Download Map Aftermath

57thEnryu

Member
I honestly dont like the floating stand, its very hard to make a grab with the bases so close together. you could keep it if the bases were farther apart, but since their that close together id suggest just putting the stand on the base
 

stefygraff

Private Tester
I honestly dont like the floating stand, its very hard to make a grab with the bases so close together. you could keep it if the bases were farther apart, but since their that close together id suggest just putting the stand on the base

The tower that keeps the flag mid-air will be modified to be solid object in the next update, i might lower the flag, but the main idea of the base was that the flag should be hard to reach(if you don't run the good cap routes). Indeed its hard to do front route caps because the bases are closed up, that requires more side-caps(because the flag has 360* opening).

I took in consideration moving the flag back down, but what will the new addition be if we do that? Do we want a new map, or the same base and the same shape as before?
 

Vox

Member
I just tried the map. I will try to put some positive criticism.
1. The flagstand(not going to go into more detail because i just got mentioned the past few posts)
2. I feel you kinda based this map off a nivosus type of feel, which its not bad, but it seems like you just threw some random terrain all over the map and it doesnt have an original feel to it.
3. The terrain seems a bit rough in a lot of places, too many opportunities for crater damage and messing up routes. Some are good, but too many aren't good.
4. The color(pointed that out in a few posts ago)
Overall this is a good map for a first Stefy, but there is room for improvement.
 

stefygraff

Private Tester
Spart, if.you have the time, can you point up some hills with screenshots and send them.to.me? amd hood places to set new hills and caproutes.(talking about the 3rd point)

also guys, every idea and feedback you give me will be tested, this will not be my map, this will be community-build map :)
 

Defender

Member
Nice one stefy but if you could change the terrain to snow it would be even better :D

Yes change it to snow, or even have 2 versions.. grass and snow..
I noticed the ammo stations at the main bases, are not sitting flush on the structure, kinda hoving.

To give the map random skys, fog, etc..
This is how I do it in Total Meltdown.
You can add more variables, but make sure they are in each random setting.
Becareful: If you mess up a setting or leave it out, bad things can happen, map crash..
I had it happen to Me, the more variables you add the easyer it is to mess up, basic logic.
You could even use different random terains for the same map, snow or grass.
Just add variables for it, just like the skys. Than just set a snowy sky with the snow terain..
You can also turn off the snow or rain precipitation by adding a varrible to it also.
This would be a good idea when doing night sky settings or clearday.


Code:
//--- OBJECT WRITE BEGIN ---
%Sky = getRandom(5); //randam skys, coded by Defender.
if(%Sky == 0){
$materialList = "legions/data/skies/icesky/sky_day.dml";
$fogDistance = "150";
$fogColor = "0.66 0.66 0.8 0.75";
}
else if(%Sky == 1){
$materialList = "legions/data/skies/night_sky/sky_day.dml";
$fogDistance = "300";
$fogColor = "0.5864 0.398 0.864 1";
}
else if(%Sky == 2){
$materialList = "legions/data/skies/Quarry/sky_Quarry.dml";
$fogDistance = "150";
$fogColor = "0.1 0.1 0.2 0.2";
}
else if(%Sky == 3){
$materialList = "legions/data/skies/overcast/sky_day.dml";
$fogDistance = "300";
$fogColor = "0.61 0.56 0.53 1";
}
else if(%Sky == 4){
$materialList = "legions/data/skies/icesky/sky_day.dml";
$fogDistance = "150";
$fogColor = "0.66 0.66 0.8 0.75";
}else{
$materialList = "legions/data/skies/Clouds4/sky_day.dml";
$fogDistance = "250";
$fogColor = "0.22 0.46 0.65 0";
}
new SimGroup(MissionGroup) {
  canSaveDynamicFields = "1";
  Enabled = "1";
      EffectPack = "WinterEffectPack";
      MissionName = "Aftermap";
      SupportedGameTypes = "CTF\tRabbit";
 
  new SimGroup(Environment) {
      canSaveDynamicFields = "1";
      Enabled = "1";
 
