 14:03


Yee, like in SG A51+Smuggler.
There, A LOT of surfaces are broken. xD


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Re: DXMP_Yard8 - Postby chin.democ. » 17 Dec 2011, 18:31


Just features NOT bugs repeat NOT BUGS! .sorry...


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Re: DXMP_Yard8 - Postby [FGS]Chees » 17 Dec 2011, 20:42


Cheers I've yet to add detail in a many areas. these were just a few pics taken while still editing. what textures did you notice that are not to scale?


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Re: DXMP_Yard8 - Postby chin.democ. » 17 Dec 2011, 22:25


Probably the top of the blue container, you can rescale it (right click texture -> properties -> click scale tab) or you could even give it a new plain (all one colour, so no scaling needed) texture.


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Re: DXMP_Yard8 - Postby [FGS]Chees » 17 Dec 2011, 22:35


Ok thanks chin.demo and thanks to everyone for the feed back, appreciated as always.
That container was the first ever thing i ever copied from a dx map back in the day!


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Re: DXMP_Yard8 - Postby ShadowRunner » 18 Dec 2011, 07:49


chin.democ. wrote:Probably the top of the blue container, you can rescale it (right click texture -> properties -> click scale tab) or you could even give it a new plain (all one colour, so no scaling needed) texture.


+1, this is the exact brush I was referring to. Texture needs to be half the size it is currently, to fit the brush. It's an interesting texture, I've seen it on crates, doors and walls, it seems to work for all three. It's one of the few DX default textures that is vaguely non-western. I used in Tobruk map. It's also in MCI map. In SP it gets used on the bottom of shipping containers.

I don't recall the image, but I guess you could rotate and it might fit, but if u look at the rivet size, it makes sense to reduce the scale.


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Re: DXMP_Yard8 - Postby [FGS]Chees » 18 Dec 2011, 21:18


A few things added and changed. Still lots to do.


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Re: DXMP_Yard8 - Postby chin.democ. » 18 Dec 2011, 21:43


I like the lighting it has this cold blue feel to it which gives the room some atmosphere and character.




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