Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: RiMiNi on December 02, 2007, 04:53:37 PM
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!!!FINALLY RELEASED!!!
Download Here --> http://zilla-clan.net/upload/836010
I have recently been working on a new map which i have named over the hills. Its a 2 flag ctf map.
Screenies:
(http://img149.imageshack.us/img149/6597/sshot012ta3.jpg)
(http://img140.imageshack.us/img140/3461/sshot013yv2.jpg)
(http://img140.imageshack.us/img140/1650/sshot014ax0.jpg)
(http://img140.imageshack.us/img140/9587/sshot015yt5.jpg)
(http://img149.imageshack.us/img149/7562/sshot016py7.jpg)
(http://img140.imageshack.us/img140/674/sshot017np1.jpg)
BETA 7: http://zilla-clan.net/upload/884962
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just align the textures and lower the r_speeds and itll be pretty cool
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I like the map alot, just align the textures as flame said get rid of all of the lips in the ground where it should be smooth. I like where you placed your second flag also. ;)
-Cusoman
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Is this your first map? Because it's really good.
Also i dont know what flame meant with the r_speeds..the biggest i got was 800 and only in one or two spots, wich is really good.
Anyway good job
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Great map. I love it.
Some minor brush errors, but everything else looks superb :)
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yes, i gotta agree with em. You should make the spots smoother
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Is this your first map? Because it's really good.
not my first map.. and i got some help getting started in bsp from queenie :D
i will start working on those lips and aligning those textures :)
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As soon as the texture issues are worked out put up on servers a.s.a.p.
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is it just me, or is there some sort of leak here?
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Just looks like a misaligned texture to me.
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I like this map. Looks like a combination of pbcup_pforest and carpathian? These map inspire u? But I want to see more ways to the first flag (it's easily to camp it up on the second flag). Here my suggestions:
(http://img404.imageshack.us/img404/2482/sshot033qd8.jpg) (http://img404.imageshack.us/img404/2482/sshot033qd8.jpg)
A way from the cave with the autococker? Maybe :D
(http://img404.imageshack.us/img404/1601/sshot034ez2.jpg) (http://img404.imageshack.us/img404/1601/sshot034ez2.jpg)
Maybe a cave-way where u have to crouch in the water?
(http://img404.imageshack.us/img404/8840/sshot035kt9.jpg) (http://img404.imageshack.us/img404/8840/sshot035kt9.jpg)
WOOT!!! ;D
(http://img404.imageshack.us/img404/6303/sshot037rg5.jpg) (http://img404.imageshack.us/img404/6303/sshot037rg5.jpg)
Fix the texture please. Maybe u can use a other texture for the box....
e.g. This one:
(http://img523.imageshack.us/img523/3999/box41ib4.jpg) (http://img523.imageshack.us/img523/3999/box41ib4.jpg)
Think about my suggestions :D
-Sonny
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Where are you people getting that the r_speeds need to be lower? It's almost all under a thousand. I got 1100 in one spot and 1600 in another but other than that it is just fine.
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Align your brushes.
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hmm sonny i like you idea of another path to the base coming in from the autococker cave.. but others dont like it. anyone else want to add their input on that idea before i use or dont use it
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Don't use it. Enough said.
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Kilo, just wonderin. What servers do you host?
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Sometimes I stick up KiLo's Hangout but that's it.
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oh :P
lol then put it on "server"
:P
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Don't use it. Enough said.
*Sonny thinks KiLo don't want more way's because he is a CAMPER?? :D
hmm sonny i like you idea of another path to the base coming in from the autococker cave.. but others dont like it. anyone else want to add their input on that idea before i use or dont use it
It's ur map! Do it^^
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It's always better to have few paths to the flags. Decreases camper alertness, makes it more fun, you can change tacticts during matches etc...
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It's always better to have few paths to the flags. Decreases camper alertness, makes it more fun, you can change tacticts during matches etc...
Let's hope so, by goodness!
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Judging from a couple of the screen shots, it looks like the map has a leak or is boxed up by sky. You need to fix this.
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It was boxed up by sky, but I helped him fix it.
