Digital Paint Discussion Board
Development => Mapping => Topic started by: Eiii on August 26, 2005, 11:02:13 PM
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Hm. QBSP says there's a leak, but I can't find one at all. Look! Help!
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Beat me to it!
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Yay for people liking my map idea! And I didn't know about that kind of leak check, thanks. Someone'll have to make it look good when I'm done with it.
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Okay- question time. I think it should be a siege map. QUESTION TIME!
Should there be an underwater entrance? If so, I'm going to make it go from some point in the river/lake to a stairwell on the bottom floor of the base.
Should there be two side entrances? If so, they're going to go from one of the corners in the outer base to some point of the second level. And, the corridor leading from one to the other would be extra-long, as to not make it better than the main entrance.
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Okay: Added pipes.
PROBLEMS: Weird thing at beginning of pipe. Doesn't look like that in editor.
The very last segment of pipe is distored, and it shouldn't be. It doesn't look like that in the editor.
The forums uploading is FUBAR, so here's a slow, freewebs link.
http://www.freewebs.com/eri3ch/cfort3.bsp
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Eh... qbsp does some funky stuff like that every once in a while. Just delete the offending brush and re-make it. You might have to change things around slightly.
As for the layout -- looks like an old Quake1 Team Fortress map.
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There was some inspiration. ;)
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Might I suggest getting your inspiration from somewhere other than levels made for a nine year old game? :)
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No. That's a great game with great maps. There's one map I really want to recreate, but it's too complex for me. It's called 2night2.
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I thought the TF maps looked pretty shoddy even by quake1 standards...
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Looked shoddy-- played great. And 2night2 looked pretty good.
Also, fixed ALL MICROBRUSHES AND LEAKS! YAY!
Now, how should I put in the side passages? I'm thinking the corners of the base to the second level, but pretty long. And should the pipe be into the base only?
(Didn't post map because it's exactly the same w/o problems)
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I'd make the pipe go somewhere close to the flag, since it'll take so long to go through it.
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I should make it take not as long, but the point is that you don't have to go through the whole front area of the base. That front part doesn't have tons of coverage (it'll have more than it does now, but not tons. Someone from one of the turrets in front of the main entrance can pretty much take anyone out, and people on top of the castle can get anyone coming in. I'm thinking of putting a 'wall' behind the upper part of the wall so that the person can't just jump down. Thoughts?).
Jits-- i'll show you what I meant by into the base only.
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There we go. One-way pipe.
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Okay, added secondary entrance. Thoughts?
Well, froum uploading died again, so here! FREEWEBS!
www.freewebs.com/eri3ch/cfort5.map
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That's a loooooong pipe, but it doesn't seem to cover much distance.
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The pipe? Or secondary entrance?
And yes the second entrance takes longer. It's suppost to. It's a SECONDARY entrance. You should use the primary, but in case you can't...
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That's a loooooong pipe
But yes, the secondary entrance seems unnecessarily long as well.
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Oh. If you think the one in cfort5 is long, you should see the one in previous versions. Also, the pipe is very direct. It's just a long pipe. ;)
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It seems that I may have to rename this map "Barrel Castle". I made the main room look 100x times better just by adding a few brushes... which was nice.
Also, I've decided to mirror it and make it a CTF map. But, the next step is entites. Then lights. Then a quick -chop 10000 compile. Then a mirror. Then another quick compile. Then a Final compile.
http://www.freewebs.com/eri3ch/cfort6.map
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Fine. Don't respond. Just ignore me as I progress through the many stages of my map. But not really.
Also, how about making it so we can upload .bsp and .dm2 files?
And how about fixing the file uploading?
http://www.freewebs.com/eri3ch/cfort7.map
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Also, how about making it so we can upload .bsp and .dm2 files?
How about zipping them so you don't waste as much space/bandwidth? :)
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No, I want the forums to die so that the DP community slowly unravels, until we end up doing everything by IRC, and porn bots start making all of our major decisions for us until we're porn slaves. :P
And how about some FEEDBACK!!1!one!!!1
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Finished lighting. Need help with. Yes, I know there are some horribly unaligned textures, but right now I'm focusing on the lighting. I'll include the .bsp in the ZIP too, so you don't spend 1742 seconds or less compiling it.
