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Old 03-30-2008, 01:50 PM   #2
Adamido
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Is it REAL?!
Oh wow, good job.
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Old 03-30-2008, 02:10 PM   #3
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Oh shit, downloading now
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Old 03-30-2008, 04:04 PM   #4
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Quote:
Originally Posted by Adamido
Is it REAL?!
Oh wow, good job.
No its just a map i made it in hammur.

And thanks
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Old 03-30-2008, 04:31 PM   #5
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I'll get the new version put up on server and Fast DL when I get home.
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Old 03-30-2008, 07:41 PM   #6
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First time i see this map. By far the most source looking map in FF. I don't know what it is with mixing fortress architecture with majestic nature scenes, it shouldnt work, but it really do. I rather prefer a map like this than a perfect made city or village. I was stunned by the pounding sound from the waterfalls when i first spawned. I couldnt focus on looking at the map, I just got carried away by the water sound.

Words can't give this map justice. I just hope more people get to know about it and play it for as long as source games are played. But it could be disruptive for the gameplay with such an awsome looking map if def starts to dreamingly look up at the mountains and forget to be sharp .

Trully an Interloper map.

My rants:
Personally I think the water sound could be tuned down a bit. Someone said to me that if you wan't to make an effective explosion in a radio play, the best way is not to have as big blast as possible. It can be more effective with just a tiny blast. Maybe you raised the volume this much to make it realistic to teh size of the waterfall. It is, but maybe it could work with less volume. But keep the low bass to maintain the feeling of the massive water falls.

Some details, don't know if they are any relevant but anyway.

Possible to fix the thickness of these bars in the corners of that fence?
http://i196.photobucket.com/albums/a...flowb20000.jpg

Maybe possible to fix that
http://i196.photobucket.com/albums/a...flowb20001.jpg

The player won't see this as it is in the locked room, but anyway
http://i196.photobucket.com/albums/a...flowb20002.jpg

FUNLAAAAAAAAAAAAAAAND. Found the way . Well, transparent faces in some of the letters there
http://i196.photobucket.com/albums/a...flowb20003.jpg

Looks wrong somehow
http://i196.photobucket.com/albums/a...flowb20005.jpg

Is it a little gap here or am i seeing things that are not there?
http://i196.photobucket.com/albums/a...flowb20006.jpg

Maybe fix this brush in the room which I won't tell anyone else where it is?
http://i196.photobucket.com/albums/a...flowb20007.jpg

Added to Euroskillz 85.114.140.42:27016 with fast download.

Thx for an effort like this. Makes you proud to be a gamer.

p.s. Never mind the fps, my comp is shit.
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Old 03-30-2008, 09:58 PM   #7
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Excellent job. Will get some pickups going on this map ASAP.
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Old 03-30-2008, 10:43 PM   #8
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Re: Lt Llama, first off thanks for your kind words and crits. I was worried about the water being too loud too, but it seems that when another sound is played (ie explosions, or you jumping, or weapon firing) it makes the water sound go quiet for a moment, so you only notice the water sounds when theres nothing happening and no one about, so I left them at current volume. This may be just my weird ears however, so Ill leave it down to testing. Sound entities seem odd in Source, some play loud with a big radius, and then i put dripping water sounds in the caves that I can only ever hear with my speakers cranked, regardless of entity settings.

Good job on finding funland and thanks for not spoiling it for the rest

Well spotted with those errors too - I was convinced this map was almost perfect but I always miss something, or break something while fixing something else...

By the way, the low-FPS outside is a feature not a bug, designed to reduce midmapping and sniper wars and to encourage people to fight inside the nice optimised bases - I very nearly changed the outside water to Expensive instead of cheap, but that halved my already droopy fps so had to go with cheap

Please let me know if you spot anything else and remember tell NO ONE about funland!!!

Re squeek: I would be interested in joining in a pickup and am currently idling idly, when do you normally hold them?
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Old 04-02-2008, 06:35 PM   #9
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Last edited by BumGravy; 04-02-2008 at 11:18 PM.
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Old 04-04-2008, 02:00 AM   #10
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Quote:
Originally Posted by somebody
After looking at the vmf however, I found your water problem! You are using 2 levels of water, source does not like this. If you have 2 areas of water on screen at the same time at different heights, source will fuck them up.
Your underwater corridors have a different surface height to the pond water. Dunno if source messes this up still or not, but might be causing your fps probs.
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Old 04-04-2008, 02:27 AM   #11
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How dare you quote me in my own thread from a post I made in another thread.

I think the bug only relates to wether or not the water surface renders properly, rather than doing crazy stuff that will affect fps. If anything it will give improved fps i think, because it wont render one of the surfaces.

Anyways I dont think this applies here, as you cannot "see"both surfaces at the same time. i was actually getting a weird bug for a while until i noticed my error and fixed it. The bug was different though, water looked OK from the outside, but when you were inside it, looking up to the surface, the bottom surface would disapear and objects above the surface would flicker in, like what happens in the water in 2moreforever. I dont know if this bug is ever gonna get fixed in 2morfor tho :/

You will notice in my map there are actually 4 different levels of water, but none of them can be drawn on your screen at the same time so my water doesnt mess up.

Im pretty sure ive tracked down most of the things giving fps problems now. Due to the fact that I want my map looking pretty and I want to use waterfalls no matter what even though they have no real effect on gameplay, the map wont run as well as most, but it will run well enough for most
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Old 04-04-2008, 03:01 AM   #12
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You can't see because the displacement ground is in the way, but from some positions the tunnel water is being drawn at the same time as the pond water. Is it not possible to just make them all the same height? Or enclose the water with solid brushes behind the displacements. Given how easily source throws a seizure if you do anything weird with water I think it's best to fix this.
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Old 04-04-2008, 11:39 PM   #13
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By the way this looks fucking amazing.
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Old 07-29-2009, 04:44 PM   #14
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finished yet?
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Old 12-28-2009, 02:43 AM   #15
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Links are dead in OP; here's a working link:

http://www.fpsbanana.com/maps/download/50538
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