High Resolution Maps

Topics related to map making for D-Day.
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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed Mar 16, 2016 11:08 pm

Based on the map Market1 but redone to be friendly to Bots and a lot more open, retextured. Germans and US troops shoot at each other.
Attachments
market1bh3.jpg
market1bh3.jpg (88.24 KiB) Viewed 25347 times
market1bh2.jpg
market1bh2.jpg (86.21 KiB) Viewed 25347 times
market1bh.jpg
market1bh.jpg (88.34 KiB) Viewed 25347 times

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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed Mar 16, 2016 11:10 pm

Bulge - this is a highly simplified version of a Tanato map that I retextured and map bot friendly. Germans and US troops shoot at each other.
Attachments
bulgebh2.jpg
bulgebh2.jpg (86 KiB) Viewed 25347 times
bulgebh1.jpg
bulgebh1.jpg (101.58 KiB) Viewed 25347 times

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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed Mar 16, 2016 11:12 pm

Wiltz - A redone version of my Wiltz map, smaller, more bot friendly, retextured. Take the 3 enemy bases or kill each other.
Attachments
wiltzbh3.jpg
wiltzbh3.jpg (90.76 KiB) Viewed 25347 times
wiltzbh2.jpg
wiltzbh2.jpg (89.97 KiB) Viewed 25347 times
wiltzbh1.jpg
wiltzbh1.jpg (84.17 KiB) Viewed 25347 times

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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed Mar 16, 2016 11:13 pm

Soviet8 - my old Soviet8 Into East Prussia map made more bot friendly and retextured. German and Soviet troops shoot each other.
Attachments
soviet8bh2.jpg
soviet8bh2.jpg (91.44 KiB) Viewed 25347 times
soviet8bh1.jpg
soviet8bh1.jpg (91.75 KiB) Viewed 25347 times

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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed Mar 16, 2016 11:16 pm

Suribachi - Mount Suribachi on Iwo Jima - Japanese troops kill Americans. The US has to destroy ammo in the four caves and in the four bunkers. Once this is done then touch the flag pole and the US flag raises and plays the Marine Hymn. Then the door to the large bunker on the mountain blasts open and blow up the ammo box inside.
Attachments
suribachibh2.jpg
suribachibh2.jpg (91.31 KiB) Viewed 25347 times
suribachibh1.jpg
suribachibh1.jpg (84.6 KiB) Viewed 25347 times

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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed Mar 16, 2016 11:17 pm

Mtown - an old map of mine that is now a kill map, German and US troops shoot each other.
Attachments
mtownbh2.jpg
mtownbh2.jpg (77.53 KiB) Viewed 25347 times
mtownbh1.jpg
mtownbh1.jpg (101.09 KiB) Viewed 25347 times

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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed Mar 16, 2016 11:19 pm

Battle2 - this is an old map that had a large wall dividing it so bots wouldn't work. So I high rearranged it to be bot friendly and retextured. Germans and UK troops kill each other.
Attachments
battle2bh2.jpg
battle2bh2.jpg (77.99 KiB) Viewed 25347 times
battle2bh1.jpg
battle2bh1.jpg (69.83 KiB) Viewed 25347 times

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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed Mar 16, 2016 11:21 pm

Rail - the third section of an old map of mine but on it's own to be bot friendly, retextured. Germans and UK troops shoot each other.
Attachments
railbh3.jpg
railbh3.jpg (107.92 KiB) Viewed 25347 times
railbh2.jpg
railbh2.jpg (99.37 KiB) Viewed 25347 times
railbh1.jpg
railbh1.jpg (87.2 KiB) Viewed 25347 times

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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed Mar 16, 2016 11:23 pm

Lasttown - Another section of a map I had but made for bots and retextured. Germans and Americans shoot each other.
Attachments
lasttownbh3.jpg
lasttownbh3.jpg (82.46 KiB) Viewed 25347 times
lasttownbh2.jpg
lasttownbh2.jpg (91.55 KiB) Viewed 25347 times
lasttownbh1.jpg
lasttownbh1.jpg (101.48 KiB) Viewed 25347 times

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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed May 18, 2016 1:57 am

Haven't seen any of the maps on the servers or being played. Guess they didn't catch on. Well I guess I will just play them at home. At least I tried

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Re: High Resolution Maps

Post by the violator » Mon May 23, 2016 9:18 pm

They look great Munf, nice work! Downloading now.
Definitely noticeable improvements in the texturing and lighting area compared to some of your older maps.

