Bloodrose [WiP]

The Man In Black

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OH SHIT GURLUAS IS BACK! HIDE THE BLUDGEONS!
 

evilsquirrel

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Gurluas said:
i say release now and work on map revisions after

well, as for RIGHT NOW the final boss chamber isn't done...and i dont really want to release multiple versions because it'd inflate the beta-pack or give lots of people "map differs from server"...and thats just annoying.
 

Gurluas

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evilsquirrel said:
Gurluas said:
i say release now and work on map revisions after

well, as for RIGHT NOW the final boss chamber isn't done...and i dont really want to release multiple versions because it'd inflate the beta-pack or give lots of people "map differs from server"...and thats just annoying.

wait till all the static areas are complete, then you can make ripent upgrades.
 

evilsquirrel

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thats true, but the static things are what would take me the most time to do - especially since i've got little time this week...this week is full of homework and tests and papers and speeches and stuff..
 

BioRage

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Sat Sep 16, 2006 3:47 pm when posted :O!

NOW ITS FEB ZOMG THATS LIKE SO LONGZOo0ros SO RELAASZR)OXZ THE MAPSOR)OZ xD
 

evilsquirrel

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i think i know what to do now...

my current plan is to release bloodrose next month, with all areas currently in it polished up and any new areas i can manage to get in, in.
 

PBarnum

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evil dont listen to everyone, release it when it is ready. We can all wait
 

evilsquirrel

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by polished up i mean i'm going to delete the current flesheater cave and kodiak cave, most likely move the kodiak and redo the flesheater to be much larger, with a dungeon-ish thing of undead to fight beforehand.

just need to figure out how much room i've got to work with in that area, its in the middle of a mountain in the middle of the map.


things that probably wouldn't make it in:

secret orc lair
wine cellar
troll lair expansion
 

evilsquirrel

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saved a backup in case things go horribly wrong...

deleted flesheater cave and kodiak cave (there is now a large chunk of the map missing)

i'll be measuring the area i have to work with soon, and then i'll begin on designing flesheaters new lair...

thought of something cool to do with the snake lord..too..gotta see if its possible before i say it though...
 

evilsquirrel

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i'm getting pretty good at caves now ._.

currently adding a portion of the map which is...roughly as big as unrest2...inside the cliffs... >_>

other than that, several texturing issues have been fixed, and misaligned brushes, etc...


stay in populated servers to get a chance to test!
 

evilsquirrel

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note to all watching: i've overcome my irrational fear of the vertex manipulation tool...and i've been using it like crazy in the caves...so you can expect at least a bit of that...


on a side note, i recently found more areas to expand my caves to...so you guys get more caves....i was actually kind of disappointed when i got this maps source because the description said it had lots of caves, so i wanted to learn how to make them better, but it only had like two small caves...now it has many many caves :roll:
 

PBarnum

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YES!!!!!! thats the best news I have heard so far. gj gj gj

tell me how it turns out
 

evilsquirrel

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blergh...

gots a problem compiling, seems i've gone and made it a bit big.. MAX_PATCHES exceeded.

this is fixable, i'll just have to start using expert mode for hammer compiles (i usually just use normal mode) ...anybody want to explain expert mode?
 

Thothie

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Dun look at me - compiling with hammer is t3h suck. ;)

Max patches is actually hard to get around, you might wind up laying waste to huge parts of your map to reduce them. Sometimes you can get around it by just adjusting the cliptype on compile though...

Although I'm tired and confused, maybe I'm thinking max nodes, and you just have an hlrad problem - in which case, raising the -chop and -texchop, or removing some lights, might solve your issue.
 

evilsquirrel

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added -sparse to rad compile, works fine and no visible differences...just raised compile time..
 

Thothie

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ZHLT also provides vastly superior FPS.
 

evilsquirrel

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i am using ZHLT...from inside hammer...

batch compiler fuxxx0rz everything up when i try to use it...generates loads of "holes" in the map...and such...so i just dont bother, figured out "advanced" compile btw...so i just steal commands from the batch compiler to use in there...
 

PBarnum

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hammer compiler ftw!

ill never switch (again)
 

BioRage

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evilsquirrel said:
Alright, since the other post about bloodrose iskinda cluttered with talk about how its not a legal map and such...AND since i dont have the first post to post screenies :D

I decided to make this post..ahem..(/me attempts story)

In the lands to the north of the open plains there lies a mountainous region, once inhabited by a small city of elves...however, in recent months an evil necromancer has decided to make this region his base of operations...Can you uproot this evil and lie the souls of the elves to rest?
________________

Stats: Bloodrose

Links to - thornlands, ms_snow, melanion, elven ruins, (one other?).
Difficulty level - 5-30+
Size - massive
Quests? - yes

__________


Progress:

Retexturing - %100
Adding playability - %30
Lighting - 60%
Added transitions - %100
De-cheatifying - 0% (this is the last thing you do, usually)


Release estimate: Your face.
\

Finally an update on this <--- XD
 

evilsquirrel

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updated it again - bad news for you people hoping i'd get something done today...gotta reformat ma comp.
 
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