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I love how almost every single map that people release, everyone just automatically assumes it needs more paths. Last time I checked, DP pubs don't matter how many paths there are. But matches are rarely larger than 4v4 in size, so why make all these maps with like six paths? This is the reason we have so many cap, cap, cap and gameover maps. With all the paths, you rarely find your opponent, and if they have recon they can just purposely avoid you.
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I love how almost every single map that people release, everyone just automatically assumes it needs more paths. Last time I checked, DP pubs don't matter how many paths there are.
Yes, thanks Darkness. People try and make a map too complex. The most simple maps are the ones that enjoy a good pub run.
Rimini hurry and get this out of beta so i can put it on my server :)
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Just going to run through the screenshots on the first post.
1st shot:
- Eww @ lollipop tree. Also looks like the trunk is too thick and uses a wood grain texture instead of bark.
- Cracks all over the place were the brushes don't quite line up.
- Could stand some more detail on those long sections of wall
2nd shot:
- Half-crates need the texture scaled.
- Textures on the ramp need to either be a solid wood grain, or the planks need to be aligned (warning: I think the high-res wood plank textures don't match the original, so be sure to match the originals - high-res versions will be fixed later.)
- Ramp textures also need to be rotated. Wood grain should almost always run along the length of a board.
3rd shot:
- Wood textures on the bridge need to be rotated. Might make the boards thinner, too.
- Maybe work on making that opening less square.
4th shot:
- Why are there lights in crates? I always give DT a hard time about these. They look weird.
- The thick layer of ice(?) looks kind of weird.
6th shot:
- Again with the light crate, and the crate is halfway stuck in a solid rock wall.
Looks like it might be decent overall, but could use a lot of polish. Let me know when the sky box is fixed and I'll put it on the beta server for play testing.
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I love how almost every single map that people release, everyone just automatically assumes it needs more paths. Last time I checked, DP pubs don't matter how many paths there are. But matches are rarely larger than 4v4 in size, so why make all these maps with like six paths? This is the reason we have so many cap, cap, cap and gameover maps. With all the paths, you rarely find your opponent, and if they have recon they can just purposely avoid you.
most the maps without secondary paths and whatnot are also the small maps, or at least seem to be.
the secondary paths are also fairly fun in a game, they seem to add unpredictability.
not to mention 4v4s shouldnt be playing in a huge map altogether :-X
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Looks like it might be decent overall, but could use a lot of polish. Let me know when the sky box is fixed and I'll put it on the beta server for play testing.
im pretty sure that the download on the first post has no sky box :)
EDIT:
Rimini hurry and get this out of beta so i can put it on my server :)
:D
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http://maps.digitalpaint.therisenrealm.com/map/oth/
To have the map's "ownership" transferred to you, register an account at DP Resource and PM me.
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I have recently fixed some things you have poitned out jitspoe
"Just going to run through the screenshots on the first post.
1st shot:
- Eww @ lollipop tree. Also looks like the trunk is too thick and uses a wood grain texture instead of bark.
++ lollipop tree's ftw :P and is used in a jump from the cliff to flag 2 ++
- Cracks all over the place were the brushes don't quite line up.- **Could stand some more detail on those long sections of wall**
2nd shot:
- Half-crates need the texture scaled.
- Textures on the ramp need to either be a solid wood grain, or the planks need to be aligned (warning: I think the high-res wood plank textures don't match the original, so be sure to match the originals - high-res versions will be fixed later.)
- Ramp textures also need to be rotated. Wood grain should almost always run along the length of a board.
3rd shot:
- Wood textures on the bridge need to be rotated. Might make the boards thinner, too.
- Maybe work on making that opening less square.
4th shot:
- Why are there lights in crates? I always give DT a hard time about these. They look weird.
- The thick layer of ice(?) looks kind of weird.
++ Lol i personally like DT's lights :P ++
6th shot:
- Again with the light crate, and the crate is halfway stuck in a solid rock wall."
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ThX for beta3!
(http://dplogin.com/forums/index.php?action=dlattach;topic=10569.0;attach=3712;image)
Cant go over this without jumping....
