Strasbourg

the original unfouled game.
Serverside Mods and Custom Maps

Re: Strasbourg

Postby Swaffy » Sun Jun 11, 2017 12:46 am

Bot support yes/no? Also is it for vanilla?
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Re: Strasbourg

Postby Classical Modder » Sun Jun 11, 2017 4:19 am

Swaffy wrote:Bot support yes/no? Also is it for vanilla?


No AI support, and yes it's for vanilla 42. I am currently looking for someone that can convert the map to COOP.
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Re: Strasbourg

Postby buschhans » Sun Jun 11, 2017 4:34 pm

Really cool vanilla map. It contains a huge city and a moveable cannon train. Really good work classical modder. The news about your map will be send to public on the news blog soon. Stay tuned.:)
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Re: Strasbourg

Postby Classical Modder » Sun Jun 11, 2017 6:08 pm

buschhans wrote:Really cool vanilla map. It contains a huge city and a moveable cannon train. Really good work classical modder. The news about your map will be send to public on the news blog soon. Stay tuned.:)


Thanks man. I just want to add that in this version, the train is static and not usable.
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Re: Strasbourg

Postby Swaffy » Sun Jun 11, 2017 9:40 pm

I would sign up to do the AI part of your map but it's been a while since I did AI for a map, I think Bocage was the last map I did that for... it's the steps in the process which I forgot.
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Re: Strasbourg

Postby Classical Modder » Sun Jun 11, 2017 11:50 pm

Swaffy wrote:I would sign up to do the AI part of your map but it's been a while since I did AI for a map, I think Bocage was the last map I did that for... it's the steps in the process which I forgot.


That would be cool man. The only thing is the map uses a bunch of custom meshes (such as the cathedral objects) so it would make the process of generating AI path maps more tedious.
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Re: Strasbourg

Postby Classical Modder » Fri Jun 15, 2018 5:41 pm

Final build of the map, with object and terrain lightmaps:

http://team-simple.org/forum/viewtopic. ... 51#p125951
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Re: Strasbourg

Postby buschhans » Sat Jun 16, 2018 8:23 am

Good job bro, I will try to create a news about your great mapping job.;-)
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Re: Strasbourg

Postby Swaffy » Sat Jun 16, 2018 12:04 pm

Classical Modder wrote:Final build of the map, with object and terrain lightmaps

It looks nice, if you want to improve it more then you may want to add some rubble near the broken buildings, and different ground texture (like rock or cement) under the buildings instead of straight "mud/grass" so the buildings look like they weren't just slapped down randomly over a plain field, fence lines can use some bushes against the fence or a different texture along the fence ground. Buildings could use some decoration like tables, chairs, communications, etc. These small things can make the map look filled in and visually more interesting.
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Re: Strasbourg

Postby buschhans » Sat Jun 16, 2018 3:31 pm

Swaffy wrote:
Classical Modder wrote:Final build of the map, with object and terrain lightmaps

It looks nice, if you want to improve it more then you may want to add some rubble near the broken buildings, and different ground texture (like rock or cement) under the buildings instead of straight "mud/grass" so the buildings look like they weren't just slapped down randomly over a plain field, fence lines can use some bushes against the fence or a different texture along the fence ground. Buildings could use some decoration like tables, chairs, communications, etc. These small things can make the map look filled in and visually more interesting.



It would be nice you’ll do that.:-) there are some new specials possible you can see the “soccer mod 2017” you can download in the download pool down my signature sign you want??? Moving clouds, rifle animation, weapon select update would be nice.:-)
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