Digital Paint Discussion Board

Development => Mapping => Completed Maps => Topic started by: ic3y on April 08, 2011, 02:19:19 PM

Title: New Map: London by kaese
Post by: ic3y on April 08, 2011, 02:19:19 PM
Mode: CTF
Players: 2s - 6s
Flags: 2
Flagpoints (Low): 4 pts.
Flagpoints (High): 5 pts.

CTP1-Pack required -> Click Me  (http://ftp://www.otb-server.de/pub/CTP%20-%20Community%20Texture%20and%20Model%20Pack/CTP1-Prerelease.zip)

Download Beta 1: http://www.ic3y.de/k_london/london_b1.bsp
Download Beta 2: http://www.ic3y.de/k_london/london_b2.bsp
Download Beta 3: http://www.ic3y.de/k_london/london_b3.bsp
Download Beta 4: http://www.ic3y.de/k_london/london_b4.bsp
Download Beta 5: http://www.ic3y.de/k_london/london_b5.bsp
Download Beta 6: http://www.ic3y.de/k_london/london_b6.bsp
Download Beta 7: http://www.ic3y.de/k_london/london_b7.bsp
Download Beta 8: http://www.ic3y.de/k_london/london_b8.bsp
Download Beta 9: http://www.ic3y.de/k_london/london_b9.bsp
Download Beta 10: http://www.ic3y.de/k_london/london_b10.bsp
Download Beta 13: http://www.ic3y.de/k_london/london_b13.bsp
Download Beta 14: http://www.ic3y.de/k_london/london_b14.bsp
Download Beta 15: http://www.ic3y.de/k_london/london_b15.bsp
Download Beta 16: http://www.ic3y.de/k_london/london_b16.bsp
Download Beta 17: http://www.ic3y.de/k_london/london_b17.bsp
Download Beta 18: http://www.ic3y.de/k_london/london_b18.bsp
Download Beta 19: http://www.ic3y.de/k_london/london_b19.bsp
Download Beta 21: http://www.ic3y.de/k_london/london_b21.bsp
Download Beta 22: http://www.ic3y.de/k_london/london_b22.bsp

Final: http://www.ic3y.de/k_london/london.bsp

(http://www.ic3y.de/k_london/london_b5(1).jpg) (http://www.ic3y.de/k_london/london_b5(1).jpg)

(http://www.ic3y.de/k_london/london_b5(2).jpg) (http://www.ic3y.de/k_london/london_b5(2).jpg)

(http://www.ic3y.de/k_london/london_b5(3).jpg) (http://www.ic3y.de/k_london/london_b5(3).jpg)

(http://www.ic3y.de/k_london/london_b5(4).jpg) (http://www.ic3y.de/k_london/london_b5(4).jpg)

(http://www.ic3y.de/k_london/sshot0074.jpg) (http://www.ic3y.de/k_london/sshot0074.jpg)

(http://www.ic3y.de/k_london/sshot0075.jpg) (http://www.ic3y.de/k_london/sshot0075.jpg)

(http://www.ic3y.de/k_london/12345qwertasdfgyxcv.jpg) (http://www.ic3y.de/k_london/12345qwertasdfgyxcv.jpg)

(http://www.ic3y.de/k_london/1234efisdbgjsd.jpg) (http://www.ic3y.de/k_london/1234efisdbgjsd.jpg)

(http://www.ic3y.de/k_london/1234fhsblmkhjhvgcs.jpg) (http://www.ic3y.de/k_london/1234fhsblmkhjhvgcs.jpg)

[urlhttp://www.ic3y.de/k_london/1234qwertasdf.jpg](http://www.ic3y.de/k_london/1234qwertasdf.jpg)[/url]

(http://www.ic3y.de/k_london/12356ljkhnvjkgjfhg.jpg) (http://www.ic3y.de/k_london/12356ljkhnvjkgjfhg.jpg)

(http://www.ic3y.de/k_london/mknjbvdnmhlghmfbdfv.jpg) (http://www.ic3y.de/k_london/mknjbvdnmhlghmfbdfv.jpg)

(http://www.ic3y.de/k_london/wegdsjdnkbbn.jpg) (http://www.ic3y.de/k_london/wegdsjdnkbbn.jpg)

(http://www.ic3y.de/k_london/zzznfkdsfnsdokgnoksdgk.jpg) (http://www.ic3y.de/k_london/zzznfkdsfnsdokgnoksdgk.jpg)

(http://www.ic3y.de/k_london/zzzxxxyyylll1.jpg) (http://www.ic3y.de/k_london/zzzxxxyyylll1.jpg)

(http://www.ic3y.de/k_london/zzzxxxyyylll2.jpg) (http://www.ic3y.de/k_london/zzzxxxyyylll2.jpg)

(http://www.ic3y.de/k_london/zzzxxxyyylll3.jpg) (http://www.ic3y.de/k_london/zzzxxxyyylll3.jpg)

(http://www.ic3y.de/k_london/zzzzzz126294698164.jpg) (http://www.ic3y.de/k_london/zzzzzz126294698164.jpg)
Title: Re: New Map: London BETA by kaese
Post by: kaese on April 08, 2011, 02:22:55 PM
ok.. ty for post it =P

yep, itz some newmap of me.. i would say itz some better as my first trie's.
It was hard to make good Screen's, so.. pls upload it and find out.
Title: Re: New Map: London BETA by kaese
Post by: ViciouZ on April 08, 2011, 02:41:29 PM
Great idea for a map, looks amazing with so much detail, fog is maybe a bit strong, the main problem is the 8k wpoly which means anyone on a moderate old PC will lag through their face.
Title: Re: New Map: London BETA by kaese
Post by: RoBiNandL!nk on April 08, 2011, 10:36:42 PM
Great map!! I love the idea, the fog is way too strong. Try using some Func_walls to lower the r_speeds of all those windows. I also have a recommendation to move that 2nd flag somewhere else to open the gameplay.
Title: Re: New Map: London BETA by kaese
Post by: jitspoe on April 08, 2011, 11:25:49 PM
Put the map up on the beta server and attached a demo with some suggestions.