I'm the only one who need this texture?
(http://img401.imageshack.us/img401/9334/sshot049so1.jpg) (http://img401.imageshack.us/img401/9334/sshot049so1.jpg)
/textures/unknow/grassp1
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It just means he set the texture to grassp1 (which you have by default) before he loaded the pball textures.
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ah. Thanks yootz^^
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hey sonny i fixed that ledge,
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Well aside from the ledges that still unaligned together, this map is ready for release. If you need help aligning them I am sure some mappers from the community would be willing to help you do it. I will do it if you want, since you mentioned to me in a game that you cant align them because the brushes are weird. I say just overlap brushes and make it look good, most of the areas that have the ledges wrong are in relatively small vision areas so overlapping wouldn't kill r_speeds.
-Cusoman
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When is this map officially coming off the press?
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Maybe he will mapping a second way to the first flag? :p
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Uploaded the map to the beta server and made a demo of things you might want to revise.
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thanks jitspoe. anyone have a suggestion on where to put a "noob-friendly" path to flag2
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Well, for a "noob-friendly" path, I can see one in my mind. Its small, and would do the trick. Ok, if you are standing in the blue base area, by the tree, facing the direction of the red base, there should be an underground path to your left. When you go down into the underground path, it first begins to go down, then right, then left, and so on to the red base. Well, after the first down, or right when you enter the cave, you could make a small path going to the left, into the empty space of your map, and curling around in a walking fashion and come out behind the second flag. This would definitely be n00b-friendly, and all they have to do is walk. Think about it.
-Cusoman
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Hey there guys. I know its been a LONG time since i last did anything on this map. i got a little side tracked with some other mapping projects and school and so on. Anyways i finally did some touch ups on it and now beta 5 is complete. (jitspoe i fixed everything from the revision)
hope i uploaded the right file :P
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yo guys is this ready for final release now..
EDIT: sorry for the double Post ^^
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Except for that one thing we talked about on IRC, yes :)
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Omg hotness.
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I am in aw. This map is very nicely done and the game play is very good. Nice job man.
I really like the one high tunnel with the crack in the roof and uses the sky as lighting and that there are multiply paths. r_speeds are high right at teams flag that is on the ground though. Not too bad though.
Great job once again.
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thanks man. so can i finally release this lol ?
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Just do it before I slap you :)
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Lighting needs to be done correctly, the sun is in one area, and the shadows are on the wrong side. Random areas in tunnels are brighter than areas outside...
You pretty much spawn with 2500+ r_speeds
It just feels like more of the same... RiMiNi, think about it this way, what game changing element, what draw, what reason is there for me to play your map instead of the 10 others it feels like? I mean, if I wanted to see blocky ladders and bridges, lollipop trees, and lots of grass, I have a large of array to choose from. Perhaps you should focus on what makes this map unique and what it does better than everything else, and run with it, make it truly yours and something that DP would be proud of.
-y
edit: I just realized I forgot to say something positive about the map, anyway here it is.
The map feels like it was inspired, which is always something good to see in a map. What was your inspiration for it anyway?
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y00tz, I'm sorry but if you actually knew rimini you'd know he's not going to do any massive overhauls on this map 5 betas in, and it doesn't need any. This is the design he wants, he doesn't want to make a different map :). Really, I could see fixing the lighting as something to change, but it's really a map that plays very differently. You can grab second easily from mid, there's a path connecting both second flags. It probably has very different game play.
People in this forum get so worked up over aesthetics that they forget about how a map ACTUALLY plays in a REAL match or pub environment.
Fix the _sun_angle and release it :D
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not to go too far offtopic, but I agree with y00tz. I think a lot of people who don't put the time and effort into making an interesting map sometimes get gameplay and aesthetics confused - at no point would I ever think y00tz would make a map without one thought to how it would play. And that said, OTH strikes me as being reasonably competantly made, but essentially mundane and nothing special. In most maps like this, gameplay is an emergent quality of usually random changes to the map, and I think some of the paths in this map show that to a tee, its important to actually consider gameplay set pieces and opportunities, not just sticking a load of paths in. This isn't so much a criticism of Rimini as the fact that a lof of new maps are similar to OTH, I actually think OTH is passable if unremarkable.
