• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Search results

  1. F

    Level Design *Map prefix*-Woods

    Nice looking trees, that's some good work with the textures and the normal map. I haven't done a lot with the UT3 editor, but my first impression from the baked lighting is that the resolution is just too low. I would try to figure out someway to increase of the mesh. Also, I think the best...
  2. F

    Level Design [Preview] RO-Kriegstadt: Der Untergang Berlins

    Looking very nice, and the atomsphere looks spot on. At what point is the street detailing at? As it is they look pretty clear, and I can't see the russians making much progress down some of those streets. This is based only on screenies though, and may not be the case. The interior room...
  3. F

    Level Design [Preview] RO-Kriegstadt: Der Untergang Berlins

    So true. The map looks great, both graphically and historically. The buildings and streets all look very nice and very accurate to the pictures I've seen of Berlin during the fighting. The bridge area is very nice too, and it seems very accurate with the orientation of the train station...
  4. F

    Beta Map RO-MyshkovaRiver beta3

    Well, the balance on the map is much better, perhaps even a little tilted to the german side, but that was based only off of two rounds on the map. The halftracks definitely helped the germans push through some of the tough spots. The four german tanks really kept the russians on their toes...
  5. F

    Level Design Map Request: Wonky Donkey's Day Off

    Oh lawd, not ro-donkey. The map with miles of surreal green hills where you spawn sealed into tiny little bunkers. I would be pretty suprized if you found it. That guys posts were always pure gold though.
  6. F

    Beta Map RO-MyshkovaRiver beta2

    :o Fixed version is up, so so sorry, got a little hasty checking it over and only ran though the german spawns.
  7. F

    Beta Map RO-MyshkovaRiver beta3

    Somehow some of the spawns were broken in beta 2, and have just played the map for the first time a little bit ago, I just found out. Here is beta 3 with all of the spawns repaired. Sorry about that. DOWNLOAD
  8. F

    Beta Map RO-MyshkovaRiver beta2

    Yeah, those rocks are damn ugly, I think I can do something better with them. I'll try some fallen trunks and more natural rocks and the like. I'm still thinking about trying to get some winter uniforms into the map, something along tne lines of what you have in your sig would be great. I'm...
  9. F

    Beta Map RO-MyshkovaRiver beta2

    Good lord, I was thinking it was getting a bit tight performance-wise. I've been thinking about adding shadows to the forested areas, maybe I'll try and add them in for the next beta. Okay, I'll be doing another beta once I see how the last objectives play out and Ill add some more cover...
  10. F

    Beta Map RO-MyshkovaRiver beta2

    Okay, I have a new beta for Myshkova River. The changes include: Additional map time, now at 38 minutes. Reduced reinforcement level to make them a factor in the map Added another p4 and another german tanker slot Added several german auto rifle classes (g41) Gave the german commander the...
  11. F

    Beta Map RO-MyshkovaRiver beta1

    I personally would love to have winterskins on the map for the germans but a couple of things has prevented me from doing so far. First of all, the attempt of new skins in Kolno didn't go very well, lots of weird bugs and trouble with the redirect. I think there is a winterskin pack out there...
  12. F

    Beta Map RO-MyshkovaRiver beta1

    I'm not quite sure how to deal with this. The map has ten objectives at the moment, granted the first one is a gimme, designed so that the soviets can be entrenched on the ridge before the first wave of germans come, but that's nine contested objectives, so I'm hesitant to add more. I also...
  13. F

    Level Design The map optimization thread

    I'm not sure about the first question, I'm not even aware of any limit on the zones. Sounds like a pretty strange bug, I would have to see it to comment on it. The benefit of using large meshes is to keep the actor count down. When DrGuppy was optimizing Leningrad I suggested he do this...
  14. F

    Beta Map RO-Elnya_beta1 PUBLIC

    I haven't had a chance to play the map but from the editor it looks pretty cool. Some comments on the visuals. The buildings look very nice and authentic, especially in the back of the map near the railway. The station itself is very nice too. There are a couple things on the map that...
  15. F

    Beta Map RO-MyshkovaRiver beta1

    I've had a chance to play a few rounds on the map today, and I think that the map is playing pretty well. Changes that I want to make so far is to give the germans an additional tank. I think another p4 would work well, but I'm also playing with the idea of maybe adding a tiger into the map...
  16. F

    Beta Map RO-MyshkovaRiver beta1

    The weird text thing is because the objectives are close together so in order that the objective names dont overlap, the text gets moved to weird places sometimes. Not sure what to do with this. The trees are pretty white, but I like the look. Trees certainly do look like that at times, so I...
  17. F

    Beta Map RO-MyshkovaRiver beta1

    DOWNLOAD The testing didn't show any big problems with the map, so here is the first beta. Feedback and the like are great as always, and I'm ready to get another beta or two out quickly as problems are found. Enjoy!
  18. F

    Level Design Preview of Myshkova River

    Thanks for the comment. I liked the overhead map drawings, but I see how it makes it hard to see the player location, so I may do something about that. I've got some other good feedback on the map, and I don't think it needs any major changes (ie there are no major problems) before releasing...
  19. F

    Level Design Preview of Myshkova River

    Yeah, I'm looking for a server that would help test it. It's not made specifically for 32 or 50 players, but I think both will work well. Im curious to see if it lags on a larger server, it's pretty open and there are no bsp buildings, so all the network occlusion is in the terrain and in the...