What does sktrees5.txt come from?
Title: Re: New Map: London BETA by kaese
Post by: kaese on April 09, 2011, 03:10:15 AM
ive delete this .txt
ive read it some where in this foums..
that ive to put it into worldspawn, but i think it isnt usefull there.




______

Someone has to explain me how to set func_wall's and where. =)
Title: Re: New Map: London BETA by kaese
Post by: pvtjimmy on April 09, 2011, 03:28:02 AM
I love this map, including the fog. This might give 2 problems though, 1) being people with an older computer will probably have lags, 2) matches on this map will probably be won by the team with the best ping, as you can not see that far.

By the way, I was walking through some houses and noticed a little fog there as well. If this was not your intention, try to remove it to make it more realistic :)
Title: Re: New Map: London BETA by kaese
Post by: Morphin on April 09, 2011, 04:10:00 AM
Nice map :D
Title: Re: New Map: London BETA by kaese
Post by: jE on April 09, 2011, 09:38:39 AM
really cool map
Title: Re: New Map: London BETA by kaese
Post by: jitspoe on April 09, 2011, 09:49:59 AM
Someone has to explain me how to set func_wall's and where. =)

Don't do that.  It doesn't actually make the map render faster.  It just makes it lie about the r_speeds (if they're func_wall, they don't count toward w_poly, but they still have to be drawn).

Your best bet is to arrange things so you don' t have such long sight lines.
Title: Re: New Map: London BETA by kaese
Post by: RoBiNandL!nk on April 09, 2011, 10:05:06 AM
I still think it would help for the window detailing
Title: Re: New Map: London BETA by kaese
Post by: ViciouZ on April 09, 2011, 10:16:48 AM
Don't do that.  It doesn't actually make the map render faster.  It just makes it lie about the r_speeds (if they're func_wall, they don't count toward w_poly, but they still have to be drawn).

Your best bet is to arrange things so you don' t have such long sight lines.

Er, it still stops it from splitting any normal brushes it touches, thus reducing actual wpoly?
Title: Re: New Map: London BETA by kaese
Post by: jitspoe on April 09, 2011, 04:05:29 PM
Er, it still stops it from splitting any normal brushes it touches, thus reducing actual wpoly?
But it adds additional overdraw, which can actually be slower than more polygons, depending on the video card.
Title: Re: New Map: London BETA by kaese
Post by: planB on April 11, 2011, 09:03:33 AM
w.o.w :D
i allready played this map with you guys and all i've to commit:
it's super-mega-ultra-hot :D :P
Title: Re: New Map: London BETA by kaese
Post by: kaese on April 14, 2011, 09:17:59 AM
I really need help.
---------------------------------------------------

I have no more Ideas, to reduce the r_speed on London.
Actually i would upload the next beta, but first i wanna have lower r_speed.
So please send me your ideas.
I also dont know how to make func_walls.

____________________________

Chef kIller ?
Wann bist du online, würde dann mal aufm TS vorbei schauen. Ich seh dich da ja nie =P
Title: Re: New Map: London BETA by kaese
Post by: ViciouZ on April 14, 2011, 09:41:47 AM
I don't know if you've done this already or not but I attached a photo, here's the problems:

As you can see from the photo, when you can get on top of some buildings you can see right across the map, this pretty much kills VIS. Bringing the sky down and not letting people get onto some roofs might help a bit. Also, the huge open area to the left of the photo is bad, get rid of it, and raise up the short wall to the sky level to try and block the line of sight. Really the problem is that the map is currently too open, which should be possible to fix given the good layout.
Title: Re: New Map: London BETA by kaese
Post by: Chef-Killer on April 14, 2011, 10:14:17 AM
Chef kIller ?
Wann bist du online, würde dann mal aufm TS vorbei schauen. Ich seh dich da ja nie =P
Bin zur Zeit nicht so oft online, denke aber mal dieses WE.

I'll have a look at the map the next days...
Title: Re: New Map: London BETA 7 by kaese
Post by: ic3y on April 15, 2011, 12:57:07 PM
Update !
Title: Re: New Map: London BETA 7 by kaese
Post by: Chef-Killer on April 17, 2011, 06:25:35 AM
Sorry for the late response. Great looking map with all the details :)

@ic3, can you fix the link with the first beta please?

Don't be afraid because of the long feedback, it's no problem because it's a very big map :D

As other said the map will cause problems for people with an older computer. There're more than 11000 wpoly from base to base. Around the flags and the base my fps are between 9 and 12 most of the time. It's definitly unplayable for me. I guess there're too many details for such a big and opend map. And you propably need to lower the sky, that you can't see above the whole map.

Have a look at this screenshot. It's the top view of this map.
(http://www.otb-server.de/wbblite/attachments/1740.jpg) (http://www.otb-server.de/wbblite/attachments/1739.jpg)

And now have a look at this screenshot, it's the same top view with other settings.
(http://www.otb-server.de/wbblite/attachments/1742.jpg) (http://www.otb-server.de/wbblite/attachments/1741.jpg)
You can see very good how big the map is...just because of useless parts. Lower the sky and cut off the rest of this useless parts, that the map isn't that big and open.  

While loading the map there're two bad field messages. Have a look at these two flags. If you want to have 4 points like ic3 wrote in the first post, delete "points" ".8" and change the "count" value from ".6" to ".8", otherwise you'll get 3 point flags.

