
Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: Apr 25, 2008 08:20 PM
Msg. 1 of 22
OK guys. We're redoing the BSP of Blood Creek to cut down on polys. Now is your chance to get into the map as far as ideas. The redo has to do with optimization and performance.
Right now we're working on the underground. However, my team and I are debating what we want and yet I want to keep the name Blood Creek because I invisioned a creek running through the middle of the underground. With that said, how should we build the underground besides having this creek run through it?
Should it be a natural cavernous region like the other caves in Blood Creek as well as in RC2? Should it be a man-made structure of some kind? How should we make this underground?
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Apr 25, 2008 08:33 PM
Msg. 2 of 22
Simple gtfo bloodgulch and model something yourself.
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Face
Joined: Jan 13, 2007
Send me out...with a bang.
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Posted: Apr 25, 2008 08:44 PM
Msg. 3 of 22
Quote: --- Original message by: CLS_GRUNT Simple gtfo bloodgulch and model something yourself. They are doing Blood Creek, not bloodgulch. They also said they are redoing the bsp, so technically they are modeling something their selves.
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Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: Apr 25, 2008 08:46 PM
Msg. 4 of 22
I don't think you understand what I'm saying. We ARE modeling it. Do you want a cavernous underground that's natural or do you want something else? Make your suggestions for an underground here.
EDIT: Thank you Face. Edited by Rambo on Apr 25, 2008 at 08:47 PM
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Enzo03
- Screenshot Guru -
Joined: Aug 3, 2007
I'd rather go without than take what you'd bring.
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Posted: Apr 26, 2008 12:56 AM
Msg. 5 of 22
Use portaling to reduce polys rendered, do not use textures based off of jpegs.
AND BY THE WAY, Release candidates thus far have been almost exactly like Mgulch in terms of the BSP, sans the not-so-secret rooms, underground, green base, lack of "LEGALIZE IT" Signs... other than that... its basically the same bsp of what we have seen. Edited by Enzo03 on Apr 26, 2008 at 12:57 AM Edited by Enzo03 on Apr 26, 2008 at 12:58 AM
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Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: Apr 26, 2008 06:18 AM
Msg. 6 of 22
Quote: --- Original message by: Enzo03 Use portaling to reduce polys rendered, do not use textures based off of jpegs.
AND BY THE WAY, Release candidates thus far have been almost exactly like Mgulch in terms of the BSP, sans the not-so-secret rooms, underground, green base, lack of "LEGALIZE IT" Signs... other than that... its basically the same bsp of what we have seen. Edited by Enzo03 on Apr 26, 2008 at 12:57 AM Edited by Enzo03 on Apr 26, 2008 at 12:58 AM That's because Malolo created both Mgulch (Malolo Gulch) and Blood Creek (formerly Strategy Gulch). We're redoing the entire BSP to conserve overall polys but also to give it a fresh feel, since we want to base it off the original Blood Gulch and not something that was changed a lot terrain wise, as in hills steeper than they should be (like at Green Base); weird cliff angles; etc. etc.. We aren't doing this to get Malolo out of the picture. We're doing this for SPEED and OPTIMIZATION. Malolo took some shortcuts towards the end and this made things a bit "sloppy" in my opinion before GRUNTS took over modeling the BSP. Now everyting is shaping up rather nicely. To the prior poster regarding portals, yes we will be using them. We used them in the RC1 and RC2 releases so we will be putting them into RC3 as well. I think you all are going to like some of the stuff we're doing in RC3 and how we're balancing both sides even more playability wise. A filming room would be a good idea. Elaborate more on the underground please.
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HaloSlayer
Joined: May 21, 2007
Used to be my H3 Emblem
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Posted: Apr 26, 2008 06:56 AM
Msg. 7 of 22
I really liked the underground are of Blood Creek. I suggest making it a little bigger and maybe diffrent bases.
Also. What happened to the PSG Sniper or whatever it is? It wasn't in RC2 :( Was my fav Sniper.
And i LOVE THE SOUNDS. I deleted every weapon tag from my tags folder and ripped the weapons from your map just so i could have sounds. Thats how awesome they are.
As for the huge house kinda thing around the edge of the map id say scrap that. It was full of empty rooms. apart form the few like the canteen nd the authors rooms..
Replace it with the thing from RC1 that looked like it was a base from Silent Cartographer.
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Enzo03
- Screenshot Guru -
Joined: Aug 3, 2007
I'd rather go without than take what you'd bring.
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Posted: Apr 26, 2008 10:48 PM
Msg. 8 of 22
Any room for passenger hogs in the big rp base area? Because I feel they are needed... at the very least, put regular hogs in there... :P
Also, does the armor still look like... well... crap?
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RougeSpartan414
Joined: Sep 24, 2007
Angatar, the Iron-Father.
