Author Topic: Battle: Lost Fortress (Updated to v1.1.1)  (Read 5314 times)

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Offline Ronan

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Re: Battle: Lost Fortress (Updated to v1.1)
« Reply #15 on: May 05, 2011, 10:53:56 pm »
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 All objects have barriers around them. For some reason the barriers dont always match up when you enlarge them. They become bigger than the visual model or not big enough. Besides trees Ive noticed in on some "battle destroyed" props when I put ladders on the 'destroyed' parts and cant seem to walk on to the wall because an invisible wall is blocking it.

But sounds like you should be fine... So never mind my previous post. :p

Offline Rannepear

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Re: Battle: Lost Fortress (Updated to v1.1)
« Reply #16 on: May 05, 2011, 11:32:53 pm »
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I've gone ahead and reduced the amount of trees even more...I'm afraid to go any further.  I do not want to remove any from the forest area where players will battle.
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Offline zagibu

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #17 on: May 06, 2011, 07:17:39 pm »
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Look at the native map "Battle on ice" to get an idea on how many trees you can plant.
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Offline Rannepear

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #18 on: May 06, 2011, 07:21:59 pm »
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I'm assuming there are 0 trees in that map.

I've seen maps played with an amount of trees comparable to my map. I dont know how they run on other people's PCs but they are up and being played in the first place, so it can't be that bad. I'm confident my map won't run that terribly, but I still need people to play and test it.
« Last Edit: May 06, 2011, 07:25:09 pm by Rannepear »
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Offline zagibu

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #19 on: May 07, 2011, 02:19:33 am »
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No, there are many trees on that map, at least 300.
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Offline Rannepear

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #20 on: May 07, 2011, 02:38:34 am »
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........... :|
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Offline zagibu

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #21 on: May 07, 2011, 12:11:30 pm »
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What I'm saying is that trees do not hamper performance so much as some people seem to believe. Trees do not have a lot of texture and 3d model information, and they can be used in geometry instancing to speed up rendering. An amount of 300 - 500 trees should still result in decent framerates on most machines.
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Offline Zergmar

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #22 on: May 07, 2011, 03:24:57 pm »
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Some people run this game on DirectX 7 and ancient PCs.
Aiming for the majority of your audience is all you should be concerned with, which in 2011 can boot Crysis 2 with medium details even on laptops.
Pleasing everyone never gonna happen when people know it's a custom map


// and by the way, your file on MBR should be in » Multiplayer
« Last Edit: May 07, 2011, 03:32:53 pm by Zergmar »

Offline Rannepear

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #23 on: May 07, 2011, 05:47:07 pm »
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What I'm saying is that trees do not hamper performance so much as some people seem to believe. Trees do not have a lot of texture and 3d model information, and they can be used in geometry instancing to speed up rendering. An amount of 300 - 500 trees should still result in decent framerates on most machines.

Alright, well good then. Fortunately for me, I don't have anywhere near that amount, and I'm still content. Thanks for the tip though, I thought you were fucking with me lol (Battle on Ice?).

Some people run this game on DirectX 7 and ancient PCs.
Aiming for the majority of your audience is all you should be concerned with, which in 2011 can boot Crysis 2 with medium details even on laptops.
Pleasing everyone never gonna happen when people know it's a custom map


// and by the way, your file on MBR should be in » Multiplayer

Thanks, I'm just worried with it being my first map and all.

Alright let me fix that, thanks again!
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Offline HarunYahya

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #24 on: May 16, 2011, 05:43:39 am »
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I love this map !

Offline Rannepear

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #25 on: May 16, 2011, 05:46:10 pm »
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Thank you! Apparently it is on one of the NA servers (not sure which), but I personally have yet to play it on either...
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Offline Rannepear

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #26 on: May 20, 2011, 08:54:28 am »
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Many problems found...One, map is just way too big. Secondly, the tower on the hill became a major pain. Map is currently under heavy renovation. Size is going to be reduced and tower removed completely.
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Offline Kung Fu Jesus

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #27 on: May 20, 2011, 10:25:13 am »
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I personally don't have a real issue with the tower itself. I think the main issue is the size combined with the openness. In order to survive, everyone will either gravitate to the tower for that spawn or the forest for the other side. Of course, those in the tower have a free shot at anyone out in the field because its so large and there is no cover. I think you can keep the tower if you move that whole village/farm that's on the edge and completely unused right into the middle open area. That provides cover between the tree line and the tower/hill and makes that village/farm useful. The you can cut 20% of the unused outskits area out of the map.

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Offline Toffi

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #28 on: May 20, 2011, 01:10:29 pm »
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I hope you'll finish the map cause it looks awesome, very authentical! :D

Offline Rannepear

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Re: Battle: Lost Fortress (Updated to v1.1.1)
« Reply #29 on: May 20, 2011, 07:32:22 pm »
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I personally don't have a real issue with the tower itself. I think the main issue is the size combined with the openness. In order to survive, everyone will either gravitate to the tower for that spawn or the forest for the other side. Of course, those in the tower have a free shot at anyone out in the field because its so large and there is no cover. I think you can keep the tower if you move that whole village/farm that's on the edge and completely unused right into the middle open area. That provides cover between the tree line and the tower/hill and makes that village/farm useful. The you can cut 20% of the unused outskits area out of the map.

I cut the distance across in half. I still think the tower will become an issue. It's too big, especially now that the map size has been reduced. However, I still intend to replace it with something a bit more "natural". That, or use a tower prop that only has an upper deck and not all those damn stairs.

 The whole point was for cav to have open range, infantry would be able to escape into the trees (that didn't work out), and archers could take the hill as well as fire from the outskirts of the forest. I should still put some props in the field so it's not too open.

 I suppose I can give that village more of a use, as it was purely there for aesthetic reasons. One thing I'll think I'll do, instead of putting the spawn of one of the teams by the hill, I'll move it across towards the wall and forest. That way, melee users can make use of the forest and if you want to take the hill you're going to become vulnerable to cavalry. Thanks for your input though, I'm glad I actually got to test it out with players finally.

I hope you'll finish the map cause it looks awesome, very authentical! :D
Thank you.
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