Fix the _sun_angle and release it, then work on something special, Rimini!
- Dagless
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Well, I think this map looks better than most maps out there right now, and because of how well it plays, and its nicely placed paths, I think it will become a very popular map. ;)
Rimini, I think its a great map, just a few bugs and its release time ;D
-Cusoman
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Looks good.
I do have some points, though. I'll post them when I get home. Nothing much though, afaicr, 2 barrels slightly misaligned and the underground grass looks wrong :D. Use some dirt or something. And wasnt there a plant planted in an ammo box? :D Dunno, maybe you like it.
Hope you release it soon. Would be fun to match, I guess.
1 thing that bugs me is that there are quite many routes. Low, High and then 2 Midish routes. You could brake the wall between the 2 midish routes and make 2 routes to be 1. I mean, why 4 routes? 6v6?
Overall impression was good.
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I've attached another demo. I've also put the map up on the beta server for play testing.
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http://scythe.planet.ee/sshot019.jpg - slight misalignment, fixable, im pretty sure.
http://scythe.planet.ee/sshot020.jpg - the barrels are a bit misaligned. Im sure u see whats wrong urself, as the other barrels were good.
http://scythe.planet.ee/sshot021.jpg - fixable misalignement aswell (?)
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I really enjoyed playing this map on the beta server. The only down side was the some of the people lagged the server at spawn. If you can do anything about the spawning r_speeds, you will make the map even better.
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ok. i fixed everything in jitspoes demo. and the misalignments that blaa found. i still need to change the _sun_angle and the high r_speeds at spawn points. Beta 6 will be out soon
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ok. i fixed everything in jitspoes demo. and the misalignments that blaa found. i still need to change the _sun_angle and the high r_speeds at spawn points. Beta 6 will be out soon
Can't wait. The r_speeds thing will be kind of hard because anything you do to the map will alter the look drastically. Hopefully one of these mapping gurus will be able to give you some pointers.
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hmm. about that r_speeds thing. some other people i have asked checked the r_speeds and said they were fine. and _sun_angle is fixed i think. just need to compile it
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hmm. about that r_speeds thing. some other people i have asked checked the r_speeds and said they were fine. and _sun_angle is fixed i think. just need to compile it
Right at spawn, they are over 3000 which in most cases on some of the member's computers will lag ALOT.
My computer handles it fine but with a older graphics card with no graphics processor, the CPU will cry with over 3000 r_speeds
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um lol. the highest got in the base on my comp. was 2500. and thats with my poor old thing. but i fixed the r_speeds problem so here is beta 6.
http://zilla-clan.net/upload/026807
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Well this map is clearly coming to a close, so there is just 2 points left to cover.
1. The r_speeds are not fixed, I spawned with 2300.
2. The Lollipop tree in not required to get to second flag, so it can be removed, should u choose to make a strategic wall or something to decrease r_speeds.
-Cusoman
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take a sshot with your r_speed problems so i can see where. cos i am not getting them at ALL. sure u downloaded beta 6 not 5. lol
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LOL yea it was 6. here i take shot. just wait.
-Cusoman
EDIT: Here is the Picture.
(http://i185.photobucket.com/albums/x23/cusoman/r_speedAHHHHH.jpg)
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kk bro. i only get that high of r_speeds with reflective water on. just turn it off and your fine. some of the most commonly played maps have r_speeds like that when reflective water on.
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2448 isn't that much with reflective water on =|
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@Rimini, there is no water in the screen, so its not rendering water, so it doesn't effect the r_speeds.
@Sk89q, the r_speeds is only a problem because everyone spawns with it and so the server has about a 1-2 second lag at the beginning of each round, and some people go longer depending on there general ping, or so I speculate.
-Cusoman
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No water on the screen doesn't mean much. With reflective water off, wpoly is only 923 from that position.
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Hmm, when I tested the spawning with water on and off, it didnt change much, maybe 10-100 wpolys. Different spawn points are different I guess.
