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REV2

Posted: Wed Nov 18, 2015 3:45 am
by DiceRolla
List complete
Color code
Red = Least likely
Orange = Semi Likely
Green = Most Likely

Hump

REV FirstWave | can cap while carryable is away

REV Tourrettes | take out center rocks they are annoying as fuck the bridge is enough of an obsticle

Abdanon | needs base and a descion on terrain size and hieght scale

Faultline | you have a new terrain on the PC somewhere that looks solid actually a couple differ version make a base plot it on done

Cronox | change the building a bit make terrain scale 15-20% larger IE different interior change upper exsits

Slick | New base

Inca | New bases

Wonderland | New Base too dark

Dropship | finish it new ship, oaks terrain alterations..more of a pet

Fort | Smooth terrain new stand alter base

TIS Slade | -30% trees +30% size dif bases

TIS Territory | Terrain needs some smoothing rotate base

TIS Baron | Uncover stand change terrain colors

TIS Crusader | resupply station thinger needs help

TIS Dextrit | base needs help

TIS Snobind | skybox is fucked for higher fov did not use fade in/out ring in sky box only used dome

TVRL Corrosion | ambient darkness too dark...personally feel new base

REV Raindance | can deploy invo under sensors

REV CC | No deployable repair on IMP Mines show up as deployable invos Consider pasting terrain into other CC's to fix, redo secondary base

VM Bloodveldt | deplay invo under rock by flag stand BE

REV Impact | add a catapult at B2 and use terrain textures from the latest BEML version.

X2 Galarid | too dark for many settings

X2 Errosion | needs some help on terrain (dice needs the correct camera thingy to test said map all ways file miss match)

REV Temerity | one sides spawn tower is too low to project the spawn beam thru the base..this shit bugs me

Maybe

TIS garrison | neat sky

TIS transit | Kill bots, neat fuck around killer liked some of the projector effects and the skinned catapults

TIS tribca | people seem to like it as is Kill walls (maybe not all) and swap out trees, recolor new flag stand maybe base lmao

tis damnation | Team Color, too dark

TVRL2 Spextrum | Terrain seems solid

Dump

tis abyslite
tismesoc - cool bases
tis creda
tis death birds fly
tis junk
tis harvest - maybe playable
tis ruins
tis sanddance - worth playing
tis saphire
tvrl diamond
tvrl montegue - neat man cannons
tvrl necrosis
tvrl oasis - neat skithru base
tvrl oreintal
tvrl rush
tvrl plinter
tvrl valcanoed
TVRL Bleak
TVRL Desolate
TVRL Dustmane - neat interiors
TVRL Ehre - sparidian type map

TVRL HarvardHills
TVRL Ihicu
TVRL Riven
TVRL Paramore
TVRL Ruhin
TVRL SecretShrine
TVRL Serrated - neat what he did with the rocks
TVRL FloodplainForest - neat concept (go me) effeicent bases (go me again)
TVRL IntrepidPass - Rock Texture
TIS3 - look for textures in this pack
BEML 6 Karisse - use base somewhere
TVRL Lunar - Base textures
X2 DX - Skybox

VM

So these are the maps worth fucking with period out of all the gigs of bullshit thats been created this is what it boils down to the top two lists these should all be put into a rotation so that we can test them and refine what changes need to be made so that I can move onto personal projects such as transparent weapon skins black tracers and projectiles with white outlines and black and white rets

Re: REV2

Posted: Wed Nov 25, 2015 12:31 am
by HighDive
Yo Dice,

Since you are going to be making a REV2 map pack I was wondering if you were willing to include two super easy and fast fixes as well?

1) On REV-Raindance people can put an inventory station underneath the Sensor causing it to be indestructible. https://www.youtube.com/watch?v=tiVPr3DVUjQ I have no idea if the same can be done for the Bloodeagle side but probably.

2) On VM-BloodVeldt you can put an inventory within a rock near the Bloodeagle flag stand. The little rick in front of the bigger one. Once again causing it to be indestructible, but still accessible.

Just thought ima ask/let ya know.

HighDive

Re: REV2

Posted: Thu Dec 10, 2015 2:58 pm
by Binswees
dont forget to fix spawn positions so u can spawn in base or outside, like on tropics, rd, hl, etc

Re: REV2

Posted: Thu Dec 10, 2015 5:44 pm
by Oui
on HL you still got the graphic bug which accurs when zooming in from BE base towards the middle of the map.

Re: REV2

Posted: Thu Dec 10, 2015 7:37 pm
by DiceRolla
Oui wrote:on HL you still got the graphic bug which accurs when zooming in from BE base towards the middle of the map.
that can only be cause by the building itself and I have never seen where or how it occurs without that knowledge I cannot do anything, next itme it happens to you take a screen shot of where you are standing so I can inspect it..."a bug" is not descriptive enough for me to be able to start investigating, killer and I tryed to get it to happen but could not. I suspect it's a BSP hole but I need to see for myself, or get a video of it.

Re: REV2

Posted: Fri Dec 11, 2015 11:14 am
by Sink
Its when youre standing on the Beagsle roof zooming tru the middle where the stones are...just try out :)

Re: REV2

Posted: Sun Dec 13, 2015 6:36 am
by DiceRolla
Image

the problem with highlands...should convert the roof thingys over the stand to mesh

Re: REV2

Posted: Sun Dec 13, 2015 6:20 pm
by HighDive
I have been noticing very long loading times for the REV maps. What is different from the other map packs? Might it be that the .mopp files are inside a "Havok" folder instead of "HavokData" or anything related?

HighDive

Re: REV2

Posted: Sun Dec 13, 2015 7:49 pm
by DiceRolla
HighDive wrote:I have been noticing very long loading times for the REV maps. What is different from the other map packs? Might it be that the .mopp files are inside a "Havok" folder instead of "HavokData" or anything related?

HighDive
the maps shouldnt work what soever if you put them in a havok folder..we well you'r fall thru terrain every time your body died I'm sure it's just the file formats of the textures or that weird issue where you can't open the admin screen while hosting a listen server. either way it's too bad and it dosne't take more than the 30 seconds befor the map starts to load the map at map change anyway (at least for me I load up about 5 sec befor round starts on EU servers) sooo it's a non issue in my book

Re: REV2

Posted: Sun Dec 13, 2015 8:48 pm
by Oui
I load up 20-30 sec after map already started , on all the other map packs usually about 10sec before it starts. It's not really bothering me , but still a weird issue with the mappack

Re: REV2

Posted: Sun Dec 13, 2015 9:36 pm
by DiceRolla
Oui wrote:I load up 20-30 sec after map already started , on all the other map packs usually about 10sec before it starts. It's not really bothering me , but still a weird issue with the mappack

^ now thats real feed back

the only difference I see is the texture formats, argb is a larger, cleaner more detailed and flexible format that can within the editor be converted to dtx1,3 and 5 as well as dxt5-n's and expoerted exactly as is shown in the editor versus dxt 1-5n loose certain details apon exportation such as alpha chanels, pixels and varying color distortions. I just like how it renders the argb's tho...but it might even just be hte loading screen might need to be converted to dxt 1 or 3 instead

once I start work on this new pack I'll go back and fix all the silly things in the original and re release them all.