It's too bad the game isn't played much any more. Have you considered mapping for any newer games? I've been making some Day of Defeat: Source levels lately (though even that is 11 years old at this point), and the source engine and Hammer are so much easier to work with than the old Quake 2 tools (Worldcraft in particular). Since you seem to be quite prolific in your map making you should consider bringing your skills to a newer game!
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Re: High Resolution Maps

Post by Mr. YOur no fun » Thu May 26, 2016 2:32 am

I don't know those games, though if there was a way to port them over that might work. I am just hoping these higher rez maps would encourage people to play here more.

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Re: High Resolution Maps

Post by MetalGod » Thu May 26, 2016 3:55 pm

Never mind... was too quick.
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Re: High Resolution Maps

Post by Mr. YOur no fun » Thu May 26, 2016 5:00 pm

What was too quick? The 34 maps?

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Re: High Resolution Maps

Post by Mr. YOur no fun » Fri Feb 10, 2017 2:50 am

HOw are these maps going? People like them? I play them at home, quite different from being on the server.

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Re: High Resolution Maps

Post by Mr. YOur no fun » Sun Sep 17, 2017 2:39 am

I just had something interesting happen. I removed all the nextmaps and the map chain ran. So I guess even without the server the map.ini controls things. I will try running a server at home tomorrow to see what happens.

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Re: High Resolution Maps

Post by Night Rider » Tue Sep 19, 2017 6:10 pm

Yes setup a server for testing with just your maps on it. If you have not made any changes to the maps I may already have them all here MYNF
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Re: High Resolution Maps

Post by Mr. YOur no fun » Wed Sep 20, 2017 11:51 am

I added 11 map and made a lot of tweaks to the previous set to correct glitches, make them look better and play better. And the nav files have been edited to give better playing even though the bots wander a lot, can't control that. BUt I am far more satisfied. So 41 maps now.

The 11 maps I made new variations on. Dday1-5, desert 1 and 7, sturm, province, soviet5 and doomtown. The versions I made all have the title end with BH like the precious 30, which means Bots HiReZ so you can recognize them.

Things I alters in these versions.
1) retextured them to hi rez textures using what I have. Didn't try to match the originals as those are those and these are different, and also using the originals often MAX_LIGHTED the maps so I had to reduce the total polys and spread the textures out on the faces to get around this, but I like the way they look. So while the general feel of the map is the same there are a lot of texture, poly, and layout changes all done to make the maps compile.

2)removed all the swinging doors. Bots seem to head to the origin poly and get stuck, so you end up with a map full of bots running for eternity - so I removed all that.

3)Removed hidden rooms and long areas of maps that didn't lead the bots into a big cluster F to fight. However on dday2bh for instance the "hidden room" is there but you walk to the end of the hall and go in and dance. Otherwise the bots would never figure it out and the associated polys would have added to the MAX_LIGHTING issue, Did remove the tunnel as in 30 test runs the bots never went there.

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Re: High Resolution Maps

Post by InFerNo » Mon Apr 20, 2020 3:42 am

Hey MUNF, the last link in the first post is dead. Do you still have that archive?
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Re: High Resolution Maps

Post by Mr. YOur no fun » Sun May 10, 2020 7:49 am

I am finally concentrating on this issue and reassembling it, along with all the updated maps so there will only be one llink. Any one have a suggestion where to put the zip file beyond my dropbox so it will be more available?

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Re: High Resolution Maps

Post by Mr. YOur no fun » Thu May 28, 2020 2:46 am

Everything is zipped, can some one test to make sure I didn't miss anything?

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