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Moenia revamp 2015 (Beta)

Posted: 23 Feb 2015, 12:58
by anax
Improvement of the old RTK map, copying the layout exactly but with better geometry, texturing, and item placement... And normal weapon boards!

~ Few additional details and explosive things (only 2)

  • -Hostable! ( BETA 1 )

    -Version: 1.1 (Zero Augs)

    -Next beta goals:
    Finish lighting, place cabinets and bio-bots for augged version.
Download the map: here

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Re: Moenia revamp 2015 (Beta)

Posted: 23 Feb 2015, 20:32
by ~][FGS][Nobody~
Wow, very well done! :smt023

pro:
- everythings on grid
- good polys/nodes ratio
- the grid scale is big but yet you managed to add nice detail stuff
- BSP cuts look good at the more complex brush work
- semi-solids were used at suitable places
- I couldn't find BSP holes
- there are rooms for close and medium range combat

cons:
- some places seem to be illuminated out of the nowhere (1)
- some doors glide into the wall when getting opened (the doors pivot is set to grid rather than the door itself)
- all doors Encroach-Type are set to StopWhenEncroach rather than IgnoreWhenEncroach (2)
- the TNT crate between that both spawn rooms.. well as Nobody I'd say YESSS! ..but from gameplay, it might cause spawnkill 8-[

Comments:
(1) There is light but no light bulbs or stuff. Especially in the region near the stairs to the spawns
(2) Encroach-Type StopWhenEncroach is unsuitable for MP because due to a lack of replication, the clientside doors are always IgnoreWhenEncroach. Thus, people will think it's opened, while it actually stopped and then they'll start moaning about movement bug


So yeah, I'll put it on FGS 0aug then! :)

Re: Moenia revamp 2015 (Beta)

Posted: 23 Feb 2015, 21:54
by [FGS]Chees
Weapon boards aint on grid. But you know what who cares! the map I'm about to release has messed up brush work to the max and textures wont line up and much more wrong.

Looks great though nice work cant wait to battle on it :)

Re: Moenia revamp 2015 (Beta)

Posted: 24 Feb 2015, 16:17
by anax
Yea I'll see to those grid problems on the next edit, and the lighting is mostly copying the original, for the first beta I'm more concerned about playability, room design, balanced item placement, and basic feedback - which I now have :) That's why the lighting is lazy so far, I wanted to get the layout sorted first. :bwahaha:
Weapon boards must be off grid in CMD then as I took them right out of that hallway xD.

Edit:
Oh the door was copied straight from the original Moenia too, actually the exact same map file but I built my revamp next to the old layout but kept some details and changed the name. The door might be clipping because I edited the solid frame and hollow subtract brushes to be on grid, nothing in the original map was on grid :o

#2:
Aw man, I like stop when encroach mode though, it stops you from floating through the mover!

Re: Moenia revamp 2015 (Beta)

Posted: 24 Feb 2015, 17:52
by Magus
~][FGS][Nobody~ wrote:(2) Encroach-Type StopWhenEncroach is unsuitable for MP because due to a lack of replication, the clientside doors are always IgnoreWhenEncroach. Thus, people will think it's opened, while it actually stopped and then they'll start moaning about movement bug
You know, that's the first time I've seen an explanation of why that bug happens... I assume CrushWhenEncroach works the same way, which is why the lifts on Blockade used to bug out once you crushed someone with them...