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Conquest #167

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Jigoku opened this issue Mar 7, 2020 · 10 comments
Open

Conquest #167

Jigoku opened this issue Mar 7, 2020 · 10 comments
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@Jigoku
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@Jigoku Jigoku commented Mar 7, 2020

Conquest

This map is themed around an ongoing war/battle on an earth-like planet in the Gliese system, features both a day/night variant. It's a symmetrically mirrored map, each with a team base.

The general length of the map is almost identical to Octavus.
(ctf flag capture can be done in ~12 seconds, possibly less)

Map size: large (suitable for all game modes)

Download
r1037 - https://ufile.io/evmok9fj
r1131 - https://ufile.io/nv95uuh4
r1155 - https://ufile.io/etmsnkoy
r1186 - https://ufile.io/49qsdsiq
r1204 - https://ufile.io/ubaymmzq <-- current version
(~80mb due to additional textures)

Place the zip archive into your user data directory, no need to extract it. It should appear in the map selection menu.

Notes (work in progress, possibly finished?)

  • requires latest master branch
  • affinities may need to be checked/adjusted
  • ivy models are not vertex painted for wind
  • there's some additional luckystrike/banner* models with the team logos / redeclipse logo, along with a modified mask (to make the colours less saturated)
  • firefly model (night variant) is a reskin of the butterfly model, replacing that when forcemapvariant 2 is set, it's very basic, but pulls off the effect as for how it's used with the glow channel in the mask, so not sure if that needs improving / remaking.
  • performance seems almost similar to "rift" possibly a few fps less in areas, occlusion seems to be mostly ok until you're stood at the highest point of the map.
  • worth noting that the number of trees around the outer bounds of the map will impact fps a fair bit, if it's troublesome try setting mapeffects 2 which removes shadows from the out of bounds trees and shadows from most mapmodels, or mapeffects 1 which removes all of the out of bounds trees, as well as non-collidable mapmodels.

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@triage-new-issues triage-new-issues bot added the triage label Mar 7, 2020
@triage-new-issues triage-new-issues bot removed the triage label Mar 7, 2020
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@Jigoku Jigoku commented Mar 7, 2020

  • Updated download link, as for missing model changes
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@dc-de dc-de commented Mar 9, 2020

Wow awsome! Echo looks like shit against that!

@Jigoku

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@Jigoku Jigoku commented Mar 9, 2020

Wow awsome! Echo looks like shit against that!

No it doesn't 😆

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@Jigoku Jigoku commented Mar 14, 2020

Updated to r1131

  • texture fixes / vcolour changes
  • weapon spawn adjustments
  • lighting fixes
  • more detail/randomisation to outer rock faces
  • improve world/variant lighting
  • vangle textures
  • clip fixes
  • optimise fxlevels for mapmodels

mapeffects 3 everything
mapeffects 2 removes most mapmodel shadows
mapeffects 1 removes non-collidable mapmodels

On my machine there's a 20fps increase each time when going from fxlevel 3 - > 2 - > 1
So it should be much better for lower spec systems now.

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@Jigoku Jigoku commented Mar 14, 2020

Day variant

20200314002049

Night variant

20200314002044

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@Jigoku Jigoku commented Mar 16, 2020

Updated to r1155

  • redo some waypoints
  • many texture fixes
  • change textures on some ceilings
  • world lighting tweaks (blue tint)
  • light entity tweaks
  • move a few weapons about
  • blendmap improvements
  • add some more decals to rockfaces above team bases
  • more mushrooms

20200316021233

20200316021245

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@nonoesimposible nonoesimposible commented Mar 17, 2020

Tells a strong story and looks beautiful!

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@Jigoku Jigoku commented Mar 21, 2020

Updated to r1186

  • blendmap fixes
  • lots of texture bugs/fixes
  • tweak interior lighting to slightly more blue hue
  • geometry fixes
  • several decals repositioned / added
  • improve pebbles blendmap on water boundary
  • adjust weapon placement
  • add parallaxed texture and particles to teleport area (instead of a door texture)
  • added some volumetric lighting to the night variant

also

  • lower mdlwind value for ivy models
    (not vertex painted)
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@Jigoku Jigoku commented Mar 27, 2020

Update to r1204

  • misc texture fixes
  • improve rails for the over head ships
    • add sound entities
    • improve spawn placement when appearing from the horizon
  • various light tweaks
  • more blendmap adjustments

I consider this map finished for now, unless anyone can find any problems i've missed, or can suggest any small tweaks to improve it further.

Note; about the ivy models, i lowered the mdlwind so they have a smaller ripple effect, as vertex painting these became troublesome, and might not really be necessary?. There is a strange side-effect when scrolling/switching through weapons where the ivy meshes "shift" momentarily, not sure what can be done about that.

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@Jigoku Jigoku commented Mar 27, 2020

Also, may need some more play testing, as to check for affinity placements, and potentially whether weapons could be changed / moved for balance.

@Jigoku Jigoku removed the WIP label Mar 31, 2020
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