      new MissionArea() {
        canSaveDynamicFields = "1";
        Enabled = "1";
        startArea = "-848 -848 1659 1652";
        endArea = "-965 -965 1915 1923";
        texture = "legions/data/missions/border";
      };
      new TerrainBlock() {
        canSaveDynamicFields = "1";
        Enabled = "1";
        rotation = "1 0 0 0";
        scale = "1 1 1";
        doDistanceFade = "0";
        startFadeDistance = "10";
        endFadeDistance = "500";
        teamIndex = "-1";
        detailTexture = "legions/data/terrains/details/snowdetail256.png";
        terrainFile = "legions/data/missions/After1.ter";
        squareSize = "8";
        tile = "0";
        detailDistance = "42";
        detailScale = "512";
        detailBrightness = "0.95";
        texelsPerMeter = "4";
        clipMapSizeLog2 = "9";
            bumpOffset = "0.01";
            bumpScale = "1";
            TypeBool locked = "true";
            Position = "-1024 -1024 0";
            zeroBumpScale = "8";
      };
      new Sky() {
        canSaveDynamicFields = "1";
        Enabled = "1";
        Position = "-16 18 0";
        rotation = "1 0 0 0";
        scale = "1 1 1";
        doDistanceFade = "0";
        startFadeDistance = "10";
        endFadeDistance = "500";
        teamIndex = "-1";
        materialList = $materialList;
        cloudHeightPer[0] = "0.16";
        cloudHeightPer[1] = "0";
        cloudHeightPer[2] = "0";
        cloudSpeed1 = "0.0004";
        cloudSpeed2 = "0.0005";
        cloudSpeed3 = "0.0003";
        visibleDistance = "1250";
        fogDistance = $fogDistance;
        fogColor = $fogColor;
        fogStorm1 = "0";
        fogStorm2 = "0";
        fogStorm3 = "0";
        fogVolume1 = "0 0 0";
        fogVolume2 = "0 0 0";
        fogVolume3 = "0 0 0";
        windVelocity = "1 0 0";
        SkySolidColor = "0 0 0 0";
        useSkyTextures = "1";
        renderBottomTexture = "0";
        noRenderBans = "0";
        renderBanOffsetHeight = "65";
        horizon = "-10";
        skyGlow = "1";
        skyGlowColor = "0.015 0.015 0.015 1";
        glowVisibleDistance = "800";
        glowFogDistance = "100";
        glowFogColor = "0 0 0 1";
            TypeBool locked = "true";
            windEffectPrecipitation = "1";
      };
 

stefygraff

Private Tester
I can't work the textures, im going to need help. But this will come when the terrain is finished and polished :)
 

Vox

Member
Spart, if.you have the time, can you point up some hills with screenshots and send them.to.me? amd hood places to set new hills and caproutes.(talking about the 3rd point)

also guys, every idea and feedback you give me will be tested, this will not be my map, this will be community-build map :)
When i get the chance i'll get some pictures of those hills.
 

57thEnryu

Member
Yes I will!



Also, St3lth and I are working on Aftermath, we might change the base and add some new things to the map(this is not official, just a test)
Pic here
Id love to work on the map with you, because to be honest there are some things that are just grinding me (grabs are soo frikin hard on that map, at least lower the stand a bit so its in line with the top shelf)

also, pretty much all the terrain needs to be smoothed out, textures need to be done a little better (I'm really good at that from making sc2 maps), and shadows need to be made more visible (its really hard to see the slope when there are barely any shadows, if any at all)
 

stefygraff

Private Tester
Id love to work on the map with you, because to be honest there are some things that are just grinding me (grabs are soo frikin hard on that map, at least lower the stand a bit so its in line with the top shelf)

also, pretty much all the terrain needs to be smoothed out, textures need to be done a little better (I'm really good at that from making sc2 maps), and shadows need to be made more visible (its really hard to see the slope when there are barely any shadows, if any at all)

Great to see im getting support!

