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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: beta release mp_kam8
Comm.
General Member
Since: May 29, 2004
Posts: 26
Last: Aug 10, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Tuesday, Aug. 9, 2005 09:12 am
http://members.home.nl/comcarl/mp_kam8.zip

I made mp_kam8, its mirror map and looks like kam2. It's beta so still some things need to be fixed/added.

Feedback welcome...

*EDIT - Fixed Link

edited on Aug. 9, 2005 08:06 am by PleaseMYOB
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Tuesday, Aug. 9, 2005 01:07 pm
I'm at work now, but I'll give it a go when I'm home...
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Ravennl
General Member
Since: Jul 12, 2005
Posts: 27
Last: Sep 5, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Tuesday, Aug. 9, 2005 01:09 pm
trying it now..
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Fix_1138
General Member
Since: Jan 26, 2004
Posts: 224
Last: Dec 18, 2005
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Level 4
Category: SoFII Mapping
Posted: Wednesday, Aug. 10, 2005 09:56 am
it is looking good so far [thumbs_up]
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Ravennl
General Member
Since: Jul 12, 2005
Posts: 27
Last: Sep 5, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Wednesday, Aug. 10, 2005 10:05 am
im not a ctf guy so i have no idea if this is a good ctf map, but looking at how you build it its pretty good. Nice clean lighting everywhere. Right, ill give u a list of things and dont take them the wrong way, i just basicly wrote down everything that came up in my mind.

[lighting]
- inside lighting is pretty good, but here and there more shadows cast on walls on floor might give a better atmosphere. (maybe take a look into putting some real spotlights ..)
- outside lighting is somewhat reddish, warm.. felt awkward, i would think a colder sun would shine in kam. (its a col sky isnt it? take a look at the lighting tutorial or search for sky shader and make ur own shader.. maybe u already did.. oh well)

[outside area]
- both red and blue side have a big concrete wall with the center door, on both left and right side there is a ledge u can jump on, but there is a plane bigger legde aswell where for some reason u cant get on to. Its ok if this was planned this way, but its weird when i can planely jump high enough, but am being blocked by an invisible wall... (oh and the texture is not aligned, there is a clear line visible on this wall)
- ladders, take a look at some ladders tutorial on how to make sure the player wont slide of the ladder left/right.. (add an 'angle' key to make sure player goes only up and down.. i think)

[inside area]
- near spawn (red and blue) i think are 4 boxes in a corner, the side suggest 4, but the top is a stretched texture showing 1 box..
- the green doors texture is not correct (u prob know this and havent come to that yet, but just in case, im saying it. )
- some wall textures (the one with the bar in the middle) are not aligned in some places, obvious around door areas
- pipes, look for tutorial on how to make and bend pipes, it will give a bit more detail if u bend the pipes instead of making 90 degrees corners (anwser lies with making a cylinder and bending this mesh .. i think)
- most of your doors (not the green ones, just the holes in the wall) are pretty square and plain, big wall, hole in it, player can walk through.. im not saying u should add real doors, but u might want to add some detail, tilted, angled sides and corners.. (this is just me being fuzzy...)

righto, do with it as u see fit. Hope i helped or gave u some ideas..



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Comm.
General Member
Since: May 29, 2004
Posts: 26
Last: Aug 10, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Wednesday, Aug. 10, 2005 10:33 am
thanks for some feedback, although about the outer area, I know how to make ladders ;), I want it like this.

The ledge is blocked, else there are too many ledges to camp on ;).

happy fraggin[machine_gun]
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