Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Silly on December 11, 2007, 08:39:57 PM
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Hey ladies and gents, i have come out with a new map (my favorite so far).
I have not named this map yet, for i havent the slightest clue what to name it. :-[
Also, the mid is not finished, because i want your opinon. I think a public opinon in a map is somthing that most maps lack. If you would like to post your idea, i will take it into consideration.
NOTE: This map is by no means complete. The reason i have posted it is because of ideas. Please do not think this is done, for you are WRONG
Here is the link
Beta 1
http://zilla-clan.net/upload/872979
Beta 2
http://zilla-clan.net/upload/859493
Beta 3
http://zilla-clan.net/upload/186114
Beta 4
http://zilla-clan.net/upload/069190
Beat 5
http://zilla-clan.net/upload/444931
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Looks pretty good but I absolutely despise the wall and floor combination in screenshots 3 and 4 is this just me or do others think the same t just seems the details on each are like exact opposites walls are barely detailed floor is extremely detailed just looks funny :-\
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It looks OK, but there are a lot of misaligned brushes in just the screenshots, and for that reason, i don't want to download it.
Let's start this out.
Screenshot 1 - looks fine
Screenshot 2 - Rotate the wood on that ramp up to barrels, both sides.
Screenshot 3 - Those vent/ airducts look bad, choose a different texture.
Screenshot 4 - Looks fine
Screenshot 5 - Floor is misaligned.
Screenshot 6 - Lights are misaligned.
Screenshot 7 - Hard to tell, but it looks like the barrels have no tops.
Screenshot 8 - Looks fine, same details pointed out before (lights)
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noname.bsp is taken, we'll call this noname(1)
Seriously though, by looking at screenshots 2 & 8, I'm sure the first thing Jitspoe will ask is, "how feasible is that bridge(?)?"
Looks cool though.
Possible names:
-The Great Divide
-The Not-so-great Divide
-Under the bridge (or whatever that long structure is :P)
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I will wait for the first "real beta 1" before I post my suggestions....
Possible names:
-The Great Divide
-The Not-so-great Divide
-Under the bridge (or whatever that long structure is :P)
Maybe:
- Under the Bridge and Over the Water (UtB&OtW :P :P :P :P :P)
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lmao, great suggestions guys :P.
Im just wondering why this is sticked though. That bridge thing is a cat walk, my dad suggested it. And spook, they're sapose to be supports, but they look ugly. I dont know what i could make instead of supports, unless i make a bottom support like this:
____________________________
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| | |
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Would this look better? Kind of like the things in pp1 that support the cat.
And yes, the barrels do have tops. I had to align each one, so it took forever.
Also, i will align the lights. It was late so i wasnt paying attention to detail :P.
Any ideas for the middle?
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I'm not sure how well support columns would work -- pp1 has a lot of room whereas your hallways don't.
And as for aligning the barrel tops, why can't you align just one barrel, lock the textures, and copy (CTRL+SPACE) every barrel?
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you can do that? :( lol i didint know.
Well, ill kill the supports, and do the idea i said.
Also, the barrels do have tops. Go into no clip in obs and check for yourself. Also they are aligned :):)
sk89q, i wont make them as thick, for my cat walk is not as thick.
If i cant do this, could you please tell me an alternative?
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I recorded a demo with the things you need to fix. Map looks very nice. Good Job :D
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Well the map is interesting and I personally like the catwalks. I decompiled your map (sorry, don't hate me) in order to see the actual spacing of the hallways and so i made some possible ideas to replace the "catwalk holders" that some people don't seem to like. Here are some pictures of what i suggest you do: (4 different ideas)
(http://i185.photobucket.com/albums/x23/cusoman/needsb1_idea.jpg)
(http://i185.photobucket.com/albums/x23/cusoman/needsb1_idea2.jpg)
(http://i185.photobucket.com/albums/x23/cusoman/needsb1_idea3.jpg)
(http://i185.photobucket.com/albums/x23/cusoman/needsb1_idea4.jpg)
Tell me what you think, but these were easy and quick to make and i think they look better than the current "catwalk holders" you have in place. Overall i like the map so far, keep up the work.
-Cusoman
EDIT: Remember these are rough and if you were to actually use one of these ideas i would expect you put more time into them so that they dont look so crude ;)
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Oli, so silly :)
When you jump onto those little bunkers, you crouch, then you can go on top of them :).
Also, thanks for the great idea cuso, i will be using the first screen shots idea.
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Make sure you rotate the wood, seeing as he didn't, you might want to, it'll definitely make it look better.
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I have, Thanks spook.
I will be releasing the first Actual beta, so if you have the previous, please delete it. For it will be named the same.
Next beta is exporting.
