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  #641  
Old 06-04-2012, 02:39 PM
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http://forums.tripwireinteractive.co...play.php?f=135

those are the ones released
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  #642  
Old 06-08-2012, 02:38 AM
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make that a sticky, makes it easier to find in the future.
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  #643  
Old 06-09-2012, 12:47 PM
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nah, it should be fine it has its own forum
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  #644  
Old 06-13-2012, 12:56 AM
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Spoiler!
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  #645  
Old 06-13-2012, 02:55 AM
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Spoiler!
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  #646  
Old 06-13-2012, 04:24 AM
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Reminds me of the sewers of Leningrad.
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In Red Orchestra: Ostfront, the real heroes were the people who mastered these handicaps and did the extraordinary.
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  #647  
Old 06-13-2012, 01:40 PM
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Jesus Christ Nightingale you beautiful, beautiful person...
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  #648  
Old 06-13-2012, 03:46 PM
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That's a lot of praise for a textured tube with some pipes in it. Thanks for the encouragement.

If I can get the stepping-up issue sorted out and learn how to get 3ds Max's UVW pixel snapping to work, then I think this sewer map will have a much higher chance than Novoya of making it to the playable stage.
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  #649  
Old 06-14-2012, 01:01 AM
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Great to see people are still working hard on creating some new maps. I have been sidelined for the last 3 months as my PC went tits up...all fixed now and ready to hopefully finish the Eagles Nest. I am thinking a couple more weeks but the part I probably will need some help on is taking from SDK and making it available on a server. I'll post a new video in the near future with some footage....again great job everyone.
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  #650  
Old 06-14-2012, 07:45 AM
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Quote:
Originally Posted by Nightingale View Post
That's a lot of praise for a textured tube with some pipes in it. Thanks for the encouragement.

If I can get the stepping-up issue sorted out and learn how to get 3ds Max's UVW pixel snapping to work, then I think this sewer map will have a much higher chance than Novoya of making it to the playable stage.
Good work there mate, just wondering why did you stop working on Novoya? It looked great.

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Great to see people are still working hard on creating some new maps. I have been sidelined for the last 3 months as my PC went tits up...all fixed now and ready to hopefully finish the Eagles Nest. I am thinking a couple more weeks but the part I probably will need some help on is taking from SDK and making it available on a server. I'll post a new video in the near future with some footage....again great job everyone.
Good to see you back here Shaken
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  #651  
Old 06-14-2012, 08:22 AM
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Sewers are nice but don't let them be the main theme. It will be a
maze soon with only sewers. I would take out the electric light.
Or add a generator.

Another serious advice is this. I understand you where working on that
wintermap. And you did quite some work for that one.
Now you started a new project without finishing your first project.

Beware of the I start but not finish syndrome.
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  #652  
Old 06-14-2012, 05:38 PM
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Yeah, I think you're right about taking out some of the lights. A sewer in wartime, especially Stalingrad, should be dark and out-of-commission. This one looks too new.

I definitely know what you mean about the "start but never finish syndrome". It's a problem for me with these kinds of things. I switched over to working on this sewer map because I was really noticing the performance issues of running a huge forest map, and I didn't like that it wasn't actually a Stalingrad sort of battle. I thought a confined sewer setting would be easy on the slower machines. Hopefully I'm not lying to myself this time.

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Good work there mate, just wondering why did you stop working on Novoya? It looked great.
Yeah, I feel kind of bad about making a thread about it, but basically several unexpected problems came up and I realized that making a huge forest map can be very GPU-intensive and very impractical for a complete beginner like me to the UE3 engine. I ended up having to delete almost all my work to fix some of these problems. I might come back to work on it later, once I feel more confident about my mapping abilities.

Last edited by Nightingale; 06-14-2012 at 05:42 PM.
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  #653  
Old 06-14-2012, 09:36 PM
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Quote:
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Yeah, I feel kind of bad about making a thread about it, but basically several unexpected problems came up and I realized that making a huge forest map can be very GPU-intensive and very impractical for a complete beginner like me to the UE3 engine. I ended up having to delete almost all my work to fix some of these problems. I might come back to work on it later, once I feel more confident about my mapping abilities.
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  #654  
Old 06-16-2012, 06:50 PM
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Ok, so managed to get the weather to where I'm happy with it. This is my new map. long way to go, but it's a start.


"Counter Attack" Map contest entree. TE-Kriegszeit

WIP - TE-Kriegszeit
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  #655  
Old 06-16-2012, 07:01 PM
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Very nice Wolvy

Good luck with your project! I am sure it will be one of my favorites!

Regards Culti
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  #656  
Old 06-16-2012, 09:50 PM
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Sweet Jesus those are really good looking effects.
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  #657  
Old 06-16-2012, 11:13 PM
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Quote:
Originally Posted by -=}WoLvErInE{=- View Post
Ok, so managed to get the weather to where I'm happy with it. This is my new map. long way to go, but it's a start.


"Counter Attack" Map contest entree. TE-Kriegszeit

WIP - TE-Kriegszeit
Looks great. Was that some kind of dynamic lighting I saw? I also worry about the performance. How many FPS do those awesome effects cost?
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  #658  
Old 06-16-2012, 11:26 PM
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Thx guys. working hard trying to get it released.


@ Nezzer, no worries bud. FPS are solid. avg about 75 fps.
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  #659  
Old 06-17-2012, 04:27 AM
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Looking great man
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  #660  
Old 06-17-2012, 01:33 PM
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*Watches Wolverine's video*

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