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[MAP] Blood Gulch

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Re: [MAP] Blood Gulch

Postby ChopChopThePanda » Thu Aug 09, 2012 6:50 pm

uh ma gush, this looks epic.
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Re: [MAP] Blood Gulch

Postby MissionCo » Thu Aug 09, 2012 11:17 pm

LtFlamer wrote:AoS In-game Name: Lt.flamer
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Um? Wrong thread buddy, lil. You want to submit this on Leafcutters thread in the Server thread
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Re: [MAP] Blood Gulch

Postby DrunkenChild » Fri Aug 10, 2012 11:01 am

I was wondering which one you were going to make. That's I love all love all of the detail you put into the map.
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Re: [MAP] Blood Gulch

Postby NamTaey » Fri Aug 10, 2012 7:30 pm

I have added Blood Gulch to the Bastion server rotation.
Everyone has really liked the map! Thank you!
The Bastion : aos://4188489804:32887
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Re: [MAP] Blood Gulch

Postby MissionCo » Sun Aug 12, 2012 3:19 am

NamTaey wrote:I have added Blood Gulch to the Bastion server rotation.
Everyone has really liked the map! Thank you!
The Bastion : aos://4188489804:32887

No thank you! Can't wait to play with you guys!
DrunkenChild wrote:I was wondering which one you were going to make. That's I love all love all of the detail you put into the map.

Thank you kindly
ChopChopThePanda wrote:uh ma gush, this looks epic.

Spank you very much
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Re: [MAP] Blood Gulch

Postby KomradeKorakoff » Wed Aug 15, 2012 3:23 am

Perhaps replace the white boundary with water instead of a huge hill/wall? I'm really interested in this and I'd hate to see funky spawns screw it up
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Re: [MAP] Blood Gulch

Postby MissionCo » Wed Aug 15, 2012 3:32 am

KomradeKorakoff wrote:Perhaps replace the white boundary with water instead of a huge hill/wall? I'm really interested in this and I'd hate to see funky spawns screw it up

Will do. I was wondering about it actually. I fixed the spawns though, but I could remove the boundaries, which can only be a box, and replace it with water damage so that the amount of wall snipers have to climb on is reduced.
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Re: [MAP] Blood Gulch

Postby bobbotheclown » Sun Aug 19, 2012 2:34 pm

As much as I like that someone finally made this. I don't like the fact that a heightmap was used to make it, it just doesn't look that good with the sudden cliff edges.

the caves don't look like caves but look instead like a slice of wall has been cut out. instead of tunnels.
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Re: [MAP] Blood Gulch

Postby MissionCo » Sun Aug 19, 2012 3:19 pm

bobbotheclown wrote:As much as I like that someone finally made this. I don't like the fact that a heightmap was used to make it, it just doesn't look that good with the sudden cliff edges.

the caves don't look like caves but look instead like a slice of wall has been cut out. instead of tunnels.

I acknowledge.that. The map isn't as good as it could be, and that is because of me. I know of a way to make runnels with the pyspades map editor, which incledes adding/subtracting two height maps. And as for the walls, I really want to put this map out so I never took the time to either add the detail to the heightmap pr build it in game myself. But building it in game is a lot of work, I would need to find people to help.
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Re: [MAP] Blood Gulch

Postby bobbotheclown » Sun Aug 19, 2012 9:38 pm

i would help if i was any good at mapping. as for the first blood gulch on the site. great job.
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Re: [MAP] Blood Gulch

Postby MissionCo » Sun Aug 19, 2012 9:41 pm

bobbotheclown wrote:i would help if i was any good at mapping. as for the first blood gulch on the site. great job.

Well, thanks for the criticism anyways. It's very appreciated.
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Re: [MAP] Blood Gulch

Postby bobbotheclown » Wed Aug 22, 2012 2:26 pm

some basic knowledge of blender is all you really need to fix the actual 3d model of poly2vox.
Fixed the actual 3d model with blender.
3ds file
kv6 file

the issue i run into is importing the kv6 into voxed, crashed every time i tried to import it.

I suggest you learn how to use blender. it's becoming increasingly useful the more i use it. poly2vox is amazing provided you can get it working properly.
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