I will start working on the terrain asap(thats one thing i can do best)
Currently base shape is a big question for now, we don't want to make the caps too easy or too hard, but in Aftermath the main idea was to keep the flag a bit high so that it can be changeling.

Texture and terrain, you can help me with that. As i see it: Anyone can work at anything they want on the map(if they know and have what they need). Can you try to improve the shadows?
 

aus.hsp

Private Tester
oh, i know the fix for that, I just need to find it again, damn it where is it?

*looks around* FOUND IT!!!!!

ok, first of all, your server.config server/preferences/config.cs file should look like this:
Code:
$Host::Admins::Name[0] = "Owner";
$Host::Admins::Level[0] = 5;
$Host::Admins::Password[0] = "unlocked";
 
$Host::Admins::Name[1] = "Admin";
$Host::Admins::Level[1] = 1;
$Host::Admins::Password[1] = "imspecial";
 
$Host::Mission["BladeRun"] = 0;
$Host::Mission["DesertMap01"] = 1;
$Host::Mission["Elegiac"] = 2;
$Host::Mission["Fallout"] = 3;
$Host::Mission["Forgotten"] = 4;
$Host::Mission["Gorge"] = 5;
$Host::Mission["GrassMap01"] = 6;
$Host::Mission["Mirage"] = 7;
$Host::Mission["Sleepwalker"] = 8;
$Host::Mission["SnowMap01"] = 9;
$Host::Mission["SnowMap02"] = 10;
$Host::Mission["Stygian"] = 11;
$Host::Mission["TheCore"] = 12;
$Host::Mission["After1"] = 13;
 
%MissionPath = "legions/data/missions/";
 
// A lot of these will be overrided by Server::create() in server.cs
// if the options are selected using the GUI page gameMenu.cs
$Host::Name = "A Dedicated Server";
$Host::GameType = "CTF";
$Host::MaxPlayers = 32;
$Host::MaxObservers = 10;
$Host::Type = "Multiplayer Web";
$Host::MinimumStartPlayers = 1;
$Host::BroadcastMaster = false;
 
$Host::Maps::MissionFile[0] = %MissionPath @ "BladeRun.mis";
$Host::Maps::Weight[0] = 1.0;
$Host::Maps::MinPlayers[0] = 0;
$Host::Maps::MaxPlayers[0] = 12;
 
$Host::Maps::MissionFile[1] = %MissionPath @ "DesertMap01.mis";
$Host::Maps::Weight[1] = 1.0;
$Host::Maps::MinPlayers[1] = 0;
$Host::Maps::MaxPlayers[1] = 12;
 
$Host::Maps::MissionFile[2] = %MissionPath @ "Elegiac.mis";
$Host::Maps::Weight[2] = 1.0;
$Host::Maps::MinPlayers[2] = 0;
$Host::Maps::MaxPlayers[2] = 12;
 
$Host::Maps::MissionFile[3] = %MissionPath @ "Fallout.mis";
$Host::Maps::Weight[3] = 1.0;
$Host::Maps::MinPlayers[3] = 0;
$Host::Maps::MaxPlayers[3] = 12;
 
$Host::Maps::MissionFile[4] = %MissionPath @ "Forgotten.mis";
$Host::Maps::Weight[4] = 1.0;
$Host::Maps::MinPlayers[4] = 0;
$Host::Maps::MaxPlayers[4] = 12;
 
$Host::Maps::MissionFile[5] = %MissionPath @ "Gorge.mis";
$Host::Maps::Weight[5] = 1.0;
$Host::Maps::MinPlayers[5] = 0;
$Host::Maps::MaxPlayers[5] = 12;
 
$Host::Maps::MissionFile[6] = %MissionPath @ "GrassMap01.mis";
$Host::Maps::Weight[6] = 1.0;
$Host::Maps::MinPlayers[6] = 0;
$Host::Maps::MaxPlayers[6] = 12;
 
$Host::Maps::MissionFile[7] = %MissionPath @ "Mirage.mis";
$Host::Maps::Weight[7] = 1.0;
$Host::Maps::MinPlayers[7] = 0;
$Host::Maps::MaxPlayers[7] = 12;
 
