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As announced on both the forums, as well as the www.to-crossfire.net
site, with the new 1.7 patch for TO:Crossfire comes a new map. The name
has been chosen by the community. First by random names, after that, by
a poll. The work-in-progress name of OBJ-This will thus be replaced by
OBJ-Deluge.
Once There Was a Dream...
The
map officially started as a 'boredom' project. Just a thing, a feeling,
an idea that was at the back of my mind constantly. To get it out I
started mapping. Being inspired by the FarCry game a little, I wanted
to create something warm, moody and above all dreamy.

A very rough early version
was posted on the development forums, due to an IRC discussion with
some of my fellow developers. Enthusiastic reactions fuelled my
motivation to make something of the map. OBJ-This.to2 was born. Now my
initial thought was to create a sandy canyon with loads of water.
Mainly dominated by terrain and less by buildings. Since this is not
such an interesting layout option, mainly due to nade-spamming and the
optimisation of the map, I decided otherwise. Create a dreamy
Arabic-looking little town.

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And Then the Dream Continued Even When I Was Awake...
Still
recognise certain areas? I admit, it changed dramatically. But that is
the beauty of being a level designer; dream, think, map. As you can
see, the shadow and dreamy lights are the most attractive features of
the map. I didn't want to create a complex map that looks good only
because of the details. I wanted to create a map where you can dream
about, but above all, play, with joy. The Arabic theme lends itself
beautifully to flat rooftops and simple box-like architecture. Ideal
for the game that the map is being developed for.
After
these shots, I placed the map on our internal distribution network.
This means that everyone can download the map and play with it. Now
this is where true teamwork comes in. Various people responded to the
map, giving hints, tips, ideas and best of all, inspiration.

Teamwork Truly is a Wonder...
As
I can't work with a 3D modelling program, I create everything with BSP.
We also often use this method: make a final BSP-version and slowly
replace everything by mesh. Why? Because of optimisation (rather a
better running map then a slow, laggy one) but most of all, because of
the details we are able to give with meshes.
Perfect_Storm
kicked in here as he gave a good deal of his time to modelling the
needed meshes for the map. As he worked, he also put some quick screen
shots on the forums. This way the team can judge and think-through the
whole process.

(read more for extra images!!!)
Beauty is Not a Gift, it's an Art...
While
Perfect_Storm was modelling all the buildings and other required
models, I started to optimise the map. First of all came the zoning,
since this is actually the best way to get a map running at higher FPS
with the UT2k4 engine. Now here I had a problem. The terrain is made
entirely with an actor (TerrainZoneInfo) and that actor can only be in
one zone at a time (technical talk, I'm sorry!) So the terrain needed
to be transformed into a static mesh, since that is not affected by
zoning. Leviathan picked up this particularly complex job (since it had
13,000 polygons.) During this process, the beta-test team tested the
map with every new version. By giving feedback concerning bugs, time
schedules and other issues the map evolved to a bug free and
player-friendly map.

And Then There Was Light...
Even though the map looks sexy already, there are still some problems:
1. The lighting on the meshes looks cool but it isn't the lighting I once had in mind.
2. The map is anything but fluent, meaning the FPS drop from 110 to 20 on occasions.
3.
Visual errors. For example, look at the water and you will see the
reflection of palm trees, yet they have been removed to improve
performance.
From
now on the map is under the control of Spin. He is capable of reducing
BSP tree complexity (more technical talk!), and reworking the original
lighting of both static meshes and existing BSP, back to its' original
setting. Furthermore, he optimised the whole map by adding zoning,
static meshes, removing needless BSP and putting a little magic into
the map.
Now
my last task is to create new water reflections, adding a map
description, a nice song (made by Pablo 'GuyBrush Threepwood' Delgado
Rodriguez) and to fix the last known bugs. Note that this map has been
under development for only one month; that is what inspiration can do
to a team!
On a Final Note...
As
I have mentioned a dozen times before; working in a team has so many
benefits. Every team member has his own knowledge, strengths and
weaknesses. As long as everyone understands those, you can form a great
team and make, in our case, a great game. My weaknesses have been
supplemented by people that have more knowledge. On the other hand, you
can see my strength by just looking at the visuals and the general idea
of the map. This understanding of our team, makes us ready for the
development and release of TO:Crossfire 2.0 in the near future.
Thank you for reading, hope you enjoy the 1.7 patch and see you on the servers!
Pleun 'Ssswing`' Meuwissen
TO:Crossfire Mapper
Special thanks to:
Bruno 'Leviathan' Alex
David 'Spin' Goldsworthy
Ron 'Perfect_Storm' Kamphuis
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