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steve
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Joined: 04 Oct 2007
Posts: 26
Location: Nelson, New Zealand

PostPosted: Tue May 25, 2010 9:16 pm    Post subject: Reply with quote

Just a bunch of screens as I work on new content for the map (I've finally roughed up a bunch of models to use as lighting sources.)



Note that the church is still empty, I may close this area off to release a beta dm_ only version (the church will play a large part in br_ mode).









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ReD NeCKersoN
Smokin' Gun




Joined: 27 Mar 2002
Posts: 2927
Location: VA, USA

PostPosted: Wed May 26, 2010 6:25 pm    Post subject: Reply with quote

Visually speaking, this is shaping up to be a very pretty level. Looking forward to a beta!
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steve
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Joined: 04 Oct 2007
Posts: 26
Location: Nelson, New Zealand

PostPosted: Wed May 26, 2010 6:48 pm    Post subject: Reply with quote

I just hope it plays well, as I've never actually played an online match of SG. Just bots... and the bots are... well... cabbage.
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SmokeyBacon
Tester




Joined: 16 May 2009
Posts: 71
Location: Bristol/Cardiff, UK

PostPosted: Wed May 26, 2010 9:33 pm    Post subject: Reply with quote

I'd advise you to release a beta (of the BR preferably) as soon as possible so people can start to try it out, I'll be happy to test it. That way we can see how it all works tactically and if some tweaks need to be made etc.

BTW, from the screens so far, this map look beautiful, great work.

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ltmon
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Joined: 19 Feb 2009
Posts: 11

PostPosted: Sun May 30, 2010 8:45 pm    Post subject: Reply with quote

PM me if you need our Australian-based server up and running with this map. I think we'd be the only server within 100ms of NZ, but we don't leave it running full time.

I could probably rustle up a few local players for testing as well if there's enough warning.
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giadrago
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Joined: 15 Oct 2009
Posts: 27

PostPosted: Tue Jun 01, 2010 6:15 am    Post subject: Reply with quote

Really nice work, steve! Shocked
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steve
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Joined: 04 Oct 2007
Posts: 26
Location: Nelson, New Zealand

PostPosted: Tue Jun 01, 2010 9:49 pm    Post subject: Reply with quote

Just a couple more screens :





dm_ test version in about a week, br_ test about a week after that.
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ReD NeCKersoN
Smokin' Gun




Joined: 27 Mar 2002
Posts: 2927
Location: VA, USA

PostPosted: Mon Jun 07, 2010 11:01 am    Post subject: Reply with quote

steve wrote:
dm_ test version in about a week....

How close are you to this test? I've been holding off on making any news posts lately because I wanted to include this. Cool

EDIT: Not rushing you. Just curious. Wink

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steve
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Joined: 04 Oct 2007
Posts: 26
Location: Nelson, New Zealand

PostPosted: Sun Jun 13, 2010 9:36 pm    Post subject: Reply with quote

Sorry, I completely forgot about a birthday (my own) that occurred last week. Mapping time was taken up with alcohol abuse and then several days of recovery.

Expect a test version in a the next few days.
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LuckyGenDago
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Joined: 09 Apr 2009
Posts: 61

PostPosted: Mon Jun 14, 2010 12:22 pm    Post subject: Reply with quote

go on

you have a fan now with me

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steve
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Joined: 04 Oct 2007
Posts: 26
Location: Nelson, New Zealand

PostPosted: Thu Jun 24, 2010 10:17 pm    Post subject: Reply with quote

This is NOT a gameplay preview in any form what-so-ever, just a preview to show the current state of the map (not the latest build either).

If anyone has any ideas about what they would like to see in the map I would love to hear them as I'm having a bit of a mental block right now (hence the lack of a real preview).

It has been developed inside SG1.1 beta with Joe Kari's updated Alamo build, so there may be a couple of missing textures. Sorry.


I've still yet to build the underground area, expand the graveyard (will contain a crypt with a 2nd br_ cash grab area), and revamp the large white building (no longer a church).

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juan carlos
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Joined: 19 Apr 2009
Posts: 3

PostPosted: Sun Jun 27, 2010 8:56 am    Post subject: map Reply with quote

I can say it now, that this will be my favourite map. I like your idea. As you said some textures are missing, like the top of the boxes, and there are lighting problems. But it's really nice.
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Joe Kari
Smokin' Gun




Joined: 16 Sep 2007
Posts: 591
Location: France

PostPosted: Tue Jun 29, 2010 1:02 pm    Post subject: Reply with quote

I love the way you light the map Wink
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Mapping, texturing, md3 modeling and shaders tutorial for Smokin' Guns & Q3
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steve
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Joined: 04 Oct 2007
Posts: 26
Location: Nelson, New Zealand

PostPosted: Tue Jun 29, 2010 10:09 pm    Post subject: Reply with quote

Thanks guys.

I've not had terribly much time to work on the map recently as I've been quite sick.

Hopefully I'll have some more progress to show towards the end of the week.
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ReD NeCKersoN
Smokin' Gun




Joined: 27 Mar 2002
Posts: 2927
Location: VA, USA

PostPosted: Wed Jun 30, 2010 10:12 am    Post subject: Reply with quote

Looks very nice Steve! If you add an underground area you might think about not getting too complicated with it. The map as it is now feels large to me... even though it isn't.
Nice layout. Looks like quality work all around.

I hope to finally post some news in the next day or two. That should get you some more feedback.
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