The Port [abbuw's city map]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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RE: abbuw's city map [working name]

#21

Post by Ænima » Mon Apr 06, 2015 1:35 pm

Nice Vadersloping! :p
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RE: abbuw's city map [working name]

#22

Post by abbuw » Tue Apr 07, 2015 1:58 pm

Ænima wrote: Nice Vadersloping! :p
Thank you. It took me about an hour to do. Very time consuming!

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RE: abbuw's city map [working name]

#23

Post by Sarcastrophe » Sun Apr 12, 2015 1:18 am

This looks great! Seems like it would be cool for Invasion. :D
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RE: abbuw's city map [working name]

#24

Post by MrEnchanter » Sat May 09, 2015 9:10 pm

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]

#25

Post by CloudFlash » Sun May 10, 2015 6:01 am

MrEnchanter 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.
Seconding this, and even thirding because heck why not
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RE: abbuw's city map [working name]

#26

Post by MrEnchanter » Sun May 10, 2015 6:06 am

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]

#27

Post by mr fiat » Sun May 10, 2015 12:26 pm

Play russian overkill on this :cool:

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RE: abbuw's city map [working name]

#28

Post by MrEnchanter » Mon Aug 03, 2015 10:14 pm

Still working on this guys?
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RE: abbuw's city map [working name]

#29

Post by abbuw » Mon Aug 03, 2015 10:56 pm

MrEnchanter wrote: Still working on this guys?
Of course.
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RE: abbuw's city map [working name]

#30

Post by MrEnchanter » Thu Aug 06, 2015 2:25 am

MMMMM...
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RE: abbuw's city map [working name]

#31

Post by Unknown » Thu Aug 06, 2015 10:12 am

This looks really nicely built , keep up the great work .

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RE: The Port [abbuw's city map]

#32

Post by abbuw » Thu Dec 03, 2015 1:04 pm

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]

#33

Post by ibm5155 » Thu Dec 03, 2015 5:46 pm

Is that textures from cg textures?
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RE: The Port [abbuw's city map]

#34

Post by Arctangent » Thu Dec 03, 2015 10:41 pm

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"
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.

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RE: The Port [abbuw's city map]

#35

Post by Ænima » Thu Dec 03, 2015 11:22 pm

Arctangent wrote:
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"
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.
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.

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.
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