Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: DrRickDaglessMD on November 10, 2007, 09:26:19 PM
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Hey all,
For our entry to the GGC Mapping Contest (http://dplogin.com/forums/index.php?topic=10114.0), we've concocted a tight 12 player (max) CTF set in an industrial complex thats been vandalised and turned into an impromptu paintbal CTF arena. We reckon this map works well as a 3vs3 match map, but would be pretty fun and intense on pubs too.
It was good fun designing this in such a short space of time, we weren't sure if it would come together in the time we had but we pushed on though a few late nights and got it sorted.
I'll explain our rationale as we go thorugh the screenshots, hopefully give an insight into what we intended and some of the decisions we had to make on the way.
Screenshots:
(http://zilla-clan.net/upload/images/69697_sshot108.jpg)
This shot shows the mid arena. Making a fast and fun centre to this map was a little challenging, however we packed a great deal of fun jumps into it and we think it came out pretty well. The piping round the outside can be used with a few quick doubles, etc... to get to the high path from low. By doubling off the railing by the entraces to the mid, you can bound off the pipes to traverse the mid very quickly.
(http://zilla-clan.net/upload/images/30028_sshot100.jpg)
This is the crusher room. My favourite aspect of this one is the rusty gantry with the punched metal grilling. We thought this was a great opportunity to use alpha'd tga textures to give us a great looking peice of industrial junk. It really came out great, so we hope you like it too.
(http://zilla-clan.net/upload/images/06621_sshot103.jpg)
This shot shows the locker room for the employees to stash their stuff and check the noticeboard. For us its the entrance to the high route to the mid-flag and also a forced open vent that lets us get the drop on the enemy's engine room!
(http://zilla-clan.net/upload/images/85533_sshot105.jpg)
Here is the engine room of the base. This room provides a shorter route to the flashpoint between team's buildings, but doesn't have as much cover. Also, there is a crafty jump which if done right can get you to the high mid-flag extremely quickly. Also, if you want to switch between rooms without venturing into the spawn area, your best bet is the conveyor system...
(http://zilla-clan.net/upload/images/61013_sshot107.jpg)
Here is the spawn. A yard between the two entrances with the dumpster and a load of grafitti. I love how this looks, it really sums up the industrial/gritty feel of the map for me.
All in all its a smallish but tactical map, is very quick and the 'ownership' of each area changes hands very quickly. In the playtesting we conducted earlier it was pretty intense with lots of good confrontations at the flashpoints and a few good chases to the caps.
The inclusion of the midflag was a consideration that the spawn could be reasonably campable, but it would be pretty detrimental to your score if you chose to do so. Instead, a floating presence around the mid or one of the junctions of buildings would be much more effective (and interesting).
Technical:
Bringing this much detail into the map was a challenge. We really learned our lesson with KungFu and Zen, which is why we pulled out all the stops to deliver a really great looking but technically superior map this time. The r_speeds on this map may be considered high by purists, but we haven't experenced them higher than about 2100, which really isn't that bad given the level of detail crammed in.
We pushed for a great deal of 'decal' type touches to provide us with the desired atmosphere and details instead of brushwork (unlike Zen!) and used the func_wall's ability not to split geometry on contact to keep r_speeds down where a lot of decals were used. This also goes for complex structures like the staircase in the crusher room.
To get the feeling of a run down industrial building, we tried out some environmental techniques like having broken lights flickering in the crusher room, and bringing the ambient lighting down to give a more dank feeling to the buildings. We had to think up some novel ways of lighting some of the areas too, we didnt really want to settle for random lights in unrealistic places.
Download:
here (http://zilla-clan.net/upload/366797) - BSP + All Textures. This is the only version we are releasing as we think this really needs to be seen with the high res textures, etc... If people have a real problem with this, we can post a smaller version. ~8mb (sorry knack!)
Here is the jump pack full of demos for jumps we included in this map: *we'll re-upload them for the new bsp file ASAP. It's by no means complete, so go out and find some more!
We hope you like it, it's taken a fair bit of hard work to realease in time. Good luck to all the other entries, I know I can't wait to see what Uni,y00tz and the rest of you guys have cooked up for us!
