[Map] Treasure Island Version 2

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Mon May 04, 2009 8:06 pm

Mon May 04, 2009 8:20 pm

  • Came out pretty good. I like how you changed to quarters. It's interesting what you did with the bridge between that and the arena.

    The music is good, the sounds are awesome, good work as usual Tenshihan.

    You fixed the water shader nicely, it came out really good.

    I think the wind catchers need a particle shader with "moving wind" though.

    I like the mutliple paths out of the bottom through the wind tunnels.

    Good stuff.
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    [-z-]
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Mon May 04, 2009 9:06 pm

  • Awesome! :D

    Now please, read your pm's, thank you :D
    "One should strive to achieve; not sit in bitter regret."
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    C.Brutail
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Mon May 04, 2009 10:21 pm

  • Like .... yeah dude, awesome map,
    I took this pic because i really liked what you did with the round overall shape and the skybox. Also very much liked the texture blending you did on the ocean floor.
    nice one sev
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    Rad Ished
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Tue May 05, 2009 6:17 am

  • Impressive work, thank you very much Sev :)
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    mand1nga
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Tue May 05, 2009 1:35 pm

  • Another sev-like map.. awesome :)
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    Fisume!
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Tue May 05, 2009 5:19 pm

  • F :oops: CKING nice!

    (this time no waiting at rapidshare)
    Kay
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Tue May 05, 2009 10:12 pm

  • I like it very, very much.

    What about normal/gloss though? Only a few of the textures have these.
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    torus
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Tue May 05, 2009 11:23 pm

  • Very eyecandy map. If I dont have money for the holidays, I go on this map for some hours.

    Do you add twig objects in version3? :D
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    Bundy
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Wed May 06, 2009 9:46 am

  • I've made some bump and gloss maps for the textures. They aren't spectacular, but the map is even more awesome with them (at least I think so).

    Download link:

    http://www.mediafire.com/?hftnmyjmmnx
    Agelith
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Wed May 06, 2009 11:36 am

  • Very nice map. I love the atmosphere and the unique visuals. Haven't played it against others but the layout looks like fun. Dunno about the trigger_hurt on the roofs, but i guess it's the best alternative to prevent camping up there.
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Wed May 06, 2009 11:49 am

  • 2 things:

    1. Are you supposed to be able to get out of the map at the location specified on the images? There's a whole big area where you can fall off from.

    ImageImageImage

    2. I would like it if you were able to shoot through these windows that are cracked. I mean it looks like you can and it fooled me at first thinking I could, so I jumped up on the window and shot... poof and I flew backwards. :P
    You don't necessarily have to be able to get in and out through these windows (although that would be cool if you could) but at least shoot through them.

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    Other than that is a nice map. I see the point with trigger hurt on the rooftops and I support it.
    On another not, I took a ride on the shark. :) Was fun.
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    ai
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Wed May 06, 2009 1:07 pm

  • ai wrote:I took a ride on the shark. :) Was fun.


    Chuck Norris is proud of you! :o
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    Fisume!
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Wed May 06, 2009 1:11 pm

  • too much eyecandy too little gameplay in my opinion
    Aneurysm 4 the win !!!!! :D
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    cortez
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Wed May 06, 2009 3:17 pm

  • Thanks for the (mainly) positive response :mrgreen:

    Agelith wrote:I've made some bump and gloss maps for the textures. They aren't spectacular, but the map is even more awesome with them (at least I think so).


    I think you went a bit over the top with them, I mean, glossy wood? Anyway, the main reason why I didn't use additional layers on the textures:
    timedemo with your bump/gloss maps: 66.0257886 fps, one-second fps min/avg/max: 46 75 179
    timedemo without: 74.6793411 fps, one-second fps min/avg/max: 52 86 215

    ai wrote:1. Are you supposed to be able to get out of the map at the location specified on the images? There's a whole big area where you can fall off from.