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Posted: Apr 26, 2008 11:17 PM
Msg. 9 of 22
For caverns, look at the caverns in the map Seige. Base them off that, but make them mroe detailed.
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someone not important
Joined: Sep 2, 2007
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Posted: Apr 26, 2008 11:54 PM
Msg. 10 of 22
I haven't exactly seen the other blood creeks, but you should try to shape the caves in a figure-8 shape, like infinity, or something with multiple routes.
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HaloSlayer
Joined: May 21, 2007
Used to be my H3 Emblem
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Posted: Apr 27, 2008 10:46 AM
Msg. 11 of 22
Quote: --- Original message by: grunts7 The *rooms* are made for rp purposes. And the psg1 is on green base. It is for some reason invisible to everyone in the server except the host. But it is still there. Hover around the sniper spots on the base and just keep pressing E. You should be able to pick it up. Its invisible for host too. In Blood creek rc2 there isnt a spawn for it ... idk if its even in the map Anmd grunts i got your pictue tag and made a room with grunts in it with the picture. for teh lulz
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hailstorm65
Joined: May 25, 2007
Gamertag- Soviet Vodka
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Posted: Apr 27, 2008 03:00 PM
Msg. 12 of 22
Quote: --- Original message by: Rambo OK guys. We're redoing the BSP of Blood Creek to cut down on polys. Now is your chance to get into the map as far as ideas. The redo has to do with optimization and performance.
Right now we're working on the underground. However, my team and I are debating what we want and yet I want to keep the name Blood Creek because I invisioned a creek running through the middle of the underground. With that said, how should we build the underground besides having this creek run through it?
Should it be a natural cavernous region like the other caves in Blood Creek as well as in RC2? Should it be a man-made structure of some kind? How should we make this underground? Hmmm. In the underground maybe have some pillars going along the creek as like it was holding up the cavern and have some shrubs and such around the creek?
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Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: Apr 27, 2008 03:21 PM
Msg. 13 of 22
That would do, but the only way the shrubs would "grow" is by water. Still, it needs light down there in order for plant life to grow. Not much light gets in the underground, albeit what's necessary to see.
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Half Jaw
Joined: Apr 27, 2007
You did good, son. You did good.
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Posted: Apr 27, 2008 04:46 PM
Msg. 14 of 22
Quote: --- Original message by: Rambo That would do, but the only way the shrubs would "grow" is by water. Still, it needs light down there in order for plant life to grow. Not much light gets in the underground, albeit what's necessary to see. maybe sneak some lights in.
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Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: May 3, 2008 02:21 AM
Msg. 15 of 22
Yeah we can do that, I guess. We were thinking of having the cavern a sort of modded Battle Creek but different, maybe bigger. The underground's main structure would be like Battle Creek but without all the rocks and archways and stuff. We were going to put two more bases down there for RP purposes. Besides, the movie we're making requires two bases down there and a river anyway since it was based off of RC2 and RC1 when the dry run of it was made.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: May 3, 2008 02:30 AM
Msg. 16 of 22
Do you even know what an RC is?
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Rambo
Joined: Nov 21, 2006
Strive to be the best!
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Posted: May 3, 2008 02:59 PM
Msg. 17 of 22
Quote: --- Original message by: selentic Release Candidate mb? Yup you were right. RC stands for Release Candidate. Basically it's done so that people can pick and choose between what the "final product" should be, or in some cases, to show something off before it's 100% done.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: May 3, 2008 06:25 PM
Msg. 18 of 22
No, thats a beta or alpha.
A RC is something that is done an complete, and ready to be released, but is distributed so any bugs can be fixed.
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: May 3, 2008 06:41 PM
Msg. 19 of 22
Quote: --- Original message by: HaloSlayer I really liked the underground are of Blood Creek. I suggest making it a little bigger and maybe diffrent bases.
Also. What happened to the PSG Sniper or whatever it is? It wasn't in RC2 :( Was my fav Sniper.
And i LOVE THE SOUNDS. I deleted every weapon tag from my tags folder and ripped the weapons from your map just so i could have sounds. Thats how awesome they are.
As for the huge house kinda thing around the edge of the map id say scrap that. It was full of empty rooms. apart form the few like the canteen nd the authors rooms..
Replace it with the thing from RC1 that looked like it was a base from Silent Cartographer. Guess who made the psg1 for them :|
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ramis92
Joined: May 3, 2008
CMT will be back. 1/31/10
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Posted: May 3, 2008 08:24 PM
Msg. 20 of 22
Quote: --- Original message by: CLS_GRUNT Guess who made the psg1 for them :| 3ds max! :D
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: May 3, 2008 08:46 PM
Msg. 21 of 22
Lies! I animated it and created the original tags, rambo just added sounds.
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Half Jaw
Joined: Apr 27, 2007
You did good, son. You did good.
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Posted: May 4, 2008 08:06 AM
Msg. 22 of 22
RC = Rotten Cookie.
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