screenshots from exhumed_final version developpment.

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screenshots from exhumed_final version developpment.

Postby Necromancer » Sun Dec 12, 2010 2:28

Hi all,

I developping the final version from exhumed, i started this few weeks ago. This map have on style based from serious sam. In the final version the underway was deleted.

History is :

Berlin 1943 : Hitler will be mummified for his death, and need to find one mummy and one papyrus with the mummification process.

The Werhmacht get to egypt to find one city in desert for steal one mummy and one papyrus and escape from city with a truck.


Objectiv for axis :

- Escort tank in city and destroy pyramid door
- Secure to truck the mummy and the papyrus from pyramid
- Escort truck and escape with him from the city.
- Command post

Objectiv for allies:

- Destroy tank and protect pyramid door
- Protect the mummy and the papyrus from pyramid
- Destroy the truck
- Command post

Allied need to stop the attack from axis and protect the mummy and the papyrus.


Stuff will be inclued in the map :

- Axis tank need to be escorted into the city for destroy the pyramid door ( tank destroyable and reparable ) Not implemented for the moment.

- Axis truck need to be escorted out the city for escape with the mummy and the papyrus ( truck destroyable and reparable ) Implemented and fonctionnal.

- Allied tank destroy city door when the game start. Implemented and fonctionnal

- Command post. Not implemented for the moment

- Axis and Allies teleporter. Not implemented for the moment

- Ammo and Health in serious sam style. Not implemented for the moment


And yet show the screenshots from map :

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No date for the map, the developpement is continuing.

This screens are from exhumed_final fp1 version. This version is playable.

I will add more things in the future.
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Postby GokuSan » Sun Dec 12, 2010 5:48

Seems nice, keep up the good work! :)
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Postby Plastic_Jesus » Sun Dec 12, 2010 9:45

Looks really really nice. Can't wait to try it out soon. ;)

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S.S.Atrocity wrote:Im pretty sure Saukko will have pages worth of bugs found before anyone knows about the release...lol

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Postby eLemenT » Sun Dec 12, 2010 12:41

Does this map eat fps much?
Looks good :)

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Postby davies » Sun Dec 12, 2010 14:33

Looks very very nice.

I personally love those sandy/nord-african maps!
Really want to play it <33
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Postby Death » Sun Dec 12, 2010 15:07

looks awesome necro ;)

though would like a little more variation in the buildings.
but like this is cool too ;)

cant wait to play it ^^
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Postby DMG_Kowi » Sun Dec 12, 2010 15:09

Hmm, not too much open space?

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Postby Necromancer » Sun Dec 12, 2010 18:08

hi all,

The total map is 5120*5120, and the city is 3072*3072.

The external from city is empty except door and spawns.

When i see are problem with FPS in map i can reduce, but i need to make test for that.

For the buildings you have different textures, but house have only one brushe for the rendering from engine ( easier = faster )

But i make this map easier as possible for faster rendering from engine.
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Postby chimera » Sun Dec 12, 2010 20:55

a few tips:

make the terrain more bumpy
add some palmtrees. (newpalmtall.md3 would be nice)
try using some tents. Maybe add a train track.

Looks nice though
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Postby Death » Sun Dec 12, 2010 22:23

Necromancer wrote:For the buildings you have different textures, but house have only one brushe for the rendering from engine ( easier = faster )

But i make this map easier as possible for faster rendering from engine.


K is cool too ;)

imo the terrain wont have to be real bumpy, i suck at bumpy maps :D
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<icy> seems a guy i know from seeing gave it to me on the mens toilet

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Postby DMG_Kowi » Mon Dec 13, 2010 0:27

Do u use GtkRadiant necro?

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Postby Necromancer » Tue Dec 14, 2010 0:38

Yes i use GtkRadiant 1.4.0 but in 1.5.0 are bug calling textures (decalled).

And for the compilation in .bat file with q3map 2.5.17.
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