Refracted Reality (Formerly Infinite Void)

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Major Cooke
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Re: Refracted Reality (Formerly Infinite Void)

Post by Major Cooke »

I can offer to help optimize these maps if you wish. Simply put, I can export large sections of the map as models that have a lot of details and implement them as actors. This will greatly increase frame rates while playing through it.
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Kills_Alone
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Re: Refracted Reality (Formerly Infinite Void)

Post by Kills_Alone »

Looking forward to this as I'm a big fan of the abstract, portals, and space themes. Here is footage from your first demo for posterity's sake:

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Alamo985
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Re: Refracted Reality (Formerly Infinite Void)

Post by Alamo985 »

I'm glad that this mappack is still being works on at the moment.
Looking forward to get my hand dirty on this...
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Kappes Buur
 
 
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Re: Refracted Reality (Formerly Infinite Void)

Post by Kappes Buur »

Major Cooke wrote:I can offer to help optimize these maps if you wish. Simply put, I can export large sections of the map as models that have a lot of details and implement them as actors. This will greatly increase frame rates while playing through it.
I do not mean to derail this thread, but here is a quick question.
Could you do a tutorial on how to do this modeling bit and consequently importing into a map?
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Kappes Buur
 
 
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Re: Refracted Reality (Formerly Infinite Void)

Post by Kappes Buur »

I like what I see so far :)
with one exeption, those psychedelic colours
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Major Cooke
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Re: Refracted Reality (Formerly Infinite Void)

Post by Major Cooke »

Can do. I had been working on it for a while but I stopped briefly. Recently I've kicked it back up again so it should be good to go soon.
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Kappes Buur
 
 
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Re: Refracted Reality (Formerly Infinite Void)

Post by Kappes Buur »

Thanks
I'm looking forward to it.

Several times I tried to wrap my head around it but so far it is a major stumbling block for me.
I need a kick in the right direction :)
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Major Cooke
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Re: Refracted Reality (Formerly Infinite Void)

Post by Major Cooke »

Thankfully it's not hard. However I will only be doing this primarily for OBJ since MD3 sometimes has some normal weirdness from time to time. I have no idea how to really fix those so my suggestion is to use OBJ if culling back faces is required, unless you want to maintain zandronum compatibility. The guide I'm working on will at least show how to set the normals properly in blender but sometimes the MD3 exporter breaks things.

One thing to note, you no longer get access to functionality like Doom 64 lighting.
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killerkouhai
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Re: Refracted Reality (Formerly Infinite Void)

Post by killerkouhai »

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leodoom85
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Re: Refracted Reality (Formerly Infinite Void)

Post by leodoom85 »

If anyone played the set, please leave feedback. We appreciate it, thanks.
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Marisa the Magician
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Re: Refracted Reality (Formerly Infinite Void)

Post by Marisa the Magician »

The maps are pretty good, though some are... a bit hard.

Also I swear some of them have way too many dynamic lights, it's giving me fps drops, mainly those by cyano
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leodoom85
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Re: Refracted Reality (Formerly Infinite Void)

Post by leodoom85 »

Cyano's cerulean map has complex areas that can surely make your framerate drops.
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Rachael
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Re: Refracted Reality (Formerly Infinite Void)

Post by Rachael »

This mapset is absolutely stunning, the very little bit I've played so far. I've never played anything like it before, and I doubt anything like this will ever happen again. I love the choice of music, and the beautiful use of colour.

This is truly a testament of how the many individual parts can come together to make a distinct whole. It is carefully constructed, and each bit is quite obviously very intentional.

Only real criticism I have is the unintuitive switch hunts can be a little frustrating.
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Major Cooke
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Re: Refracted Reality (Formerly Infinite Void)

Post by Major Cooke »

On the Ravage map, it's possible to bug out the teleporter in this section if you have the bfg. What happens is, the line doesn't block explosion damage or BFG sprays because there is no line.

I suggest marking the five barons as dormant until the player hits that switch in that area.

Also, it would be best to change their specials to ACS_ExecuteAlways because if a BFG spray kills two of them at once, the ACS script will only be called once otherwise. You can read more about the functionality here.
sibullski
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Re: Refracted Reality (Formerly Infinite Void)

Post by sibullski »

these are the absolute best looking maps I've ever seen. I've never gushed over the visuals to a mappack before and that includes eviternity. This just looks so good. Amazing work.
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