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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Map Feedback » CTF Map Feedback

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Map Feedback- Canyon Crusade Revival [CTF]

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 Map Feedback- Canyon Crusade Revival [CTF] 
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ixemul


Joined: Mon Aug 20, 2012 6:36 pm
Posts: 4
Post Re: Map Feedback- Canyon Crusade Revival [CTF]
Love the new map -- it looks like it will be a lot of fun to play.

(loving all the new maps really, I'm thoroughly enjoying trying them out)

I just wanted to say thank you...

...and also to +1 the idea of midfield capture-style resources - vpad, turrets, second gen for a flagstand forcefield, whatever - that tunnel base off to the side looks perfect for something like that. Would be fun on some other maps too I think :)


Thu Feb 07, 2013 5:49 pm
Profile
Bonfi96


Joined: Sun Feb 19, 2012 4:39 pm
Posts: 18
Post Re: Map Feedback- Canyon Crusade Revival [CTF]
Anybody experiencing this bug on DS side?
Image
Code:
[0316.56] Log: Log file open, 02/14/13 20:14:23
[0316.56] Log: Dumping BugIt data chart at 2013.02.14-20.14.23 using build 7748 built from changelist 742347
[0316.56] Log: MapName: TrCTF-CanyonCrusadeRev
[0316.56] Log: Description:
[0316.56] Log: BugItGo 25766.6875 1231.8801 11057.1504 1012 -4332 0
[0316.56] Log: ?BugLoc=25766.69,1231.88,11057.15?BugRot=1012,-4332,0
[0316.56] Log:  ---=== GameSpecificData ===---
[0316.56] Log: Log file closed, 02/14/13 20:14:23
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English is not my first language, so...


Thu Feb 14, 2013 3:27 pm
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Halfscan
User avatar


Joined: Wed Feb 08, 2012 3:13 pm
Posts: 35
Post Re: Map Feedback- Canyon Crusade Revival [CTF]
Having an issue with dynamic lighting on both these new maps (Blueshift & Canyon Crusade Revival) as objects and players do not cast a shadow. Old maps and the new Bella Omega still appear to be working properly.

-Cross posting from bug forum-


Thu Feb 14, 2013 4:53 pm
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HiRezKate
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Hi-Rez Team Member
Hi-Rez Team Member

Joined: Tue Aug 24, 2010 4:00 pm
Posts: 791
Location: Dome City
Post Re: Map Feedback- Canyon Crusade Revival [CTF]
Halfscan wrote:
Having an issue with dynamic lighting on both these new maps (Blueshift & Canyon Crusade Revival) as objects and players do not cast a shadow. Old maps and the new Bella Omega still appear to be working properly.

-Cross posting from bug forum-


Have you changed your .ini? What settings are you running?
_________________
MagiCandyBar wrote:
Soon.™

blackchimes wrote:
WORST MAP EVER, TOO SMALL/TOO BIG, THE HILLS ARE NOT HIGH ENOUGH/THE HILLS ARE TOO HIGH, THE FLAG IS TOO EXPOSED/IS NOT EXPOSED ENOUGH, SNIPEFEST, TOO MUCH GREEN/ BLOOM. YOU RUINED IT HIREZ


Thu Feb 14, 2013 5:03 pm
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Halfscan
User avatar


Joined: Wed Feb 08, 2012 3:13 pm
Posts: 35
Post Re: Map Feedback- Canyon Crusade Revival [CTF]
Ya, I run a custom .ini (quoted below) that is basically everything low-ish (or off) but shadows on. That ini works fine on every map except Blueshift and Canyon Crusade.

I did delete the ini and let the game generate a new one and ran everything on ultra and that gave me shadows on Canyon Crusade, but Blueshift still didn't have any.

I'll mess with my ini settings tomorrow and to figure out why it doesn't work with CC

tribes.ini:
Quote:
[SystemSettings]
bCombineSimilarMappings=False
EnableHighPolyChars=False
bEnableForegroundShadowsOnWorld=False
bEnableForegroundSelfShadowing=False
OnlyStreamInTextures=True
Trilinear=False
OneFrameThreadLag=True
StaticDecals=False
DynamicDecals=False
UnbatchedDecals=True
DecalCullDistanceScale=0.750000
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=False
CompositeDynamicLights=True
SHSecondaryLighting=False
DirectionalLightmaps=False
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=False
Distortion=False
FilteredDistortion=False
DropParticleDistortion=True
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=False
UseVsync=False
Fullscreen=True
AllowD3D10=False
AllowD3D11=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
SkeletalMeshLODBias=3
ParticleLODBias=8
DetailMode=0
ShadowFilterQualityBias=-1
MaxAnisotropy=0
MaxMultisamples=1
MinShadowResolution=32
MinPreShadowResolution=8
MaxShadowResolution=512
MaxWholeSceneDominantShadowResolution=500
ShadowFadeResolution=0
PreShadowFadeResolution=16
ShadowFadeExponent=0.250000
PlayerShadowFadeResolution=0
ResX=1280
ResY=720
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.250000
PreShadowResolutionFactor=0.500000
bAllowBetterModulatedShadows=False
bAllowWholeSceneDominantShadows=False
Borderless=False
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=1024,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=256,MaxLODSize=512,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=256,MaxLODSize=512,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=1024,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
m_TrShadowLODGroup=0
m_TrTextureLODGroup=2