- Dr Rick Dagless M.D and Reed
Edit: We've uploaded the latest version now. There were some problems with the old one which needed addressing, and we reimplemented phong shading (something I forgot to readd from an earlier build). Id suggest everyone who got the old one update with this copy asap!
Double Edit: we've uploaded yet another bugfix, really sorry for all the hassle. Download link is now current.
13th nov - Pureblood let us know that a couple of the ctp textures were missing from the zip we released, so we've included them in this zip: http://zilla-clan.net/upload/848281 - you only need this is if you don't have the CTP and want to use low-res ctp textures on our map (which I don't imagine is many people!) Sorry about this!
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:o This is amazing, can't wait to see all the others.
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Really, really, really nice judging from the screenshots.
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Love the detail, technical side looks good as well. I have two small things to point out, if it's not too late to recompile, although one of them may be on purpose.
One:
(http://img126.imageshack.us/img126/2929/sshot117ga6.jpg)
Railings are floating on the top landing, could possibly be used for lower r_speeds? Otherwise, needs fixing. Also, the stairs texture is misaligned, notice the holes don't match up on the side and the top.
Two:
(http://img50.imageshack.us/img50/993/sshot118xv2.jpg)
An ugly little block is in the middle. Don't know what you should do to fix it. I leave that up to you, if you decide that it even needs fixing ;)
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Thanks for the comments guys.
Ahhh, the floating rails are 1 unit off the stairs to stop them from breaking the stairs up into a million polygons, basically helping to lower the numportals. I agree that the holes need aligning, but the texture is so low res in BSP that I cant see them to do it consistently, but i dont think it takes anything away from the map anyway. The box I can take or leave, our idea was to leave none of the floor plate sides exposed because of some problems with zero-width brushes, but i appreciate it can be ugly.
Reed
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http://digitalpaint.therisenrealm.com/downloads/maps/coi.rar
Haven't tested it. Going to after this.
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luv the glow sticks and vending machine
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GGC Mapping Contest maps 24/7 => paintball2://64.27.12.194:27991
(unofficial)
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wow. Looks realy good! Uploaded to the Leezerz.com servers
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EDIT: Guys, there is a newer version now available (on first post), please re-upload to avoid map version differs errors.
Danke.
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You still have a couple of minutes left...
Working till the last minute will decide upon victory and defeat. ;D
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more like, 2 and a bit hours left.
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The map looks good, but there are some little mistakes.
I renamed the first version to coi_b1.bsp :P
(http://dpball.dp.funpic.de/mapbilder/coi/sshot328.jpg)
(http://dpball.dp.funpic.de/mapbilder/coi/sshot329.jpg)
1. Is it roundly?
2. Black or not enough light?
(http://dpball.dp.funpic.de/mapbilder/coi/sshot330.jpg)
Wrong pictures. This (http://www.wolk.de/blaetter/GIF300/431469.jpg) is the right one.
(http://dpball.dp.funpic.de/mapbilder/coi/sshot331.jpg)
(http://dpball.dp.funpic.de/mapbilder/coi/sshot332.jpg)
(http://dpball.dp.funpic.de/mapbilder/coi/sshot333.jpg)
(http://dpball.dp.funpic.de/mapbilder/coi/sshot334.jpg)
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Sorry T3RR0R15T, I'm really not following what you mean by any of these mistakes. Are the textures misaligned or something? The boxes that say DP on them are supposed to be on their side, not that it makes any difference really. I don't understand what you mean about the engine machine thing.
could you clear it up for me? lol
- Dagless
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Thanks for the feedback Terrorist.
Im not sure what youre suggesting we do with the crates? I personally dont think it matters which way the diagonal lines are.
I'll turn around the high voltage textures, but unfortunately we cannot do anything about the slightly misaligned stripes on the floor.
As for the machine, it looks fine on my screen, so maybe thats just your brightness?
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Maybe u can shove the texture.
Now:
(http://dpball.dp.funpic.de/mapbilder/coi/1.jpg)
Better:
(http://dpball.dp.funpic.de/mapbilder/coi/2.jpg)
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Fixed, new version is now available, again, see first post.
I recommend server admins do not upload this until the deadline has passed.