-Cusoman
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I checked from the same position that you were at in that screenshot, from the same side.
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cusoman. You are an idiot. Sorry, but I had to say that. I do not mean to instigate. Please, please PLEASE, before you post. Think.
It's all I ask.
Is think.
I was over at rimini's house. And yes, 2500 with reflective water on. Just because you can't see something doesn't mean it's not rendered. If you don't know what your saying, don't say it. Thanks. Bye.
(No offense intended, only instructional advice)
User banned for this post
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kk bro. i only get that high of r_speeds with reflective water on. just turn it off and your fine. some of the most commonly played maps have r_speeds like that when reflective water on.
Thats a lot to ask of someone. Why would someone turn off reflective water for just one map?
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Agreed, either find a way to break up the areas and cut down the r_speeds, or leave it, after all it's only for a small area near the spawn, and it's not going to chew up every computer that has to render that small area.
-y
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exactly. its not a big problem at all. and i wasnt asking everyone to turn off reflective water. just pointing it out that the water is the reason why r_speeds go that high.
@cusoman, just casue u cant see something doesnt mean its not being rendered. next u are fiddling around in my map try typing gl_showtris 1 in the console and you will see that areas with water are being rendered.
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exactly. its not a big problem at all. and i wasnt asking everyone to turn off reflective water. just pointing it out that the water is the reason why r_speeds go that high.
@cusoman, just casue u cant see something doesnt mean its not being rendered. next u are fiddling around in my map try typing gl_showtris 1 in the console and you will see that areas with water are being rendered.
There are some cases when something isn't rendered when you can't see it. Give the guy a break.
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Well sorry to cause some discrepancy but I am just saying what happened, and I stand by what I saw, because I saw it. Also you can un-ban Queenie, because although he was rude, he was trying to get a point across. He should just be less blunt next time while posting, otherwise I really see no problem.
-Cusoman
EDIT:
And also I was always thought the engine did not render things you do not see with Vising, and anytime it renders more than you see, then it is generally corrected with hint brushes, such as seeing and underground area above ground and such.
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The map is trying to load unknown/grassp1. You need to fix that.
I've attached another demo.
Edit: also put the map on the beta server.
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I showed him where the unknown texture was weeks ago, I thought he fixed it after I offered to do it for him... guess not
FIX IT!! :D
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der. i fixed the ones that you can see while playing. cause in BSP you cant tell one from the other. it must be hidden somewhere or on the underside without me knowing. hmmm :-/
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do a replace_texture to replace all instances of unknown/grassp1 with pball/grassp1... it's somewhere in the menu
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ok so i finished the texture problem. i have one more thing i want to do before i release beta umm 7? i want to replace the lollipop tree with something sexier like the cardboard trees that FourthX has in ranger. but i searched the forums for how to do it and couldnt find. i also googled quake 2 md2 tree models but found nothing.. help?
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If I remember right, y00tz has a nice, if not a few, tree models. Maybe he could help you out. Search the forums for tree models.
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I make tree models about once a week, I'm trying to get a collection, but it's a lot of work, sketch out the tree you'd like and I can start on it...
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I make tree models about once a week, I'm trying to get a collection, but it's a lot of work, sketch out the tree you'd like and I can start on it...
How many tree models to you have so far?
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umm, im nota very good "sketcher" lol but. a tree that has the feel of what fourthx used in ranger would be nice. if you had any..
@Garrett. if you had actually READ my post then you would have noticed that i said i already searched the forums for tree models and found nothing
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Learn to search then.
