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> [ETL] Bergen, by Detoeni
keMoN
post Oct 2 2018, 01:47 PM
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ETL Bergen v1]
----- Overhaul of the original Bergen by Detoeni-----

This game has seen many years go by and is yet loved by many. To properly honor this, the second map that has been overhauled as part of the ET: Legacy asset creation effort is "Bergen, by Detoeni", who of course still deserves all the credit for the original level-design.
This version is merely a visual overhaul of one of the most popular maps this game has ever seen. This is the first version of this map for ET: Legacy.

A big thank you to Titeuf for filming the trailer.



-----Story-----
The Unterseebootwaffe of the 11th flotilla is harassing Allied shipping in the North Sea. As Operation Arrow descends on the Bergen area of Norway the Axis must protect the base from Allied attempts at sabotage.


-----Changelog-----
to original:
* VO announcements have been adapted by Radar.
– As long as both Main and Side Entrance are active VO is: “defend/destroy entrances”
– As soon as one has been breached VO is: “defend/destroy the side OR main entrance”
* VO announcements for the Footbridge have been added.
* Alarm now sounds in the entire base when either the Side- or Main Entrance have been breached instead of separated alarms.
* The snapping of the tank at certain view-angles has been fixed
* If the Allies hold both the Forward Bunker flag and the CP, the flag is “temporarily secured” until the CP is lost again.
* The Forward Door (before, Transmitter Door 3) is now linked to the generator.
* Spectator limbo cam has been fixed (was inside of terrain).
* Construction materials have been made in the style of original maps.
* Teleport and secret room have been removed.
* Axis rear spawn has been restructured to allow for faster exit.
* Plane shooting down the tank has been replaced with a V1 Rocket to create narrative link to V1_Rocket map by FireFly, which is on the list to be overhauled as well.
* Entity count has been reduced from 568 to 498.
* Structural mesh and VIS blocking have been improved by adjusting vertical differences of the floors.
* Visual changes have been made.



-----Comparison Screenshots-----

See the release post on Splash Damage forums.
//EDIT: FOR WHATEVER REASON LINKS TO SPLASH DAMAGE FORUMS ARE PROHIBITED, SO PLEASE FIX THE LINK BELOW AND COPY/PASTE IT MANUALLY, IF YOU SHOULD BE INTERESTED:
//https://forums (dot) splashdamage.com/t/etl-bergen-by-detoeni/233312



-----Download-----

ModDB
(Sourcefiles included)


-----Specs-----
Author: Detoeni
Overhaul: kemon
Brush count: 16.780
Entity count (total): 1.454
Entity count (ingame): 498
Compile parameters: [q3map2] -meta -v -mv 1024 -mi 6144 "[MapFile]"
[q3map2] -vis -saveprt -v "[MapFile]"
[q3map2] -light -samples 8 -samplesize 16 -v -thresh 0.05 -patchshadows -dirty -dirtdepth 256 -external -lightmapsize 1024 -shade -bounce 2 -bouncegrid "[MapFile]"


-----Notes-----
The mapfile is included.
Original bot waypoints will not work! Please stand by, they will be worked on in the coming days/weeks.









This post has been edited by keMoN: Oct 2 2018, 01:48 PM


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$mart
post Oct 28 2018, 12:17 PM
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Hello - no news for botfiles ?


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Teuthis
post Oct 28 2018, 05:08 PM
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this ETL version of the map shaped up very well. I am very pleased with the results. Subtile but eye catching improvements. From the mapping side, i am still stunned that 15,500 brushes is all it took :)

Very well done Kemon. Great work.

Did you needed to adjust the hint brushes and portals too? But I guess these days the hardware is strong enough to overcome tris problems due to too much rendering at a time.
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keMoN
post Oct 28 2018, 06:22 PM
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QUOTE (Teuthis @ Oct 28 2018, 05:08 PM) *
this ETL version of the map shaped up very well. I am very pleased with the results. Subtile but eye catching improvements. From the mapping side, i am still stunned that 15,500 brushes is all it took :)

Very well done Kemon. Great work.

Did you needed to adjust the hint brushes and portals too? But I guess these days the hardware is strong enough to overcome tris problems due to too much rendering at a time.


Thank you for your kind words.
I do agree, the improvements are very subtle. I'm very happy with how the overhaul turned out. To be honest, the overhaul I'm currently working on for Ice isn't that great. Bergen had a very distinctive and unique look already and it was pretty easy to work with that, but Ice has no style at all imo. There is nothing that can really be emphasized and be worked with, so my changes stand out way too much. I guess we'll see what the community says.


I did change the structural layout a bit, yes. That is why the original bot-waypoints aren't compatible anymore. Also the mountain between the forward bunker and the inner bunker is higher to block VIS better. Reduced from 70k to 45k tris at the Allied mg hill for example.


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