[MCF]Tocra@ is releasing FrenchCamp, this custom map, mosttly builded with 3dsmax, took years of work, pushing the ptero-engine to the ultimate limits. Not only the models, texturing and lightmaps are beautifull, mostly all the doors & windows are dynamic and syncronized for all players in all modes. It would take ages to write all the details, and nice things this map has. From the buildings to the sewers the player will live a real adventure. Never saw something like this before on VC, feels like playing a new game, simply.
The coop mode has good balance, not too hard, not too easy, all players will enjoy the realism, the immersion and the pressure never felt on a VC map.
The other modes are also included and i let you imagine when you'll see it what 64 players on it might bring.
Gentlemen, feeling very proud with a lot of emotions to introduce you for VC's 10th birthday Tocra@'s FrenchCamp, best jewel ever made for VC, years of work in a man's life.
First of all...nice to see that you created a map, but here are a few tips fo you. Maybe you can correct these issues.
1.
This error message tells you that you gave an object a wrong name in 3Ds Max. I'm not sure, but it means that you either gave different objects the same name in 3Ds Max or you used wrong signs for naming you objects in 3Ds max (use only the following characters without quotes "a to z 1 to 9 - _ ^ ! < > ".
2. The map is too big. I spawned in CTF mode ,ran 5 minutes around and didn't find a way to the city. The hallways are huge....
3. Remove collisions from leaves of trees. They generate bugs (you get stucked in geometry).
4. Increase the general performance of your map using distance "blending" or occluding, sectors:
This error message tells you that you gave an object a wrong name in 3Ds Max. I'm not sure, but it means that you either gave different objects the same name in 3Ds Max or you used wrong signs for naming you objects in 3Ds max (use only the following characters without quotes "a to z 1 to 9 - _ ^ ! < > ".
2. The map is too big. I spawned in CTF mode ,ran 5 minutes around and didn't find a way to the city. The hallways are huge....
Hello
1 This was made with a french version of 3dsmax, so yes the com_hash error exists because of the French letters (é,è,à...) that are not used in other languages, but Tocra@ doesn't speak English so he can only use a French 3dsmax, you get the error when you open the level with the editor but doesn't change anything if you're playing the map.
2 It's a 64 players CTF map and a huge city, if people find it too big, they can play Halong for the 10000th time, you can not make everybody happy
LDC-78 wrote:
- dynamic doors, you should also create a trigger inside the rooms, cause you can't get out of it, if you respawned inside (DM/TDM)
There are triggers in every room, or on every sewer traps, doors, windows etc you must not have seen it, there are not always keys, they can be buttons etc sometimes they are not obvious but you can get out of every room on every modes.
Thanks, but i only participated in tests and help during the years, gave a lot of time but all the credits go to [MCF]Tocra@.
Guys, this is a big map and only a first beta version so they re a lot of things to do, correct, adjust like the trees collision or such things mentionned.
I'm sure as VC lovers and having the knowledge of 3dsmax and the engine, you realize the amount of work done.
Even the graffitis are real pieces made on real city walls, etc, it's years of work, we used the textures gaven and ways of using it told by Jimmy and did our best, so yes, all is not perfect but i'm sure you realise the work done to realize such a jewel for a 10 years old game
We included things that players will discover through time, like a new weapon, secret passages etc it's a big release guys, can't be perfect, give us some love
2. Try to minimize the memory footprint of your textures as much as possible.
3. Some textures have ugly seams (repeating details)
4. Use the decal- and detailtexture system more excessivly instead of using one huge texture with different colors multiple times.
5. Don't distort textures
6. Different textures are used mutliple times. Fix it.
7. You need only 2 texture for the trafficlight, one orange one black. Then edit the .ifl, you can adjust the interval using this command at the beginning of the .ifl file:
#interval 0.08
Also the fileorder is variable. Instead of:
1
3
4
You can change the order to eg....
1
4
2
3
8. It's normal to take pictures with a camera and create textures from it.
9. Copy the "ZIL151" files (obj, tex) to the levelroot so the map is playable for all vietcong versions.
10. VC doesn't care about french version or not ;-)
p.s: use the pteroengine helpffile. It is located in the dev folder.
Tocra@ will find it usefull i m sure, for me it's like speaking Chinese, i don't use 3dsmax so i have no clue what you're talking about
I understand you're trying to help and it's appreciated and i see you have a lot of science to share but like i said, he did his best with what he know and it's just a first beta.
When i see the average map, i know what he did is on another level, you'll always have players whining about FPS or such, but you never see them online.
On a personnal side, after 8000 missions on vc-coop.eu, i think i can say i am addicted to coop and played all maps but none had bringed the same pleasure to me.
Thanks for the tips, appreciated.
Tell him to register here at vietcong.info, he can find a lot of useful informations about editing and MCF maps can be even better. I know MCF maps and I love [MCF]BinhThien.