Code: [Select]
{
"points" ".8"
"classname" "flag"
"origin" "2144 2464 20"
"teamnumber" "1"
"count" ".6"
}

{
"points" ".8"
"classname" "flag"
"origin" "-800 -2976 20"
"teamnumber" "2"
"count" ".6"
}

Replace "requiredfiles" "scripts/sktrees5.txt" with "requiredfiles" "scripts/sktrees1.txt" that the game will download the correct file. A script with the name sktrees5.txt doesn't exist yet.

Very nice that you used "angle" for the player spawns. I think this is your first map I don't need to tell you this ;)

It's also very nice to see, that you used lots of clip brushes. I'll post screenshots of places you still didn't clipped.

In my opinion there're not enough team indicators all over the map. But I'm not sure if this will result in a worse gameplay, maybe it's not that important.^



There's some stuff that isn't logically. The electric lights doesn't really match the time around 1880, but blade already mentioned this.

(http://www.otb-server.de/wbblite/attachments/1744.jpg) (http://www.otb-server.de/wbblite/attachments/1743.jpg)
The windows are on the same level as the bottom of the top floor... How could this be possible?

(http://www.otb-server.de/wbblite/attachments/1746.jpg) (http://www.otb-server.de/wbblite/attachments/1745.jpg)
Inside (left) there's a door and no windows, outside (right) there're windows, but no door. How could this be possible?



At least a few more screenshots...

(http://www.otb-server.de/wbblite/attachments/1748.jpg) (http://www.otb-server.de/wbblite/attachments/1747.jpg)
Red: Misaligned. Move this faces a little bit.
Green: Add two more clip brushes there.

(http://www.otb-server.de/wbblite/attachments/1750.jpg) (http://www.otb-server.de/wbblite/attachments/1749.jpg)
Red: Misaligned. Move this texture a little bit and don't rotate the lamps here. Have a look at the following pic, it's not exactly your rotation, but the misalignment is the same.
(http://www.otb-server.de/wbblite/attachments/1675.jpg)

(http://www.otb-server.de/wbblite/attachments/1752.jpg) (http://www.otb-server.de/wbblite/attachments/1751.jpg)
Red: Misaligned. Move the face a little bit.

(http://www.otb-server.de/wbblite/attachments/1754.jpg) (http://www.otb-server.de/wbblite/attachments/1753.jpg)
Red: Jitspoe already mentioned this, I'll try to give you the solution to fix it. I guess you used the "aux" flag. Don't do this. For the right face use the "skip" flag, for the left face use the "mist" flag". I'm not sure at the moment, but this should fix the double wall and the entity visibility. Tell me if this doesn't work, then I'll have a look at this again and try to reproduce it.
EDIT: I see now that there is one more secret way at the autococker. It's nearly the same change to fix this wall, too.

(http://www.otb-server.de/wbblite/attachments/1756.jpg) (http://www.otb-server.de/wbblite/attachments/1755.jpg)
Red: The wall cuts off the plant. Move the model a little bit or use "angle" "#".
Green: I'd add one more clip brush from below here.

(http://www.otb-server.de/wbblite/attachments/1758.jpg) (http://www.otb-server.de/wbblite/attachments/1757.jpg)
Red: Misaligned. Rotate this faces.
Green: Add two more clip brushes there.

(http://www.otb-server.de/wbblite/attachments/1760.jpg) (http://www.otb-server.de/wbblite/attachments/1759.jpg)
Red: The PAIN is written backwards. Mirror the two faces with the surface setting "SX" "-1.0". Maybe you could also use an other texture for the top.
Green: Add a few more clip brushes here.

(http://www.otb-server.de/wbblite/attachments/1762.jpg) (http://www.otb-server.de/wbblite/attachments/1761.jpg)
Red: Misaligned. Rotate the face.
Green: Add a clip brush here.
Blue: All doors that are ajar have just a wood texture from behind. Use the door texture there, too. I'll post more screenshots of the other doors.

(http://www.otb-server.de/wbblite/attachments/1764.jpg) (http://www.otb-server.de/wbblite/attachments/1763.jpg)
Red: Wow, this place looks amazing. Very nice that you can't walk through the tree, but you can still shoot through it. Replace the clip brush with a not visible solid brush, use the "nodraw" flag for this.

(http://www.otb-server.de/wbblite/attachments/1766.jpg) (http://www.otb-server.de/wbblite/attachments/1765.jpg)
Red: Misaligned. Rotate all these faces.
Blue: This light entity looks weird. It is extremely bright for this map, but there's no light source. Add a lamp or an other light source here, that it's looks more realistic.

(http://www.otb-server.de/wbblite/attachments/1768.jpg) (http://www.otb-server.de/wbblite/attachments/1767.jpg)
Red: Misaligned. Scale up the texture a little bit.
Blue: Why did you clip the whole area? I don't like it, players could hide very well there. I'd like to see the clip brush just behind the box, but not left and right besides the box.

(http://www.otb-server.de/wbblite/attachments/1770.jpg) (http://www.otb-server.de/wbblite/attachments/1769.jpg)
Red: Wrong texture. Use the top/bottom texture here, too. Also all of your barrels are very narrow, looks a bit strange.

(http://www.otb-server.de/wbblite/attachments/1772.jpg) (http://www.otb-server.de/wbblite/attachments/1771.jpg)
Red: Misaligned. Rotate the face.
Green: Add two clip brushes here.
Blue: An other door with a wood texture from behind, use the door texture there, too.

(http://www.otb-server.de/wbblite/attachments/1774.jpg) (http://www.otb-server.de/wbblite/attachments/1773.jpg)
Red: Misaligned. Rotate this face a little bit.

