[MAP] x2: Woden's Pit + Theta v1r2

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Tue Oct 28, 2008 9:42 pm

Tue Oct 28, 2008 11:26 pm

  • I like woden's pit, you've built a really nice environment. The skybox is nice.
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Tue Oct 28, 2008 11:47 pm

  • maaaaaaaaaaaaaaaaaaaaaaaaaaaan,
    I'm like omgwtfbbq
    OOOMMMGGGWTFFFFBBQ!&*^$#*!$@#%*$!*&%#@$!*%
    this map is really really nice.
    thanks newb
    , time for a name change ay?
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Tue Oct 28, 2008 11:53 pm

  • You and sev are having a secret competition or what? What does the winner get? :)
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Wed Oct 29, 2008 12:59 am

  • GIVE THIS MAN A MEDAL, PLEASE

    This map (Woden) is a masterwork- absolutely superb. The sheer craftsmanship and attention to detail is astounding, and you have captured the essence of the scene beautifully. From an architectural standpoint, it's pretty gorgeous. Also, the framerate is good, even with eye candy!

    What can be improved? Not much, but there are a few minor things. Add these and it will be, in my eyes, perfect. :

    • Dotproduct2 terrain blending! It would benefit enormously, and it's very easy to add. If you need any help adding it, just ask. For example, the terrain (while awesome) would be even better if you made it blend with a sort of glossy 'ice' texture (since it is sort of Norse-themed).

    • In the actual buildings, how about adding some torches, free-standing or otherwise? Right now, it is lit, but there is no visible source of light. Pure eye candy, but it would enhance the realism already present in the map.

    • This one isn't very important, but maybe you would consider adding a white fog. I know everyone turns it off, but fog might be appropriate here :)


    http://torus.mkzelda.net/icetextures/

    Here's an ice texture I made a while back, if you decide to include that (though any dotproduct would be great).

    Also, if you add dotproduct blending to things like the terrain, rocks, and roofs, it will make the repetition less obvious.
    Last edited by torus on Wed Oct 29, 2008 2:33 am, edited 1 time in total.
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Wed Oct 29, 2008 1:55 am

Wed Oct 29, 2008 9:35 am

  • Alien wrote:You and sev are having a secret competition or what? What does the winner get? :)

    A free copy of Nexuiz.. ;)
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Wed Oct 29, 2008 9:44 am

  • torus wrote:GIVE THIS MAN A MEDAL, PLEASE

    This map (Woden) is a masterwork- absolutely superb. The sheer craftsmanship and attention to detail is astounding, and you have captured the essence of the scene beautifully. From an architectural standpoint, it's pretty gorgeous. Also, the framerate is good, even with eye candy!

    Um.. thanks. 8)
    What can be improved? Not much, but there are a few minor things. Add these and it will be, in my eyes, perfect. :

    • Dotproduct2 terrain blending! It would benefit enormously, and it's very easy to add. If you need any help adding it, just ask. For example, the terrain (while awesome) would be even better if you made it blend with a sort of glossy 'ice' texture (since it is sort of Norse-themed).

    I thought about using terrain blending, but I was under the impression that it wouldn't work with meshes — which is how the terrain was made. (I wanted to use .ases for that too, but the holes …)
    BTW: If I had used terrain blending, I wouldn't used ice, but dirt for a path between the buildings and the flag and a barren rock texture for the top of the hill.
    Also, a step-by-step howto for terrain blending would be nice. I tried following the the tutorial that already is online, but it got me nowhere. :(
    • In the actual buildings, how about adding some torches, free-standing or otherwise? Right now, it is lit, but there is no visible source of light. Pure eye candy, but it would enhance the realism already present in the map.

    I wanted to do that too, but then there was the problem of animated flames — that look real. Another option I considered was to put in a generator and lamps in both longhouses. In the end I decided to just stick with simplicity.
    • This one isn't very important, but maybe you would consider adding a white fog. I know everyone turns it off, but fog might be appropriate here :)

    Also something I considered. But wouldn't that obscure the skybox?
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Wed Oct 29, 2008 11:24 am

Wed Oct 29, 2008 3:57 pm

  • Clueless Newbie wrote:BTW: If I had used terrain blending, I wouldn't used ice, but dirt for a path between the buildings and the flag and a barren rock texture for the top of the hill.


    First off, terrain blending works for anything, can be a brush or a model. However, dotproduct2 can only handle the blending of 2 textures. Basically, anything at an angle greater than a value you define (in the shader) is shaded one texture, anything less is shaded the other texture. Then you can define the degree of blending.

    It's really quite simple, you should take a look at the shader of a map that uses it (arboria, for example), and then just change the texture paths and angle value.

    I wanted to do that too, but then there was the problem of animated flames — that look real. Another option I considered was to put in a generator and lamps in both longhouses. In the end I decided to just stick with simplicity.


    A particle generator would probably be best, but I don't know how to do that (morphed does).

    I can provide images for a fire image sequence, if you want to do an animated fire. I think it would be really cool.

    Also something I considered. But wouldn't that obscure the skybox?


    Nope! That was fixed, it no longer blocks out the sky.
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Wed Oct 29, 2008 6:25 pm

Wed Oct 29, 2008 11:31 pm

  • I could only repeat what torus said: this map is a genious work!

