Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: Krewzer on November 11, 2007, 12:11:01 AM
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Mapname: Piped
Mapper: Krewzer
Supports dm, ctf, 1 flag and koth.
Download: http://dplogin.com/files/maps/piped.bsp
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http://digitalpaint.therisenrealm.com/downloads/maps/piped.zip
Haven't tested yet. Going to after this.
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Nice map- always good to see new design ideas. It's a bit cramped for my tastes, and there's the occasional lighting issue, but nice map nonetheless.
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GGC Mapping Contest maps 24/7 => paintball2://64.27.12.194:27991
(unofficial)
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This map is my favourite map in this contest atm. WHERE is WarWulf's map?
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Great map Krewzer, love to see some real original map ideas. Are the pipes phong shaded? they look great! Not sure if the back path is too quick to the opponents base, with that in place im not sure if theres much point in going round the rest of the map. Also, i had some issues opening the door to what is presumably the jail? I just got trapped in the door every time and crushed to death.
I love running round over the top finding all the little jumps into the pipes, nice one.
- Dagless
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The map looks good, but there are some mistakes:
(http://dpball.dp.funpic.de/mapbilder/piped/sshot335.jpg)
Maybe another texture would be better.
(http://dpball.dp.funpic.de/mapbilder/piped/sshot336.jpg)
(http://dpball.dp.funpic.de/mapbilder/piped/sshot337.jpg)
(http://dpball.dp.funpic.de/mapbilder/piped/sshot338.jpg)
(http://dpball.dp.funpic.de/mapbilder/piped/sshot339.jpg)
(http://dpball.dp.funpic.de/mapbilder/piped/sshot340.jpg)
Maybe it needs a little bit more light at the place from the last sshot.
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Good eye T3RROR15T, thank you.
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Vitamine A FTW!
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I'm kindof out of the loop as far as how the contest is going. But, here is a 2nd release of piped. I'm going back to a beta release since that's what seems to work best overall. Mostly I just fixed the texture alignments and added some pipes in the back hall path.
Extract the zip into your paintball2 directory.
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Looks good and some texture mistakes are fixed.
U forgot this:
(http://dpball.dp.funpic.de/mapbilder/piped/sshot335.jpg)
(http://dpball.dp.funpic.de/mapbilder/piped/sshot338.jpg)
New to fix:
(http://dpball.dp.funpic.de/mapbilder/piped/sshot348.jpg)
I would use the same ground for everythink in the backdoor way:
(http://dpball.dp.funpic.de/mapbilder/piped/sshot349.jpg)
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T3RR0R15T:
The first ss: alrighty, used a new texture/scale.. should be fixed next release
2nd ss: should be fixed and rotated... didn't see the rotated part before.
3rd ss: Should be the 1 pixel deal... it'll never compile if I let them all touch, I tried to make the "seeable" textures not have the gap.
4th ss: yea, that could be better. Modified for next release.
Thanks
Edited...
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I'm glad that you're continuing to work on this after the contest. A couple things that have bugged me:
- It looks like the phong shading on the pipes includes the edge of the pipes, too, so the shadows tend to wrap around from the outside of the pipe to the inside. You need to disable the phong on the edge and probably use a different value on the inside and outside of the pipe.
- Some of the texture choices for the pipes are weird. Dirt? Tile? I'd stick with metal and cement. Might be good to make the cement pipes a bit thicker, too.
I'll go more in-depth when I do the technical review (which I'll do of the original map to be fair).
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I was wondering about the pipe corners... figured it couldn't be helped... I'll give the phong settings a whirl.
Dirt? What dirt? :) All the pipes are actually metal and concrete textures. Concrete_g_w/e, metal_g_-3 and Metal1_2 kind of look like dirt I suppose. I need to use the different textures or all just blends together. There's always room for improvement.
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Latest version. Still having some problems with the funky shadows on some of the pipes but it's alot better.
This link is the same zip that is at the bottom of the first post. Extract into your paintball folder.
http://dplogin.com/forums/index.php?action=dlattach;topic=10304.0;attach=3746
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I've put it up on the beta server and done my usual demo thing.
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Thanks for making the demo jits. I've incorporated most of the suggestions. Added some crates in area between flags for just the koth gamemode. Left most of the textures as is. Added the extra crates for newbies as you suggested.
Modified the jail door. The fans were added in the jail so that if someone gets stuck in there they can still kill themselves. I normally make the jail so it can't be gotten into by alive players, or at least hard to.
Resized the bricks back to 1... had to go to chop 40 to compile.
I felt there was enough changes from the original piped to call this piped2.
Extract the zip to your paintball2 folder.
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Another demo - not much to fix now. I don't understand why you called it pipe2, though. It's not like piped1 was out of beta and had become really popular and you made fundamental changes to the layout and gameplay. Some of your other changes between betas were more significant.
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Nice aimbot Jitspoe!! Poor Looney...
Looks like fun, but you never went to the first pipes, below the automag. I added a way to get to the automag pipe from the ends.
After I changed the name to piped2 I figured out I should have just left it alone... so that's what I'll do. It's annoying when 2 servers have different versions of the same map. But with the fast download it's not a big deal now.
I saw the func_wall without a trigger too, so I'll put a fake trigger in to get rid of that notice. (that's the koth crates in the back area)
Anyway... I think this is about as good as it'll get.
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lmao, I uploaded the wrong one. Sorry.
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Been a while since I worked on this but here's the latest, beta 5.
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wow, really amazing map.
A few revisions:
The sky is too low.
Between the wall and the crates on the high(ish) side route, there is a 1 or 2 unit gap on both sides.
Have you used the grid?
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Hmm... I'll have to take a look at the sky height, I thought it was high enough.
Am I using the grid? Sorry but that made me laugh. Yes I'm using the grid. Sometimes a 1 pixel gap will save a few numberportals by not breaking up the surface. I'm not sure if it saves anything in this case but I believe you're talking about crates in the hallway with the pipes coming out of the floor. If so it was done on purpose. If that's not what you're talking about then you'll have to be more specific.
Thanks for looking at the map, if you see anything else let me know.
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Forgot about the r_speeds thing with the crates. :D
What I meant by the sky was if you stand on the pipes and do a DJ, you hit your head on the sky. Also, you can throw a grenade inot the sky...literally
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I've uploaded the map to the beta server. Looking good. Nothing really jumped out at me except for a couple lighting glitches on the pipes, but there's probably not anything you can do about that.
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It's a series of tubes!
I need to get the next GGC mapping contest going soon.
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What will be the prize this year?
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I need to get the next GGC mapping contest going soon.
Yeah :D
We need new maps for our speed server...
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I think this map should be finalized - are you planning to do anything else with it, or should we just rename piped_b5.bsp to piped.bsp and put it up on servers?
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it's about as final as it's gonna get since it's been almost 5 years since the last beta ;)
edit: so yea if you want to rename it, that's fine
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Might wanna increase the ambient to a higher amount.
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Ok, renamed and uploaded to dplogin/ev1 servers: http://dplogin.com/files/maps/piped.bsp
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Played it with real folks, its fun at first but after a while it gets boring. Might be just me though.