(http://www.otb-server.de/wbblite/attachments/1776.jpg) (http://www.otb-server.de/wbblite/attachments/1775.jpg)
Red: Misaligned. Rotate the face.
Green: Add one more clip brush here.
Blue: One more door with a wood texture from behind, use the door texture there, too.

(http://www.otb-server.de/wbblite/attachments/1778.jpg) (http://www.otb-server.de/wbblite/attachments/1777.jpg)
Red: Misaligned. Also use the same surface properties for the top. There's a small face you need to move a few units to the right side. Maybe have a look at the big screenshot, if you can't notive what I mean.

(http://www.otb-server.de/wbblite/attachments/1780.jpg) (http://www.otb-server.de/wbblite/attachments/1779.jpg)
Green: Add one more clip brush here. Pay attention that players can't stand on it :P

(http://www.otb-server.de/wbblite/attachments/1782.jpg) (http://www.otb-server.de/wbblite/attachments/1781.jpg)
Green: You've completely forgotten to clip these area.

(http://www.otb-server.de/wbblite/attachments/1784.jpg) (http://www.otb-server.de/wbblite/attachments/1783.jpg)
Red: Misaligned. Rotate this face a little bit.
Blue: Hm...Looks like you scaled down the wall texture of this brush accidentally. I think it's not the way you want to have it, so reset the surface settings and it should be ok.

(http://www.otb-server.de/wbblite/attachments/1786.jpg) (http://www.otb-server.de/wbblite/attachments/1785.jpg)
Red: It's not a big deal. However, I'd do it consistently. Extend the lower brush and shorten the left brush.

(http://www.otb-server.de/wbblite/attachments/1788.jpg) (http://www.otb-server.de/wbblite/attachments/1787.jpg)
Now I finally know why fov could be useful. Looks terrible, but it fits all on a screenshot :)
Red: Hard to notice with fov, but you need to move this texture a little bit.
Green: Add a few more clip brushes here.

(http://www.otb-server.de/wbblite/attachments/1790.jpg) (http://www.otb-server.de/wbblite/attachments/1789.jpg)
Red: Misaligned. Rotate this faces.

(http://www.otb-server.de/wbblite/attachments/1792.jpg) (http://www.otb-server.de/wbblite/attachments/1791.jpg)
Red: Don't create two or more brushes for one barrel. There should only be one brush for one barrel.
Green: Misaligned. Move the texture like you did at the barrel on the other side.

All in all the map is very nice. As you can see you have to work a lot on it, nevertheless. Keep on working :D

Online @ [OTB] Beta!
Title: Re: New Map: London BETA 7 by kaese
Post by: Narga on April 17, 2011, 10:44:09 PM
What is the average time for how long it takes you to find all of these mis-aligned textures? Do you have the Byakugan or something :D?
Title: Re: New Map: London BETA 7 by kaese
Post by: T3RR0R15T on April 18, 2011, 01:32:19 AM
To find it is easy and fast. The most time is needed to make screenshots, mark the wrong things and write a post with comments.
Title: Re: New Map: London BETA 7 by kaese
Post by: kaese on April 19, 2011, 08:02:39 AM
Chef Killer kannst du heute abend um 20:00 Uhr aufm TS sein ?
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: ic3y on April 19, 2011, 02:10:13 PM
Update BETA 8 !

r_speeds fix
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: kaese on April 19, 2011, 02:13:03 PM
yo Chef-Killer,

this aux-textures i should change i do even failed. =P

I try to finish this in next beta. =P
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: HaRmonY on April 22, 2011, 07:04:54 AM
can anyone give me the link for that model?
thanks
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: ic3y on April 22, 2011, 07:10:34 AM
ftp://otb-server.de/pub/sk89q_trees.zip (ftp://otb-server.de/pub/sk89q_trees.zip)

« Reason for editing: fixed link »
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on April 22, 2011, 07:13:12 AM
Also ich war eigentlich immer da, aber irgendwie hast du deine eigenen Zeiten verpasst. Naja, bekommen wir schon noch hin :P

This beta is a lot better now. Nice improvements, btw. there're now 5 and 3 point flags ;)

The r_speeds are a lot better with the VIS blocker in the mid of the map now, but there're still these big useless corners I'd avoid.

I've noticed that there're still lot's of misaligned window bars. Looking at each window again might be the easiest way to fix all of them.

(http://www.otb-server.de/wbblite/attachments/1746.jpg) (http://www.otb-server.de/wbblite/attachments/1745.jpg)
Inside (left) there's a door and no windows, outside (right) there're windows, but no door. How could this be possible?
The door is still just inside.

(http://www.otb-server.de/wbblite/attachments/1748.jpg) (http://www.otb-server.de/wbblite/attachments/1747.jpg)
Red: Misaligned. Move this faces a little bit.
Green: Add two more clip brushes there.

(http://www.otb-server.de/wbblite/attachments/1754.jpg) (http://www.otb-server.de/wbblite/attachments/1753.jpg)
Red: Jitspoe already mentioned this, I'll try to give you the solution to fix it. I guess you used the "aux" flag. Don't do this. For the right face use the "skip" flag, for the left face use the "mist" flag". I'm not sure at the moment, but this should fix the double wall and the entity visibility. Tell me if this doesn't work, then I'll have a look at this again and try to reproduce it.
EDIT: I see now that there is one more secret way at the autococker. It's nearly the same change to fix this wall, too.
Come ts and I'll explain this to you. When do you have time?

(http://www.otb-server.de/wbblite/attachments/1756.jpg) (http://www.otb-server.de/wbblite/attachments/1755.jpg)
Green: I'd add one more clip brush from below here.
LOL, you forgot to delete the clip brush, you can still touch it :P

(http://www.otb-server.de/wbblite/attachments/1758.jpg) (http://www.otb-server.de/wbblite/attachments/1757.jpg)
Red: Misaligned. Rotate this faces.
Argh, you fixed everything I've colored, but the wood face above the door still needs to be rotated.