    Also, theta... wow... that sterilnes... spooky :shock:

    I love both maps.
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    C.Brutail
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Thu Oct 30, 2008 9:55 am

  • i played this map on lazy...dog AWESOME best map i ever played GREAT
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Thu Oct 30, 2008 4:52 pm

  • great looking map, has something of this UT3 Style.
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Thu Oct 30, 2008 11:13 pm

  • torus wrote:First off, terrain blending works for anything, can be a brush or a model. However, dotproduct2 can only handle the blending of 2 textures. Basically, anything at an angle greater than a value you define (in the shader) is shaded one texture, anything less is shaded the other texture. Then you can define the degree of blending.

    It's really quite simple, you should take a look at the shader of a map that uses it (arboria, for example), and then just change the texture paths and angle value.

    Oh, ok. I'll do that the next time I make an outdoors map.
    (flames) A particle generator would probably be best, but I don't know how to do that (morphed does).

    I can provide images for a fire image sequence, if you want to do an animated fire. I think it would be really cool.

    Woden's Pit is finished for now. But again, the next time I feel like making torches (or other animated stuff like that) I'll ask. 8)
    (fog + skybox) Nope! That was fixed, it no longer blocks out the sky.

    Neat. That's something I'll definitely use.

    Thanks for the tips.
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Fri Oct 31, 2008 12:13 am

  • Clueless Newbie wrote:Oh, ok. I'll do that the next time I make an outdoors map.

    Woden's Pit is finished for now. But again, the next time I feel like making torches (or other animated stuff like that) I'll ask. 8)
    Neat. That's something I'll definitely use.

    Thanks for the tips.


    Nooo! Why stop now? Tell you what: would you give me permission do add two of those things (the dotproduct and the fog) myself? I wouldn't make any other changes- I just can't bear to see this map without them :)
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Fri Oct 31, 2008 8:47 am

  • torus wrote:
    Clueless Newbie wrote:Oh, ok. I'll do that the next time I make an outdoors map.

    Woden's Pit is finished for now. But again, the next time I feel like making torches (or other animated stuff like that) I'll ask. 8)
    Neat. That's something I'll definitely use.

    Thanks for the tips.


    Nooo! Why stop now? Tell you what: would you give me permission do add two of those things (the dotproduct and the fog) myself? I wouldn't make any other changes- I just can't bear to see this map without them :)

    My maps can be modded any way people want, no permission needed. 8) All I ask is that you also modifity the title of the map so it's clear the changes were done by somebody else but me.
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Fri Oct 31, 2008 10:27 am

  • Great map!
    I really like how you executed the theme. Very good texture work and brushwork too!
    Only the lighting is a little flat (especially inside the huts). Some broken planks on the roof could let some light through to give some highlights inside the hut.
    /me also votes for torches in some dark spots.

    All in all a great release!
    I'm looking forward to your next release 8)
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    Strahlemann
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Fri Oct 31, 2008 10:31 am

  • Well, it looks very UT-ish because of the flat lighting, I'd say.
    1. Open Notepad
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Fri Oct 31, 2008 8:01 pm

  • Ok, I've added dotproduct2 to it. Now, I'm working on some light sources for it. I'll also play around with the sky lighting values, maybe it can be made less flat.
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Sat Nov 01, 2008 9:48 am

  • Strahlemann wrote:Great map!
    I really like how you executed the theme. Very good texture work and brushwork too!
    Only the lighting is a little flat (especially inside the huts). Some broken planks on the roof could let some light through to give some highlights inside the hut.

    I thought about that, but bugs in the renderer provided me with lots of "holes" in the roof all by itself. I didn't need to add any, imo. Look at the floor inside and you'll see many places where the sun shines through the walls and ceiling.

    Also, a solid exterior is one of the things that keeps the FPS up.
    /me also votes for torches in some dark spots.

    All in all a great release!
    I'm looking forward to your next release 8)

    8)
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Sat Nov 01, 2008 9:50 am

  • torus wrote:Ok, I've added dotproduct2 to it. Now, I'm working on some light sources for it. I'll also play around with the sky lighting values, maybe it can be made less flat.

    I'm not sure what you guys mean by "flat" lights, but ok.

    Two things regarding your mod:

    1) Please hold the release a week or so so I have time to play the original. Haven't done that yet. ;)

    2) When you compile the map, make sure you use -subdivisions 32. Or else.
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Sat Nov 01, 2008 12:50 pm

  • Theta and Wodens Pit both awesom maps! Great work! O.O
    Like the hole(like 300 the movie)
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    Sven
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Mon Nov 10, 2008 4:09 am

  • This is a really good map. The only thing I don't like is the texturing. It's good for the building, but it is kind of bland otherwise. Everything in the map is the same color. Since you aren't going to update it (WHY!?!?), I hope someone does improve the textures. Maybe I'll give it a shot if I find some time.
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Mon Nov 10, 2008 6:43 am

Fri Jan 02, 2009 2:49 pm

  • i played WodensPit yesterday and you have to fix that ground in the houses! lol its like lagging around if you walk there, many people complained about that :P
    and i think it would be better if you can not jump over the houses because its a way too much camping ;) people just stay there and spawnkill :( + its easy to capture the flag if you just jump above the houses
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