$Host::Maps::MissionFile[8] = %MissionPath @ "Sleepwalker.mis";
$Host::Maps::Weight[8] = 1.0;
$Host::Maps::MinPlayers[8] = 0;
$Host::Maps::MaxPlayers[8] = 12;
 
$Host::Maps::MissionFile[9] = %MissionPath @ "SnowMap01.mis";
$Host::Maps::Weight[9] = 1.0;
$Host::Maps::MinPlayers[9] = 0;
$Host::Maps::MaxPlayers[9] = 12;
 
$Host::Maps::MissionFile[10] = %MissionPath @ "SnowMap02.mis";
$Host::Maps::Weight[10] = 1.0;
$Host::Maps::MinPlayers[10] = 0;
$Host::Maps::MaxPlayers[10] = 12;
 
$Host::Maps::MissionFile[11] = %MissionPath @ "Stygian.mis";
$Host::Maps::Weight[11] = 1.0;
$Host::Maps::MinPlayers[11] = 0;
$Host::Maps::MaxPlayers[11] = 12;
 
$Host::Maps::MissionFile[12] = %MissionPath @ "TheCore.mis";
$Host::Maps::Weight[12] = 1.0;
$Host::Maps::MinPlayers[12] = 0;
$Host::Maps::MaxPlayers[12] = 12;
 
$Host::Maps::MissionFile[13] = %MissionPath @ "After1.mis";
$Host::Maps::Weight[13] = 1.0;
$Host::Maps::MinPlayers[13] = 0;
$Host::Maps::MaxPlayers[13] = 12;

now, go into client/gui/scripts/gamemenu.cs and find the line:
Code:
%mapList = "BladeRun" TAB "DesertMap01" TAB "Elegiac" TAB "Fallout" TAB "Forgotten" TAB "Gorge" TAB "GrassMap01" TAB "Mirage" TAB "Sleepwalker" TAB "SnowMap01" TAB "SnowMap02" TAB "Stygian" TAB "TheCore"  TAB "Stygian";
  %this.addRow("Maps", %mapList, true, "", 0, 0, true);

make it look like this:
Code:
%mapList = "BladeRun" TAB "DesertMap01" TAB "Elegiac" TAB "Fallout" TAB "Forgotten" TAB "Gorge" TAB "GrassMap01" TAB "Mirage" TAB "Sleepwalker" TAB "SnowMap01" TAB "SnowMap02" TAB "Stygian" TAB "TheCore"  TAB "Stygian" TAB "After1";
  %this.addRow("Maps", %mapList, true, "", 0, 0, true);
then select it from the create server menu

your welcome!

+1 To this Post; Note the correct directory of the config.cs file above (just to avoid confusion for those players who aren't sure).
Also, remember to make the file gameMenu.cs and config.cs files both 'Read-Only'!

Great map! I commend Stefy for putting time and effort in to this map! It's good to see what the community is capable of!
 

stefygraff

Private Tester
Okay, very well. Me and St3lth have finished the base structure of Aftermath. We're giving out the new version and we have a few notes:

  • Hills got chunky because of the new bases, i will work on it! (still send feedbacks and ideas via screenshots with hills that are bad or with hills that need to be made)
  • As you will see, the texture is still not up :(. We are still working on it and its just a matter of time.
Download New Aftermath (also changed the other link from the thread)

403299_330039357037440_184300854944625_846138_567126676_n.jpg

(leaving the screenshot little because im a bad man! :p )

Now its your turn! Hit this map with critics!
 

aus.hsp

Private Tester
Nice effort with the new update. I'm not a fan of the bases at this point in time, for example, you can walk underneath... also, map needs a relight/new texture.
Other than that, great work!

EDIT: I notice that what I wrote was explained in the above post :) My bad! 'Tis crossed out!
 

57thEnryu

Member
I will update the server tomorrow morning, Its already past my 6:45-bus-tommorow bed-time, and I need to work on badlands (oops, did I just drop that :p)
 
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