Thanks for all the suggestions guys. Its been extremly helpfull
Edit:
Beta 1 is now up!
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I really enjoy the new beta, but one suggestion is to add some burning wood, like halfway out of the water, and some random decaying wood and stuff. This is to make it less uniform, and if you cant quite envision what i am saying I am sure a can draw something up for you. Also the burning wood could offer another source of light, so although it would still seem late in the evening, I think it would add to the overall atmosphere.
-Cusoman
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hmm. silly. with the supports you added like in cuso's first sshot. i got stuck between the wall and it when u jump off. please fix that. also use some more texturs rather than SOO much wood. it hurts the eyes after a while.. :P
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hmm. silly. with the supports you added like in cuso's first sshot. i got stuck between the wall and it when u jump off. please fix that. also use some more texturs rather than SOO much wood. it hurts the eyes after a while.. :P
You could fix getting stuck quite easily just put in some clip brushes.
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Since Silly is banned he asked me to post this link to his map. needsaname_b2.bsp
Keep posting any ideas please.
http://zilla-clan.net/upload/859493
Enjoy
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Thanks a lot super for doing that.
I have filled the middle, so please check it out
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Yes, the middle is much better, and now takes just as long as the other routes. One suggestion though is to make the middle much brighter, (with fire cuz its uber), or lights, because i find that much of the map is rather dark and too hard to get the whole sense of the map until you run around in it for a while. Just my opinions, looking great so far.
-Cusoman
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Why do you like fire so much? :P
Yeah, i will need to add some more light to some places.
Also, isnt it good to get a feel of a map?
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Well, I love fire because its one of the engine features that really makes DP:PB2 look extraordinary and extends the engine far beyond its Q2 origins, and also, I like fire because it was only about a week ago that I learned how to put it in maps, and then put it in my map. :P Also i do agree with getting a feel for a map, but when i first loaded up your map, I really did not know what to do so I went noclip and viewed your map from above. When I enter a new map I would like it to be complicatedly straightforward in that its original but obvious in what to do. I do not know exactly what makes a map obvious in what to do, but I know that lights do seem to help in a new map when you really do not know where to go. Anyway, adding fire would definitely give your map another edge, and could provide the necessary lighting. Please consider these thoughts.
-Cusoman
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just had a quick gander at it, my first impressions:
- you have a fair few misaligned brushes. The ice ramp at the blue side at the top. The outer wall in the water on the blue side. etc... if you need screenshots let me know.
- r_speeds with reflective water are very high, ~4000 at one point.
- what are the shards of wood about in the water?
- not being able to jump over the weird loopy things on the wooden platforms is annoying, you just bang your head on the skybox.
- the banks of the water areas are unrealistic, there isn't even a lip on the land - the water and grass line up exactly which looks unrealistic and weird. Try and put some of the muddy bank texture in, and angle them? Also, I had some trouble climbing out of the water nearest the bases, looking towards the base. <- we had this on Zen, no idea what caused it and it doesn't happen always.
- seeing as some people found it hard to navigate, you could do worse than use the arrow sign texture on the walls (which are pretty bare) to indicate directions to the bases, perhaps.
- Dagless
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Screenies would be nice
What loopy things?
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(http://zilla-clan.net/upload/images/10349_sshot109.jpg)
(http://zilla-clan.net/upload/images/70972_sshot110.jpg)
(http://zilla-clan.net/upload/images/97259_sshot111.jpg)
The last image is the loopy thing.
- Dagless
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I assume you are talking to me about the shards of wood in the water idea? Well, in my head, because there are many wooded things above the watery parts, in some areas he could make a decayed and partially burnt piece of the catwalk, with a little fire on it, and in the water below it would have a piece or pieces of broken off wood with there tips flaming. This looks spectacular in my mind, and would give his map more definition and less "cookie-cutter" shape.
@Silly --- Still rooting for torches or fires, or a giant fire in the mid FTW!! And if you have time you could put little sticks with marshmallows on it over the fire. w00t for originality!
-Cusoman
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Naw, i dont like the fire. It looks to cushy in my map.
Rick, how is that a loopy thing? :P And you cant jump on it. you can crouch on it, but why would you want to jump on them?
I think im gonna raise the sky
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Cusoman, I was talking about the actual shards of wood in the water in beta 2.
Silly, its the same texture as the platform so it just looks like loops running along the side. I don't have any clue what they are meant to be. You'd want to jump on them to get speed off the angled surface or mix up firefights along the length of the platform, etc... plus banging your head on the skybox in the normal course of a map is pretty unprofessional!