(http://www.otb-server.de/wbblite/attachments/1762.jpg) (http://www.otb-server.de/wbblite/attachments/1761.jpg)
Red: Misaligned. Rotate the face.
Green: Add a clip brush here.
Blue: All doors that are ajar have just a wood texture from behind. Use the door texture there, too. I'll post more screenshots of the other doors.

(http://www.otb-server.de/wbblite/attachments/1772.jpg) (http://www.otb-server.de/wbblite/attachments/1771.jpg)
Red: Misaligned. Rotate the face.
Green: Add two clip brushes here.
Blue: An other door with a wood texture from behind, use the door texture there, too.
You've only done the clip brush here.

(http://www.otb-server.de/wbblite/attachments/1776.jpg) (http://www.otb-server.de/wbblite/attachments/1775.jpg)
Red: Misaligned. Rotate the face.
Green: Add one more clip brush here.
Blue: One more door with a wood texture from behind, use the door texture there, too.
You've only done the clip brush here, too.

(http://www.otb-server.de/wbblite/attachments/1786.jpg) (http://www.otb-server.de/wbblite/attachments/1785.jpg)
Red: It's not a big deal. However, I'd do it consistently. Extend the lower brush and shorten the left brush.
I'm not sure what you've done here, but somehow it looked better before.

(http://www.otb-server.de/wbblite/attachments/1792.jpg) (http://www.otb-server.de/wbblite/attachments/1791.jpg)
Green: Misaligned. Move the texture like you did at the barrel on the other side.
One base is still misaligned.

Great work so far :D

Online @ [OTB] Beta!
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: HaRmonY on April 22, 2011, 11:28:25 AM
@ic3y: thanks a lot :D
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: Burnhouse on April 23, 2011, 02:00:48 AM
Very nice Map! This map can be at matchs i think. All the misaligned thinks are also over :)
Sorry for my english:)
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on April 23, 2011, 03:32:28 AM
All the misaligned thinks are also over :)
A few ones still left, but I guess he'll fix it with b9.
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: kaese on April 25, 2011, 07:50:35 AM
Jo Chef-Killer,
Texturen gefixed..
sag mir ma jetzt ne Zeit wann ich auf Ts kommen soll, also wenn du da bist.
Damit wir das mit den Aux texturen machn können, denn das geht nicht so wie du das beschrieben hast =P.

Bitte Dankeschön
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: kaese on April 28, 2011, 04:15:23 PM
Here's a current BETA09, if you have some more ideas for this map, will affect the gameplay.. post it.
____________________________________________

If anyone has an idea for the Aux-walls post it, too.
..
Chief Killer, I just tried both and even more, but it never works better then this way, i've done in BETA09
____________________________________________

So have fun..
if noone got more ideas for my map, i'll finnish it the Next time =P -- in so far as we resolve the problem with the Aux/ Mist/ Skip/ (what ever) -Walll's


BETA09

https://rapidshare.com/files/459680473/london_b9.bsp


« Reason for editing: combined multiple successive posts »
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: kaese on April 29, 2011, 07:46:06 AM
I think the Aux-Wall does not work, cause of the fog =D, maybe Jitspoe can help me ?! =)
Title: Re: New Map: London BETA 8 (r_speeds ~ 2000) by kaese
Post by: ic3y on April 29, 2011, 08:06:42 AM
First Post Update !
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on April 29, 2011, 01:58:14 PM
Please take a look at this version (in terms of theAu-Walls)
_______________________________________________

I omitted the Aux-Walls completely.  If u like it, i'd sayitz
beta10..

_______________________________________________

And if there are no other ideas, it will be final.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: MyeRs on April 29, 2011, 06:51:10 PM
I really like this map, and I agree taking out the 'Aux-Walls' improves it.

I like the fact that the jumps aren't completely obvious, but there are plenty.

There are some rather 'pointless' areas that should be removed, or made smaller (easier for recon purposes, making it more likely to get used in the match scene). I think you should have an easier way to grab 2nd without having to take so long, giving 'newbies' a chance. Infact, I think flag 2 needs to be in a new spot to really help remove camping OR have a path that comes behind 1 (2 = flag on ledge, 1 = flag beside stairs).

I never tried out this map till today and it's got plenty of potential to become a really good map, but it does need a little more gameplay testing-adjusting if you want it to get used regularly. I don't see this getting played on pubs at all either.

But whether you choose to spend more time and continue working on it, or release it as you see fit now, is your choice but it's still a very nice and unique map with the potential to be used often.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: pvtjimmy on April 30, 2011, 07:21:50 AM
But whether you choose to spend more time and continue working on it, or release it as you see fit now, is your choice but it's still a very nice and unique map with the potential to be used often.

This :)
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 01, 2011, 02:01:47 PM
He..
thank for your post ... and i'll never stop to work on it ^^
_____________________________________________

I had no idea where to place the secound flag. But i did my best to open gameplay in regard to the secound flag.

Please take a look at this beta, i hope you like it.

_____________________________________________

london_b10
_____________________________________________

https://rapidshare.com/files/460129030/london_b10.bsp

Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 01, 2011, 02:13:10 PM
Here are some sreens..
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: MyeRs on May 01, 2011, 03:44:15 PM
I like the addition, it feels abit long, but it gives you at the very least a 'newbie' path to 2, which is needed in every map. This map most definitely wont work in pubs -- which I'm sure you assumed with all the paths/rooms.

