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 Post subject: obj_lumberyard (Download Active)
PostPosted: Sat Aug 20, 2011 5:56 am 
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Lumberyard was actually started the same time Oldtowne was. It is a fairly small map for quick action. The concept came from several different maps from different games. There are specific routes to this map and is suprisingly fun when the routes are followed and objectives met. For a open map the FPS are good. Although 3rd party maps are not getting a fair shake at OBJ, I've included all game-types in Lumberyard.

ImageImageImageImage
ImageImageImage

Download Link: Primary Mirror1 Mirror 2
Size: 19.62 MB (20,568,452 bytes)

This map supports the following game-types: TC:E (CTF/TDM/OBJ).

If anyone has suggestions or comments, do your deed.


Last edited by Stealth on Tue Sep 27, 2011 4:09 am, edited 6 times in total.

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PostPosted: Sat Aug 20, 2011 8:34 am 
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Looks an good rush map.
:D
It reminds me of operation "Fire Walk" from Rainbow Six.
The buildings are pretty much arranged in the same way, at least in the picture.

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PostPosted: Sun Aug 21, 2011 1:32 pm 
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Hey bro

Seems good to me. I'm waiting a working version to put online. Contact me when it will happen. Regards.


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PostPosted: Sat Sep 03, 2011 8:33 pm 
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BUMP

http://stealthzone.net/index.php?option=com_content&view=category&layout=blog&id=1&Itemid=19


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PostPosted: Sat Sep 03, 2011 8:58 pm 
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Rock Me, Amadeus!
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looks good so far, but I wanna see that driver that can take the very same track each day without ever creating any other tracks :P

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PostPosted: Sun Sep 04, 2011 5:18 am 
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8) funny guy Merlin. Yep I think I'm going to make it more realistic....


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PostPosted: Sun Sep 04, 2011 10:57 pm 
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Rock Me, Amadeus!
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one other thing, whatabout pong shading on the rocks in the pic? ;)

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PostPosted: Sat Sep 10, 2011 8:48 pm 
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The only way that is going to happen, is if you write the shader for me. I'm not familiar with shaders.

Here is the rock texture.
Image


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PostPosted: Sat Sep 10, 2011 9:02 pm 
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A tut on phong shading:
http://www.simonoc.com/pages/articles/phongshading1.htm

It's really simple, just a matter of adding these lines to your shader:

q3map_nonplanar
q3map_shadeangle 90


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PostPosted: Sat Sep 10, 2011 11:58 pm 
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Hey thanks Damien! I will do this!


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PostPosted: Mon Sep 26, 2011 11:20 pm 
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BUMP NEW UPDATE! FIRST POST OF THIS THREAD....


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PostPosted: Thu Sep 29, 2011 12:39 am 
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i like the cut of this jib.


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PostPosted: Thu Sep 29, 2011 12:57 am 
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not sure what you mean?


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PostPosted: Fri Sep 30, 2011 1:54 am 
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i never quite understood what a jib was myself.


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