- Dagless M.D
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Well, the reason they are there is so that
1. You can hide when there is a Fire fight
2. So you can hide when someone is running across the platform
3. So you can hide when your shooting down
There are more reasons that a player could use it for. I do agree with you, i will raise the sky. I think the shards of wood add to the map, but i think fire is just not necessary. I will also change the texture to another type of wood. The lighter, more orange type of wood.
As for the textures, they will be fixed and aligned. For instruction on where to go in the map... Play the map. I will add arrows, but anything else, IMO is not needed. If you play the map, look around. The whole purpose of choosing a map in a match is because you know the map by heart, you know where to line and camp.
Anymore things i need to fix?
Thanks for the suggestions
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Sounds like you have a solid master plan then. Can't wait to play beta 3 with the new small things fixed and added. If you raise the sky you may want to add a launch pad or cannonish thing in the middle that launches you to the other base. Could really wreak havoc in a match or giant pub battle. If you do add something to the middle, it definitely should be original. Otherwise, keep up the good work.
-Cusoman
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Im thinking that this map takes awhile from go to spawn a to spawn b, so im going to make some jumps that if made, will lead to the shortcuts. If anyone does not agree with me, please voice your opinon
Actually, skip that idea.
I just did some timing, and it actually does not take that long. I was at school when i typed that, so i did not know.
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Beta 3 is done.
Cuso, i used fire :)
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w000000000000000000000000000000000000000000000000000000000000000000000t!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1 Fire!!!!!!!!! ;D ;D ;D ;D ;D And with that out of the way, I suggest lowering the sky everywhere else back to its normal position because no u can see odd fragments of depth-less walls. You should raise the sky above the catwalk a good deal so that you can jump of the looping things.
The only other thing you may consider is lining the walls of the mid with your newfound love for fire. Otherwise, great map so far. Definitely coming together nicely.
-Cusoman
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Yeah, i think i will consider putting fire around the mid.
Also, why does it matter to see a little bit of wall? So picky! :P
And lastly, i dont really see a point of being able to jump over the bunkers. Only purpose i had for them was to crouch under them. And you can go onto them, just crouch above them.
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Well, your choice about the loopy things and sky, but I know I attempt to jump off everything and anything, and your loopy things stop me, but again, its your choice. Also fire around the mid sounds really nice. :)
-Cusoman
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BETA 4
http://zilla-clan.net/upload/069190
Please dload!
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Personally, I don't think it's the most pretty map in the world (I don't like how some things like the little upside down U shaped things up high are put together), but I do think it is fun to move around and probably fun to play. I think if you threw some polish on it, it could be a really fun map to play :)
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Demo attached. Map uploaded to beta server.
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Well, your choice about the loopy things and sky, but I know I attempt to jump off everything and anything, and your loopy things stop me, but again, its your choice. Also fire around the mid sounds really nice. :)
-Cusoman
i think SOMEONE (hint cuso) has a fetish for fire. :P
EDIT: silly a few things..
1. forget about making cusomans fire fetish come true. it looks really bad in your map. espicially being that it looks like a piece of wood is burning equalling in 5 different spots. just really werid so i say take it out.
2. make the sky even higher.. its unrealistic to be hitting your head on "sky"
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Umm. Its also unrealistic to be going 120 mph when you go off a jump.
I realise you guys want to make a more realistic game, but these little details do not need to be addressed. Also, if you dont want to hit your head, then dont climb onto the little huts.
Yes, i do agree that the fire looks bad.
Thanks for your input rimini, but i slightly disagree :P
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Hitting your head isn't so much a realism detail as it is an annoyance. Hitting invisible barriers is rarely fun :P Also, paintballs will disappear when they hit it.
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Invisible barriers not fun? darn, I was planning an all-invisible-barrier map.
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the only other thing is: every 'little detail' does count, take some pride in your work and do it the best you possibly can.
- Dagless
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For the record:
KEEP THE FIRE!!! :P
But in all seriousness, the fire does look sort of wierd where it is, though if you were to make some torches along the walls in the mid, instead of the lights, your map would be killer. ;)
-Cusoman
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*cough* Fetishh *cough* cuso i got a friend who has some fire porn. i can send u some if u want it :P
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Sorry for such a long delay, iv been working on something else.
Yes, i do realize a few errors that are there. Please give me feed back on the OTHER errors, if there are any.
**Edit
Beta 5 is out
http://zilla-clan.net/upload/444931
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Silly,
couple of things...
- why are the base platforms floating like a foot off the ground?
- why is the water nearest the bases magically parted at one bank? ie. bank \/ water
- also, its off at the other side too, not flush with the bank.
- the texture on the aforementioned bank is rotated slightly, so its out at one side.
- Dagless
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Haha, thanks Rick. Though i did not speicify that the platforms where floating, that was one of the things.
Thanks for those errors. They will be fixed
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Made a demo and uploaded to the beta server.