I still feel it can be over camped, even though they are many openings to both flags. But I also think adding another path to flag could make it a bit to much... I'll need to play-test it eventually to let you know more about that.

The new path added --- The door that takes you to 2nd, I think you should have it more 'open' so its not so easy to line somebody if they are in there. (Since you don't want to have to run all the way back down that hall to go main, so having a bigger door / or a hole in the wall gives (maybe a table/ramp) so you can use to jump a line when in that hallway.

Thinking about it some more -- The flag placement doesn't really need that much changing, it's a good placement since the 'camper' would have to be pretty much in the open if he's on 2, having a view of 1 and 2 -- which means he's an easy kill to get a point off. Then, you'd actually have to use teamwork to grab, unless he's got bad aim.

Screenshot -- That path is oversized and serve's no real purpose. It just will make recon harder. I suggest finding a way to make it smaller, and maybe make it look different then all the other rooms (every inside looking the same makes it hard to distinguish recon).

I'll try to get you more feedback later! Keep up the good work! It's a really nice map.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 02, 2011, 02:33:51 AM
How to make it different =D ?
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: MyeRs on May 02, 2011, 01:37:45 PM
How to make it different =D ?

I'm not to sure yet to be honest, I can't seem to come up with an idea. Maybe make it just a straight hallway across instead?

First off you should try opening up the new 2 path you made so it's not just a door that can easily be lined. Have it a larger 'door' or make it look like a 'hole' in the wall. Then, have maybe a table in the hallway that can be used to jump lines.  ----> Once that's done, we can get a few people in a server to test it to see if that helps limit camping. You've got many paths, but a lot are narrow, and some of those should be opened up.

So I'd suggest working on the flag area and then post screenshot's when you get that finished :)

EDIT: Private msg'd you a demo
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: sBi on May 03, 2011, 03:01:00 AM
nice map kaese ... good job :D
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 03, 2011, 07:28:54 AM
Here's BETA_13
I've forgott to upload the other ones =P..


https://rapidshare.com/files/460402977/london_b13.bsp




Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 03, 2011, 07:31:03 AM
some screens..
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on May 03, 2011, 09:31:04 AM
Online @ [OTB] Beta! Looks very nice so far. A few more things...

First screenshot: Add clip brushes next to the new windows, too. Also there's now an extreme red lighting just because of one red carpet. I'd delete the file ctp1/concrete_r.wal while exporting the map, that would avoid the red color in this area.

Last screenshot: The barrels are misaligned. There're a few more new barrels you need to align. And the PAIN letters are backwards. You need to mirror the faces here.

Oh, and the clip brushes for the opened door next to the high flag doesn't work well, there's a little edge.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: MyeRs on May 03, 2011, 01:13:02 PM
I like the addition of the windows, it's a nice touch. And adding stuff to distinguish the empty rooms helps too, but you should go through the demo I private msg'd you for a few other pointers.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: jitspoe on May 04, 2011, 08:03:00 PM
I'm glad you keep iterating on this, it's starting to look really nice.  I've attached another demo with feedback.  I think I mentioned it before, but I really think you should make the fog a bit darker and less intense.  It looks good up close, but bad against stuff in the distance against the night sky.

Edit: I played it on the beta server, but it was just against one other guy (newbie####), so it wasn't much of a play test.  I did notice one thing, though.  There's really only one way out of the base after grab the lower flag.  If somebody's around the top of the stairs there, you're kind of screwed.  I think it makes it too easy to defend.  Perhaps you could add a door next to the flag with an alternative path out of the base -- maybe even have it wrap around to the high flag.  The newbie never did figure out how to get the 2nd flag.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 08, 2011, 10:43:41 AM

Hey guys.. here is my new Beta: BETA 14
____________________________________________
https://rapidshare.com/files/461341060/london_b14.bsp


____________________________________________
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chucki on May 08, 2011, 12:01:06 PM
I like the new way. :) It's just better for someone who can't jump and the gameplay is a bit better. ;)
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: planB on May 08, 2011, 05:10:42 PM
goodjob.
die leiter (mitte), wnen man dne speed jump nur langsam angeht, funktioniert auf der ROTEN seite nicht :P
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 09, 2011, 07:59:56 AM
Hey Guys, itz me again ..
pls look at my last Beta-Map, if there are some more ideas post it, soon.


Otherwise, I'll finish it the next day's..




Thanks for your patience, ideas and help
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: payl on May 09, 2011, 08:26:31 AM
1.Why don't you put map on forum? rapidshare is bad.
2.Im not sure if it's intended: just go to opposite team 1st flag and get it, the result is: get-cap-get-cap-get-cap-get-cap... im not sure if you know what i mean, so other explanation: When i come to 1st flag, i get it, and next cap it. Just like flag is on cap already. If its unintended, its big bug. And if not, then 2nd flag is nonsens. Just go to opposite flag and stay alive how long you can while getting points rapidly.
3.I think that there are too many roofs, so if you go street way, you will be killed soon.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on May 09, 2011, 09:42:23 AM
Payl is right, the flags/bases doesn't work correct at the moment. Obviously noone has seriously tested the gameplay yet, so I guess it's not the last beta :)

ftp://otb-server.de/pub/Maps/beta/london_b14.bsp (ftp://otb-server.de/pub/Maps/beta/london_b14.bsp)
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: MyeRs on May 09, 2011, 11:55:01 AM
Kaese: Did you get my forum PM about a week ago with a demo of your map with some suggestions? If not, I can re-upload it for you, but it had some decent suggestions on opening up some areas etc...
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: SKEET on May 09, 2011, 04:06:54 PM
This map looks decent from the screen shots you have posted. nice job man you are very creative. My only suggestion would be to tone down the fog a little but I am only basing that judgement off of the screenshots. congratulations man!
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 11, 2011, 12:32:52 PM
send me your demo again Myers..
If you've send a secound one
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 11, 2011, 12:35:28 PM
One of your demo's i have looked at..

