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 Post subject: obj_closecombat
PostPosted: Fri Aug 14, 2009 8:06 am 
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Sharp Shooter
Sharp Shooter
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Joined: Thu Aug 13, 2009 9:54 am
Posts: 38
Location: Denmark
We bring you yet another blast from the past.

Map name: Close Combat. (obj_closecombat.pk3)
Filesize: 2.30Mb.
Gametypes: obj, bc, ctf.
Players: 1-36.
Author: The Resurrection Crew.
Download: Here.

Screenshots:
ss01
ss02
ss03
ss04
ss05
ss06
ss07
ss08
ss09
ss10

Info:
CloseCombat (tc_closecombat) was originaly made for the,
True Combat mod for Quake III Team Arena by Team Terminator.
So all design credit should go to them for creating such awsome maps.

What we did was convert, rescale, retexture and adapt it, for use
on True Combat: Elite (v0.49) mod for Wolfenstein: Enemy Territory.

Enjoy! ;)


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 Post subject:
PostPosted: Fri Aug 14, 2009 9:36 am 
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Rock Me, Amadeus!
Rock Me, Amadeus!

Joined: Thu Jun 11, 2009 10:38 am
Posts: 172
Location: Austria
2 things:

1st: merge the levelshots shader into the obj_closecombat.shader, because you are going to get issues with other pk3s if you keep it like that

2nd: the map could need a bit of optimising:
(1 shows where i stand and 1_showtris shows what is actuatlly rendered, same goes for 2 :P)
http://merlin1991.me.funpic.de/obj_cc/1.jpg
http://merlin1991.me.funpic.de/obj_cc/1_showtris.jpg
http://merlin1991.me.funpic.de/obj_cc/2.jpg
http://merlin1991.me.funpic.de/obj_cc/2_showtris.jpg

besides that you've done a great job

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 Post subject:
PostPosted: Fri Aug 14, 2009 9:55 am 
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Marksman
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Joined: Mon Jun 15, 2009 4:17 pm
Posts: 11
Cool 8) It looks great. Fixing fps is probably easy task for this kind of map. Hopefully it will be on force custom.
edit. And perhaps you should tweak lights a bit. Some indoors look way too plain because of the lightning.


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 Post subject: CLoseCombat
PostPosted: Fri Aug 14, 2009 5:23 pm 
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Sharp Shooter
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Joined: Tue Jun 21, 2005 7:59 pm
Posts: 79
Location: kansas usa
WOW. looks great. you guys did a fantastic job on this one
Really brings out the old tc player in me
LOL

Keep up the good work guys

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 Post subject:
PostPosted: Sat Aug 15, 2009 6:16 pm 
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Sharp Shooter
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Joined: Thu Aug 13, 2009 9:54 am
Posts: 38
Location: Denmark
@merlin.
Answer to 1st: Good point, will do that.
Answer to 2nd: that's where you come in ;)

@Kone, although the map has no hint brushes in it, it does run more or less perfect fps everywhere.
Not so sure what you mean about some indoors looking too plain because of lightning :?

@thrillkill, at least we hit 1 nail on the head then :D

@all of the above: Thank you for the compliments, we will continue our journey ;)


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 Post subject:
PostPosted: Wed Aug 26, 2009 6:55 pm 
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Marksman
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Joined: Mon Aug 10, 2009 4:33 pm
Posts: 2
merlin1991 wrote:
2 things:

1st: merge the levelshots shader into the obj_closecombat.shader, because you are going to get issues with other pk3s if you keep it like that

2nd: the map could need a bit of optimising:
(1 shows where i stand and 1_showtris shows what is actuatlly rendered, same goes for 2 :P)
http://merlin1991.me.funpic.de/obj_cc/1.jpg
http://merlin1991.me.funpic.de/obj_cc/1_showtris.jpg
http://merlin1991.me.funpic.de/obj_cc/2.jpg
http://merlin1991.me.funpic.de/obj_cc/2_showtris.jpg

besides that you've done a great job


Can I tell you guys that in his non tris screenshots you can see his hack :)


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 Post subject:
PostPosted: Wed Aug 26, 2009 8:48 pm 
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Rock Me, Amadeus!
Rock Me, Amadeus!

Joined: Thu Jun 11, 2009 10:38 am
Posts: 172
Location: Austria
DeluxX wrote:
Can I tell you guys that in his non tris screenshots you can see his hack :)


rofl :D

(the crosshair is enabled in devmode)

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 Post subject:
PostPosted: Wed Aug 26, 2009 9:13 pm 
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Sharp Shooter
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Joined: Wed Jun 17, 2009 11:30 pm
Posts: 91
/developer 2 gives the crosshair so u can point at certain points on the map easier(ie like making bot routes)

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