Reed
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Fixed, new version is now available, again, see first post.
I recommend server admins do not upload this until the deadline has passed.
Reed
2late :D
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Delete it :P
Searching the new link.
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Right, we're done. Thats the last one, with 28 mins to spare.
deary me.
- Dagless
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And http://digitalpaint.therisenrealm.com/downloads/maps/coi.zip
:3
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Looks good. I wish I would have finished the urban pack in time, this texture probably would have helped you guys:
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*Shakes Fist*
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curse you y00tz! Of course you're welcome to the rusty punched through grilling, etc... for your urban pack, if you want it.
Dagless
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wow.
This map needs to be one of the standards that maps need to base their looks on.
Bravo.
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very nice map Daglass *claps his paws together*
also what knack said :) glad to see better and better maps coming out for dp :)
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Well WW, I am very partial to rooftop ;D
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Nice work. Had a quick run through earlyier with bots and it played pretty nice. The acctual look of this is spot on aswell, Not a easy to find mistake anywhere. Can't wait to play it on a server.
Well done. =]
~MT
Edit: I am now a Stingray. =]
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Can't find any mistakes? Must not have looked hard enough ;)
The two week deadline for the maps caused this though, the mappers must have had little to no time to work through their minor errors, let alone find them.
Anyway, great map (Pulling ahead in the voting I see) and good luck with the contest.
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Looks amazing.
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Let me know when you're done with the re-uploads, already uploaded two 'bad' copies to my servers... ;)
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The BSP is finalised now, the last change to that was posted before the deadline - the subsequent change was just the missing low-res ctp texture that we didn't realise wasn't in the zip. It's good to go for all server admins, hopefully we can get some good playtesting in before the playtest vote!
cheers,
Dag
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This map just crashes DP on me with no info available.
MINUS 5!!!
ok...here's the error when trying to load this map...
<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="paintball2.exe" FILTER="GRABMI_FILTER_PRIVACY">
<MATCHING_FILE NAME="3dfxgl.dll" SIZE="142336" CHECKSUM="0x1A953C17" BIN_FILE_VERSION="1.1.0.1" BIN_PRODUCT_VERSION="1.1.0.1" PRODUCT_VERSION="3Dfx OpenGL 1.1 For Quake(TM)" FILE_DESCRIPTION="3Dfx Interactive, Inc. OpenGL DLL" COMPANY_NAME="3Dfx Interactive, Inc." PRODUCT_NAME="OpenGL For Quake(tm)© and Windows® 95" FILE_VERSION="3Dfx OpenGL 1.1 For Quake(TM)" ORIGINAL_FILENAME="opengl32.dll" INTERNAL_NAME="opengl32.dll" LEGAL_COPYRIGHT="Copyright © 3Dfx Interactive, Inc. 1996" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x10004" VERFILETYPE="0x3" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.1.0.1" UPTO_BIN_PRODUCT_VERSION="1.1.0.1" LINK_DATE="11/17/1997 00:52:27" UPTO_LINK_DATE="11/17/1997 00:52:27" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="MSVCP70.DLL" SIZE="487424" CHECKSUM="0xA1196A39" BIN_FILE_VERSION="7.0.9064.0" BIN_PRODUCT_VERSION="7.0.9064.0" PRODUCT_VERSION="7.00.9064.0" FILE_DESCRIPTION="Microsoft (R) C++ Runtime Library" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft (R) Visual C++" FILE_VERSION="7.00.9064.0" ORIGINAL_FILENAME="MSVCP70.DLL" INTERNAL_NAME="MSVCP70.DLL" LEGAL_COPYRIGHT="Copyright (C) Microsoft Corporation. 