I've changed things, but not quite as you wanted it, if you dont notice it (=S orry for my english xD)
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: MyeRs on May 11, 2011, 01:02:22 PM
The ladder on Red side -- the 'pipe' thing when you go out left side of base -- doesn't work. But it works on Blue side.

I still think you should open up the 'side' path that takes you behind flag 2. (Or atleast make it so you can shoot threw or go threw the windows.)

I don't think the ramp-mini-speedjump to 2 are equal on both colours. I found it a lot easier to do on blue side then on red.

As said in one of my first posts on this map, you still have that useless long path that you should try to slower (or put some of that 'black' ice in it) -- And try to make the rooms more unique for recon purposes, it'll be hard to distinguish the different buildings since inside they are all the same. (also, you should have Blue carpets in Blue side buildings as a marker I think...)

Other then that it's really nice, I'd like to see the two low paths out of base have a little more space, but that's opinion, it's still very nice :)

EDIT: Slow path to 2 is a lot easier and as fast if not faster then most other ways to grab 2 from 1. Might want to work on that. (the triple jump boxes are the only faster way, but the 2 other double jumps (railing and top of door) are probably slower or even to going the slow way).
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 12, 2011, 11:13:50 AM
You are right myers, .. i've changed the angle of the "speed-ramp", i've also recolored the carpet (blue-base - blue, red-base red)..
I didnt want to "destroy" the door to secound, therefor i opened a window there.

That should have been your most important concern, right?

Beta 15
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 12, 2011, 11:16:37 AM
DONLOAD

http://www.otb-server.de/wbblite/thread.php?threadid=2682&sid=




londom_b15
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on May 12, 2011, 11:55:24 AM
This time I have troubles with the link, too.

"Download is not available"

Maybe you could ask ic3 to upload the newer betas as well or upload it on our forum that we can add it to the ftp server.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 12, 2011, 01:16:30 PM
New Download link
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on May 12, 2011, 01:35:48 PM
All right, map is online.

ftp://otb-server.de/pub/Maps/beta/london_b15.bsp (ftp://otb-server.de/pub/Maps/beta/london_b15.bsp)
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 13, 2011, 01:41:03 PM
What shell i do next ... ?

POST YOUR IDEAS.. I've gt no more !!!


Thx
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 19, 2011, 01:57:42 PM
Hey Guy's..

here is my new beta - there is just a new way and some other textures, enjoy =P



Download it on:
http://www.otb-server.de/wbblite/thread.php?threadid=2682&sid=
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on May 20, 2011, 02:19:53 PM
ftp://otb-server.de/pub/Maps/beta/london_b16.bsp (ftp://otb-server.de/pub/Maps/beta/london_b16.bsp)

Note that only registered people can download the map from the filebase of our forum. The other ones need to use the ftp link. Map is online @ [OTB] Beta. I'll have a look at it later.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 29, 2011, 12:22:35 PM
Here is my new beta, enjoy..


http://www.otb-server.de/wbblite/thread.php?threadid=2682&page=1&sid=

__________________________________________

-added some clipbrushes
-Changed some textures
-edit the fence, now you can see only one face of this brush
-added some detail (sever)

__________________________________________

screens
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: webhead on May 29, 2011, 12:24:14 PM
looks very nice. but i think the fence texture should be scaled up just a bit, so that it looks like a fence when you stand farther away from it (and not a translucent orange wall).
also, please do not double-post.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on May 30, 2011, 05:59:10 AM
b18 = b17.. there was a little fail in it =D
itz just a edit
____________________________________

http://www.otb-server.de/wbblite/thread.php?threadid=2682&page=1&sid=
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on June 02, 2011, 06:53:04 AM
Nice :)

i think the fence texture should be scaled up just a bit, so that it looks like a fence when you stand farther away from it (and not a translucent orange wall).
I agree with this. Scaling up the texture would look at lot better.

A few more stuff to change, but everything can be done very fast and isn't a big deal.

(http://www.otb-server.de/wbblite/attachments/1907.jpg) (http://www.otb-server.de/wbblite/attachments/1906.jpg)
Rotate this face (both bases).

(http://www.otb-server.de/wbblite/attachments/1909.jpg) (http://www.otb-server.de/wbblite/attachments/1908.jpg)
Hm...you're using a different texture on top of the barrel. Wondered that I didn't notice this before. Just change the barrel texture for this face and it should be ok (only blue base).

(http://www.otb-server.de/wbblite/attachments/1911.jpg) (http://www.otb-server.de/wbblite/attachments/1910.jpg)
Move this faces a few units like you did on the other base (only red base).

(http://www.otb-server.de/wbblite/attachments/1913.jpg) (http://www.otb-server.de/wbblite/attachments/1912.jpg)
Scale up the face a little bit like you did on the other base (only red base).

(http://www.otb-server.de/wbblite/attachments/1915.jpg) (http://www.otb-server.de/wbblite/attachments/1914.jpg)
I think adding one more step here would look a lot better (both bases).

(http://www.otb-server.de/wbblite/attachments/1917.jpg) (http://www.otb-server.de/wbblite/attachments/1916.jpg)
There's a hole on the right side. I'd also lower the left pillar a few units that the horizontal wood brush can be placed on top of the pillars like you did on the other base (only blue base).

ftp://otb-server.de/pub/Maps/beta/london_b18.bsp (ftp://otb-server.de/pub/Maps/beta/london_b18.bsp)

Online @ [OTB] Beta!
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on June 02, 2011, 12:57:02 PM
DONE !!!


http://www.otb-server.de/wbblite/thread.php?threadid=2682&page=1&sid=
____________________________________

london_b19
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on June 03, 2011, 07:45:22 AM
Did you scaled up the texture of the fence, too? I'd prefer a texture size of 4.0 x 4.0 or something else.