[TribesGame.TrAudioSettings]
m_nVolumeMaster=100
m_nVolumeEffects=100
m_nVolumeMusic=0
m_nVolumeVoice=65

[WinDrv.WindowsClient]
DisplayGamma=2.2

[TribesGame.TrGameEngine]
bSmoothFrameRate=False
MaxSmoothedFrameRate=122.000000
AllowScreenDoorFade=False
AllowNvidiaStereo3d=False
bForceStaticTerrain=True

[Engine.GameViewportClient]
bUseHardwareCursorWhenWindowed=TRUE

[TribesGame.TrDevice]
m_bTinyWeaponsEnabled=True

[Engine.Engine]
bForceStaticTerrain=True

[Engine.ISVHacks]
bInitializeShadersOnDemand=False
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False

[TextureStreaming]
PoolSize=250
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=8
MinEvictSize=10
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=True
LoadMapTimeLimit=5.0
LightmapStreamingFactor=0.04
ShadowmapStreamingFactor=0.04
MaxLightmapRadius=2000.0
AllowStreamingLightmaps=True
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=False
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=256
MaxDefragDownShift=128

[XAudio2.XAudio2Device]
MaxChannels=32
m_bEnableBassBoost=True

[TribesGame.TrPlayerController]
m_bEnableChatFilter=False
m_bShowHUDObjectives=False
m_bShowHUDNotifications=true
m_bShowHUDFriendStateNotifications=true
m_bEnableOverheadDamageIndicators=true
m_bShowHUDReticule=true
m_bShowHUDCredits=true
m_bShowHUDAccolades=true
m_bShowHUDBadges=False
m_bShowHUDScores=true
m_bShowHUDHealthBar=true
m_bShowHUDVisor=true
m_bShowHUDChat=true
m_bShowHUDCombatLog=true
m_bShowHUDKillbox=true
m_bShowHUDDeathcam=true
m_bShowHUDHeroText=False
m_bShowHUDPromptPanel=true
m_bShowHUDRespawnTimer=true
m_bShowHUDSkiBars=true
m_bShowHUDFriendColoring=true
m_WhisperFilter=0
m_bShowHUDCracks=true
EnableAlienFX=false
m_bAnimMenu=false
m_bAllowSimulatedProjectiles=True

[TribesGame.TrEntryPlayerController]
m_bEnableChatFilter=true
m_bShowHUDObjectives=true
m_bShowHUDNotifications=true
m_bShowHUDFriendStateNotifications=true


Thu Feb 14, 2013 6:12 pm
Profile
Halfscan
User avatar


Joined: Wed Feb 08, 2012 3:13 pm
Posts: 35
Post Re: Map Feedback- Canyon Crusade Revival [CTF]
Found the .ini setting that effected shadows in Canyon Crusade

LightEnvironmentShadows=False

When set to false I get no shadows in Canyon Crusade (but still do in all the old maps) and when set to true I get my shadows back in CC.

Blueshift, however, still has no player shadows @ any setting.


Thu Feb 14, 2013 7:17 pm
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EVOLiTiLE
User avatar


Joined: Wed Sep 12, 2012 1:55 am
Posts: 25
Post Re: Map Feedback- Canyon Crusade Revival [CTF]
Well, it's Official. CCR has become my New Fav. Map (was Raindance). I am blown away at the way it turned out. I love the ground Texture (dirt, grass, sand), the Terrain/hills, truly Amazing! The trees look fantastic, heck, all of it looks good, reminds my of one of the Bases I was stationed at in the Military. Thank you Kate for listening/putting up with us gottahaveitall's, and developing a terrific addition to Tribes:Ascend. Keep em comin! :)
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Image


Fri Feb 15, 2013 12:43 am
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Skrrew


Joined: Sat Dec 08, 2012 12:50 am
Posts: 301
Post Re: Map Feedback- Canyon Crusade Revival [CTF]
Canyon feels a little bland when compared with Bella. Could you add more shrubs/rocks/glare or something? It's not a bad map, it's just not as pretty as bella.


Fri Feb 15, 2013 4:08 am
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zzzornbringer
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Joined: Mon Jun 27, 2011 10:37 am
Posts: 589
Location: Germany
Post Re: Map Feedback- Canyon Crusade Revival [CTF]
Skrrew wrote:
Canyon feels a little bland when compared with Bella. Could you add more shrubs/rocks/glare or something? It's not a bad map, it's just not as pretty as bella.

bella looks like it's from a different game. :) the rocks look so beautiful. maybe the terrain could use some more contrast and get a bit darker for a more dirty, earth'y look.

i like the layout of the map though. it's diverse and feels huge. the drydock and smaller architecture between the two bases create a really unique atmosphere. they almost seem like hotspots in midfield to meet and fight. obviously for ctf that's not optimal.

while lacking some visual fidelity (foliage, some trees, leaves etc.), this map has character and may easily become one of my favorites.
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Fri Feb 15, 2013 9:54 am
Profile
eureus


Joined: Sun Nov 27, 2011 12:16 pm
Posts: 599
Post Re: Map Feedback- Canyon Crusade Revival [CTF]
This might be one of my new favorite maps. Great job. Interesting and fast-paced.


Fri Feb 15, 2013 3:36 pm
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