    Obviously not... There are player clips around the border of the terrain, which should prevent that. :? (use r_showcollisionbrushes 0.5 to display them.) Could you specify the location where you got out?
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    sev
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Wed May 06, 2009 5:36 pm

  • sev wrote:I think you went a bit over the top with them, I mean, glossy wood? Anyway, the main reason why I didn't use additional layers on the textures:
    timedemo with your bump/gloss maps: 66.0257886 fps, one-second fps min/avg/max: 46 75 179
    timedemo without: 74.6793411 fps, one-second fps min/avg/max: 52 86 215


    Yes, they need some fine-tuning, the whole pack was created in about 10 minutes late night :D
    (Anyway, polished wood planks do reflect light in a similar manner, and in addition gloss makes them look wet)

    About performance, bump/gloss can be easily disabled, and btw, fps on my machine rarely reaches over 30 on high settings, so 66 fps isn't very bad IMO :D
    Agelith
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Wed May 06, 2009 6:12 pm

  • Strahlemann wrote:Very nice map. I love the atmosphere and the unique visuals. Haven't played it against others but the layout looks like fun. Dunno about the trigger_hurt on the roofs, but i guess it's the best alternative to prevent camping up there.


    may a trigger_impulse ?! but its a but its realistic to get damaged by the hot surface (like walking without shoes in the egyptdesert *ouch* (my friend does it))

    and its more than 'only' perfect :shock: :D :P
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    Sven
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Wed May 06, 2009 7:25 pm

  • sev wrote:Could you specify the location where you got out?

    It's pretty much around the whole map, at least half of it. Most easiest to get out is around the Hagar bridge. r_showcollisionbrushes 0.5 were weird and I didn't see anything in them. Maybe I don't know what to look for. You need to seriously rethink that. Just make some player clips over the whole circular border and it should be solved.
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    ai
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Wed May 06, 2009 8:15 pm

  • ai wrote:It's pretty much around the whole map, at least half of it. Most easiest to get out is around the Hagar bridge. r_showcollisionbrushes 0.5 were weird and I didn't see anything in them. Maybe I don't know what to look for. You need to seriously rethink that. Just make some player clips over the whole circular border and it should be solved.


    That's what I did. 8 big player clips, from top to bottom, no gaps or anything else that could result in a "leak".

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    sev
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Wed May 06, 2009 8:28 pm

Thu May 07, 2009 5:58 am

Thu May 07, 2009 10:25 am

Thu May 07, 2009 11:07 am

  • ai wrote:Here's the demo: http://ai.kurotorobert.com/nexuiz/demos ... lipBug.zip
    You might want to reconsider how those clips are positioned. It's in the corners where the problem occurs the most.

    Thanks. It's not really a hole where you fall out off immediately, but you have to actively "squeeze" through.

    From an editing point of view, this should not be possible. I also don't know any real "fix" for this, just the possibility to put a trigger hurt field behind the clips. For now, I consider this an engine bug. :P
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    sev
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Tue Sep 29, 2009 11:21 am

Wed Sep 30, 2009 9:32 am

  • I agree with Member, its a really nice map :D Enjoyable in DM, also has some little Far Cry feeling btw :)
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    FraNcoTirAdoR
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Wed Sep 30, 2009 12:21 pm

  • sev wrote:Very special thanks go to Tenshihan, who contributed all the great ambient sounds.
    Also thanks DivVerent for NetRadiant, SavageX for ImgToMap, and Tenshihan and -z- for the pre-release feedback.

    Treasure Island Version 2


    Very nice map :)
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    lda17h
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Wed Oct 07, 2009 4:03 am

  • This is by far my most favorite map I love the fact that you have sharks in the water makes falling into the water a dangerous prospect! Keep up the great work :D
    wolfsbane99
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Wed Oct 07, 2009 4:35 am

  • wolfsbane99 wrote:This is by far my most favorite map I love the fact that you have sharks in the water makes falling into the water a dangerous prospect! Keep up the great work :D

    Yes... The _two_ sharks.... that don't follow you.... that move in predictable paths... That can only hurt you from the front in a small spot.... :P

    But yes, this is a great map. And it's even better now that water is fixed in 2.5.2/2.5.3. No more black edges, and it makes this map just even more fantastic.
    Do it yourself, or stop complaining.
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    Samual
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Wed Oct 07, 2009 4:53 am

  • sev wrote:From an editing point of view, this should not be possible. I also don't know any real "fix" for this, just the possibility to put a trigger hurt field behind the clips. For now, I consider this an engine bug. :P

    I think it was fixed in 2.5.2.
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    FruitieX
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Wed Oct 07, 2009 10:45 am

  • Samual wrote:
    wolfsbane99 wrote:This is by far my most favorite map I love the fact that you have sharks in the water makes falling into the water a dangerous prospect! Keep up the great work :D

    Yes... The _two_ sharks.... that don't follow you.... that move in predictable paths... That can only hurt you from the front in a small spot.... :P


    Actually it's _three_ :P

    And "from the front in a small spot" would generally be considered "with their mouth". Or was anyone ever bitten by a shark's *** ? :roll:
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    sev
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