The Port [abbuw's city map]
RE: abbuw's city map [working name]
Nice Vadersloping! :p
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RE: abbuw's city map [working name]
Thank you. It took me about an hour to do. Very time consuming!Ænima wrote: Nice Vadersloping! :p
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Sarcastrophe
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RE: abbuw's city map [working name]
This looks great! Seems like it would be cool for Invasion. :D
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- MrEnchanter
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RE: abbuw's city map [working name]
On the Topic of content mods for this, a Silent Hill mod might be cool in my opinion, the landscape and access to buildings doubly supports my thoughts.
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RE: abbuw's city map [working name]
Seconding this, and even thirding because heck why notMrEnchanter wrote: On the Topic of content mods for this, a Silent Hill mod might be cool in my opinion, the landscape and access to buildings doubly supports my thoughts.
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RE: abbuw's city map [working name]
Plus to reduce visibility, an ancient fog technique can be used, is there a way to put a wall of fog around a player like the darkness is in Lasting Light? You would of course need to expand the boundaries to fit the thickness of the "fog"
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RE: abbuw's city map [working name]
Of course.MrEnchanter wrote: Still working on this guys?


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RE: abbuw's city map [working name]
This looks really nicely built , keep up the great work .
RE: The Port [abbuw's city map]
I added a download link to the OP. Please report any issues in the map to this thread.
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RE: The Port [abbuw's city map]
Is that textures from cg textures?
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RE: The Port [abbuw's city map]
I mean, this would definitely reduce visibility, but the performance gain would either be zero or negative. Even if you blocked out vision past a certain range with fog, Zandronum would still process and render the stuff behind the fog, so the only thing you'd accomplish would be either making the map a whole lot whiter or make it so that Zandronum has to process a ton of fog actors in addition to everything else.MrEnchanter wrote: Plus to reduce visibility, an ancient fog technique can be used, is there a way to put a wall of fog around a player like the darkness is in Lasting Light? You would of course need to expand the boundaries to fit the thickness of the "fog"
RE: The Port [abbuw's city map]
Exactly. Overlaying distant parts of the map with white pixels on the player's screen does not prevent the architecture from being drawn, it just adds another layer on top that requires more processing.Arctangent wrote:I mean, this would definitely reduce visibility, but the performance gain would either be zero or negative. Even if you blocked out vision past a certain range with fog, Zandronum would still process and render the stuff behind the fog, so the only thing you'd accomplish would be either making the map a whole lot whiter or make it so that Zandronum has to process a ton of fog actors in addition to everything else.MrEnchanter wrote: Plus to reduce visibility, an ancient fog technique can be used, is there a way to put a wall of fog around a player like the darkness is in Lasting Light? You would of course need to expand the boundaries to fit the thickness of the "fog"
Instead, what you need to do is insert a good amount of "void space" (deleted sectors, should show up as an infinitely-tall walls with one-sided lines) throughout the center area of the map. These will prevent architecture that's all the way across the map from the player from being drawn when the player's line-of-sight hits them.
Reinforcements: midgame Survival joining/respawning
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ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)