1981-2000" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x79579" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="7.0.9064.0" UPTO_BIN_PRODUCT_VERSION="7.0.9064.0" LINK_DATE="11/29/2000 11:12:36" UPTO_LINK_DATE="11/29/2000 11:12:36" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="msvcr70.dll" SIZE="307200" CHECKSUM="0x52A42D68" BIN_FILE_VERSION="7.0.9064.0" BIN_PRODUCT_VERSION="7.0.9064.0" PRODUCT_VERSION="7.00.9064.0" FILE_DESCRIPTION="Microsoft (R) C Runtime Library" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft (R) Visual C++" FILE_VERSION="7.00.9064.0" ORIGINAL_FILENAME="MSVCR70.DLL" INTERNAL_NAME="MSVCR70.DLL" LEGAL_COPYRIGHT="Copyright (C) Microsoft Corporation. 1981-2000" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x548FA" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="7.0.9064.0" UPTO_BIN_PRODUCT_VERSION="7.0.9064.0" LINK_DATE="11/29/2000 11:07:27" UPTO_LINK_DATE="11/29/2000 11:07:27" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="paintball2.exe" SIZE="413696" CHECKSUM="0xF7C25300" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="06/05/2007 21:42:49" UPTO_LINK_DATE="06/05/2007 21:42:49" />
<MATCHING_FILE NAME="pthreadVC.dll" SIZE="81971" CHECKSUM="0x76452F98" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="11/02/2004 12:36:08" UPTO_LINK_DATE="11/02/2004 12:36:08" />
<MATCHING_FILE NAME="q2a3d.dll" SIZE="372736" CHECKSUM="0x1AE188E1" BIN_FILE_VERSION="0.9.9.192" BIN_PRODUCT_VERSION="3.23.0.0" PRODUCT_VERSION="pb2/q2 v3.23+" FILE_DESCRIPTION="q2 openAL engine" PRODUCT_NAME="Quake 2" FILE_VERSION="0.9.9.192" ORIGINAL_FILENAME="q2a3d.dll" LEGAL_COPYRIGHT="Copyright © 2003" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="0.9.9.192" UPTO_BIN_PRODUCT_VERSION="3.23.0.0" LINK_DATE="05/06/2007 07:17:54" UPTO_LINK_DATE="05/06/2007 07:17:54" VER_LANGUAGE="English (United Kingdom) [0x809]" />
<MATCHING_FILE NAME="Quake2.exe" SIZE="393216" CHECKSUM="0x6A069B65" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="07/22/2005 08:23:59" UPTO_LINK_DATE="07/22/2005 08:23:59" />
<MATCHING_FILE NAME="ref_pbgl.dll" SIZE="409600" CHECKSUM="0x6D2D805" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="06/05/2007 21:42:24" UPTO_LINK_DATE="06/05/2007 21:42:24" />
<MATCHING_FILE NAME="serverbrowser.exe" SIZE="77824" CHECKSUM="0xA3921D72" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="01/02/2007 23:58:42" UPTO_LINK_DATE="01/02/2007 23:58:42" />
<MATCHING_FILE NAME="uninst.exe" SIZE="58553" CHECKSUM="0xB0DD0D59" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="01/24/2006 18:42:15" UPTO_LINK_DATE="01/24/2006 18:42:15" />
<MATCHING_FILE NAME="pball\gamex86.dll" SIZE="339968" CHECKSUM="0xD3809EAD" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="06/05/2007 21:43:00" UPTO_LINK_DATE="06/05/2007 21:43:00" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
<MATCHING_FILE NAME="kernel32.dll" SIZE="984576" CHECKSUM="0xF0B331F6" BIN_FILE_VERSION="5.1.2600.3119" BIN_PRODUCT_VERSION="5.1.2600.3119" PRODUCT_VERSION="5.1.2600.3119" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.3119 (xpsp_sp2_gdr.070416-1301)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xF9293" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.3119" UPTO_BIN_PRODUCT_VERSION="5.1.2600.3119" LINK_DATE="04/16/2007 15:52:53" UPTO_LINK_DATE="04/16/2007 15:52:53" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>
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Try deleting 3dfxgl.dll and disabling 3d audio, if you have it enabled.
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For me the map 'remenissions' does the same. The first few times i got an error while loading "players/textures/ghost/doomguy.dm2" or something similar. Trying it later again, it crashed with no info available. The game also does crash with spook&termis new map.
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wow. how do you get so good at mapping.
that's right, a period, not a question mark. more indicative of a state of awe.
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skillz
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Well, this is long overdue, but I went through and made my traditional demo review/revision suggestion. When you posted your prizes it reminded me that I hadn't done that yet.