I think the map is almost ready for final release. So test, test and test the map (also in matches).

ftp://otb-server.de/pub/Maps/beta/london_b19.bsp (ftp://otb-server.de/pub/Maps/beta/london_b19.bsp)

Online @ [OTB] Beta.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: jitspoe on June 04, 2011, 01:43:50 AM
Awesome - I'm really glad you keep updating this with the feedback people give you.  The biggest suggestion I have now is still to tone down the fog - I'd make it half as bright and half as dense, at least.

As for the fence - I'm adjusting the scale by 2x in the rscript for the next paintball2 release.  I tried to make the fence texture to scale with that, but I've realized it just doesn't work well.  If you scale it, I wouldn't scale it more than 2x, or it may look too large with the next paintball2 release.  Also, with that fence path, it seems the r_speeds have jumped up a bit from what I remember them being.  Looking out from the base is consistently over 3000 now.

I know this won't help r_speeds, but I'd still suggest changing the step height to 8 units.

We really need to organize a playtest on this map so we can make sure it plays as well as it looks.  I have it up on the EV1 beta server now
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on June 04, 2011, 03:32:11 AM
london_b21
Download it on:
http://www.otb-server.de/wbblite/thread.php?threadid=2682&page=1&sid=

________________________________________________

Hey Guy's,
that's my last beta in stock..

I've change the scale of the fence (2.0 x 2.0) and reduced the fog (befor 13, now 11).

To jitspoe: the r_speeds is increased by about 200.
I'm not sure if it is necessary,to change therefor anything.

srii for english =)
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on June 04, 2011, 05:25:47 AM
ftp://otb-server.de/pub/Maps/beta/london_b21.bsp (ftp://otb-server.de/pub/Maps/beta/london_b21.bsp)

Online @ [OTB] Beta.

EDIT: One more thing. Why did you add a clip brush here? Now you can stand in the air. Just create a small triangle clip brush next to the door.

(http://www.otb-server.de/wbblite/attachments/1951.jpg) (http://www.otb-server.de/wbblite/attachments/1950.jpg)
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on June 04, 2011, 11:13:21 AM
DONE

http://www.otb-server.de/wbblite/thread.php?threadid=2682&page=1&sid=
_______________________________________

london_b22
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on June 04, 2011, 11:23:06 AM
ftp://otb-server.de/pub/Maps/beta/london_b22.bsp (ftp://otb-server.de/pub/Maps/beta/london_b22.bsp)

Online @ [OTB] Beta.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: jitspoe on June 05, 2011, 11:09:27 AM
Try these values:

"sky" "pbsky3 fogd .25 .25 .3 .001"

Before and after screenshots attached:

Also, the map is kind of dark overall - you might want to set up a custom compiling batch file that uses -scale 2 to brighten the whole map up.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: MyeRs on June 05, 2011, 12:31:41 PM
Played this map in beta test server, here's my feedback:

The fog is still a bit to strong. From a distance you couldn't tell if the person was on your team or not so you just guessed and shot that person. (maybe you want that as your gameplay, who knows). But with the darkness of the map, the high spots become a huge advantage, making camping more useful then rushing. Not sure how you'd fix that since I don't map, but is it possible to have more lights on high parts to brighten it up a bit?

The low gameplay was fine. I'd suggest making the mid ice-path more open instead of feeling like a tunnel. (so you're not spraying through a little tunnel, you get more room to do stuff.) Also maybe make the sides of the 'mid ice-path' less steep so you can do jumps off of it. It helps as an escape route if you're ice and a guy is their main, gives more options I guess.

I like the addition of the fence path. Still relatively campable, but I'm sure it could be worked around with teamwork. Very well made map, and the gameplay is pretty fun. I think I was one of the only ones who knew just about every jump when I played it, so it'd be interesting to play once everyone knows it. Goodjob on it! Hope it gets played!
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: jitspoe on June 05, 2011, 01:53:07 PM
Yeah, the fence path became super useful when there were enough people to make the mid ice path a death trap.  I think if you brighten the map up and lower the brightness/density of the fog, it will help with the team identification issues.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on June 08, 2011, 01:11:32 PM
He guys,
itz me again..

We finally made it, here is London_final.

http://www.otb-server.de/wbblite/thread.php?threadid=2682&page=1&sid=

Thanks for your patience and your ideas.
I think, if i would have to work alone, it would never become so great.

..fog reduced

Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: kaese on June 08, 2011, 01:11:57 PM
FINAL
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: Chef-Killer on June 08, 2011, 02:00:30 PM
Very fast from b22 to final, T3RR0R15T wanted to post a few more screenshots with misaligned textures this weekend...

Nevertheless, all in all great job with this map :)

ftp://otb-server.de/pub/Maps/london.bsp (ftp://otb-server.de/pub/Maps/london.bsp)

Map is online @ all [OTB] servers.
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: jitspoe on June 08, 2011, 06:58:26 PM
Cool - moving this to completed maps.  Could you edit your first post with links to the final map?

Wish everybody would go through this many betas. :)
Title: Re: New Map: London BETA 9 (r_speeds ~ 2000) by kaese
Post by: webhead on June 08, 2011, 09:10:18 PM
Online @ X servers!
Title: Re: New Map: London by kaese
Post by: ic3y on June 09, 2011, 02:35:50 AM
Subject fix + Screenshots update + Beta / Final Map Update
Title: Re: New Map: London by kaese
Post by: kaese on June 09, 2011, 06:50:58 AM
thx icey