http://dplogin.com/forums/index.php?topic=6809.0
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lol kthnx kilo. i added the tree model into my map where the old lollipop tree used to be. all i need to do is compile it and beta 7 will be out.. hopefully the last beta ^^
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ok i FINALLY final compiled beta 7. i am so lazy. surprisingly it took way quicker than i thought it would. ^^ here it is
Beta 7: http://zilla-clan.net/upload/884962
knock yourselves out :D
other stuff: i was wonder about the low path.. if i should make a secondary way to get out.. it just seems REALLY easy to camp considering the way to get out is so small.. any suggestions on whethere or not i should make a new path out, and if so where :)
EDIT: forgot to add in the download for yootz's tree. and of course me being a lazy piece of excrement, i didnt zip it all together. but you can get it from this thread:
http://dplogin.com/forums/index.php?topic=6809.40
its on the 3rd page, near bottom. second last post? :)
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Ok, several things:
- In order for the downloading to work properly, you need to use the .md2 extension in your model entity (instead of skm). I hex edited the map and put it up as oth_b7_alt
- You also need to add a key called "requiredfiles" to your worldspawn entity and "scripts/cmp.txt" for the value, otherwise the tree won't have the transparent parts.
- You need to use a nodraw brush instead of a clip brush so you can't shoot through the tree. Try nodraw + translucent or trans66 so it doesn't leave a hole in the ground.
- I guess there needs to be a second helper box to the high flag (that or angle the ledge down or something). It was really just a suggestion to help the newer players, and if they can't jump the gap, they probably can't double jump, either.
- Add some volume to the walls. They look paper thin. I'd go at least 64 units thick. Also, maybe don't angle them down as much on the variations. Just try to make them look natural.
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ok i will fix the tree and the required files and the clip brush. the second box.. the newbies can suck it up.. :D and aboout the walls. i did have them with volume its just that you could see into the side path if they were too thick...
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Perhaps fill in the areas you can see through, then?
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umm jitspoe. i just final compiled it and then i realized you can still shoot through the trees... i did what you told me to do though. i made the clip brush "no draw" and "translucent" and unselectec "player_clip" and "monster_clip" like you said and but now i cant see the tree model at all and it looks like there is a hole in the ground. ???
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Take off the clip part - that's what lets you shoot through it.
Edit: Also, make sure you're using .md2 for the file extension in the func_model, otherwise downloading won't work correctly.
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Take off the clip part - that's what lets you shoot through it.
??? like i said in my post before, i DONT have the playerclip and monsterclip selected in the surface window. I DO have the no draw and translucent selected like you said. but now you cant see the tree model and it looks like there is a hole in the ground
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Oh, sorry, I misread. Ok, you need to lift the nodraw brush up above the ground just slightly so it doesn't leave a hole. Also, put the model not inside of it, but in the gap between the hole and the ground.
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You need to rotate the top of 1 red barrel
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Ok. I fixed the tree, and I am ready for Final Release. Even if you think more can be done, I'm not going to do it. I am done working with this map and ready to move on to a new mapping adventure.
Knock yourselves out!
-RiMiNi
FINAL RELEASE: http://zilla-clan.net/upload/836010
EDIT: how do you change the title of a topic?
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EDIT: how do you change the title of a topic?
Just modify the first post and change the title :)
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k thanks yootz. oh and did you get a chance to look at the betas i sent you?
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ME = LIKE :D :D
Good Job Rimini!
-Cusoman
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thanks man. happy to finally get it done!
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It looks like the model downloading works correctly now. I'll keep it in rotation on the beta server for a bit. I still think you should have added a path within the base for the new to moderately experienced players to get to the second flag, though.
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Actually Jitspoe, you can get to the 2nd flag without jumping at all. If u spawn at the blue base, u just go the normal route, and go up the slanted wood planks on the barrels, and follow the bridges to the cave thing on the red base side, and follow that cave to the 2nd flag. NO JUMPING REQUIRED! :D
-Cusoman
(It takes the same speed as a normal route BTW.)
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You have to go that way from the middle of the map, though. You can't reach it from within the base. It effectively becomes a 1-path map for most players.
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well then if that ineffective for those newbies than they can learn to do trick jumps for they can get the other flag.
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Actually you can get into 2nd flag from base : http://loluploads.com/159015
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Right, but I imagine most players can't.
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Then they can take the long way, there's no shame in rewarding better players with short cuts. The same point I made with roanoke applies here, newbies can get to the second flag, if they want a shorter way they'll have to work for it.
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did you fix the crack?
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no, you found the crack AFTER i released it :P