FOR THE LOVE OF GOD, FIX THE UPLOADING!
http://www.freewebs.com/eri3ch/cfort8.zip
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I'm not sure what's wrong with the uploading. I'll talk to Delirious about it.
And I'll look at the map when I get home.
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YOU'D BETTER!
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Eh... looks like you have a lot of texture aligning to do. :) The lighting itself seems to work OK so far, though. I'd probably get rid of the outdoor light and just use the arghrad sun.
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Outdoor light...?
If you're talking about the lights on the bottom of the upper wall/ on the ground below the structures, without them there are pitch black areas.
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Eh... do you have any sun light? There shouldn't be pitch black areas with sun lighting outside.
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Yeeeeeeees... And not 'black' areas, but really dark ones.
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What settings are you using for your sun light?
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Color: NO MATTER!
Ambient: 40
Light: 250
Diffuse: 120
Angle: 200 -45
Sound familiar? ;)
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Hm, I wouldn't think an outdoor area would be able to get very dark with those settings. Oh well.
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Yep.
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Wait, in the final compile, should I use -bounce at all?
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Double Post.
TRIPLE POST!
Anyway, put in some lighting to make it less dark in places.
FOR THE LOVE OF GOD, FIX THE UPLOADING!
http://www.freewebs.com/eri3ch/cfort9.zip
As punishment, you get a slow freewebs link.
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Wait, you're not using bounce? No wonder you were getting "pitch black" areas. Yes, you should use bounce. Just use the final compile batch file. It should do everything for you.
You've still got a ton of misaligned textures, and lights emitting light from the side. Also, the r_speeds are pretty high in the outdoor area. And you need a better way out of the water -- the tunnel takes forever.
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The tunnel is almost a direct route. I'm going to add areaportals in the doors, to avoid the r_speeds in the base, and I'll probably put ladders up to the middle of the bridge.
I used bounce 20, and it was almost ALL lit. From the outdoor light. What do the bounce values do? Like, what's the difference between bounce 40 and 20?
Edit: I've tried every vaule of bounce (5, 20, 40, 100) and NONE look good AT ALL! Help?
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You probably have too much light in there. It looks like you have bright lights every 5 feet or so. With bounce on, it will effectively double this. Also, 20 is probably an excessive value. I can't remember what the default is, but I think it's more like 4 or 8.
Another problem is the new textures are brighter than the standard q2 textures, so the bounced light tends to be brighter than it should be and looks funky in some areas. I really need to re-wal all of the textures with a different palette so they will look right.
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Okay, fixed stuff. Made light bounce. Looks better now, less lights. Yawn. Some lights too bright. Only half-hour compile time. Still need to mirror. Yawn.
http://www.freewebs.com/eri3ch/cfort9t.zip
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The lighting looks better, yes, but the map is still rather bland. Very square-ish. Also, the r_speeds are really high -- in excess of 2000 in some areas, and it's going to get a lot worse if you put the other base straight across the bridges. Also, doing that will mean almost all of the combat will take place in the huge open area with the bridges. High r_speeds + lots of players = bad lag. Not to mention, there's no cover and you're pretty much screwed if you land in the water because it takes so long to swim to/through the pipe. Somebody could probably grab and cap before you even got to the base.
Some notes on the lighting: I'd reduce/remove the water light - it looks almost fullbright underwater. You need to use metal textures around the edges of the light and only have the main surface lit. Also, many of the lights need to be properly aligned (there are many barrel textures that need to be aligned as well -- and one barrel is part way in the wall!)
To be completely honest, I don't see what you have so far working out very well. If you really want to go with that design, I'd re-do the whole thing about 1/4-1/2 the size. It's just too open/bland right now. The proportions are pretty ridiculous, too. Since 9 units is about 1 foot, that means the bridges are about 35 feet wide. Unless you're trying to make 2-lane overpasses, that's really freaking huge for a bridge. :) Obviously you have to compensate for the insane movement speed, but try to make the size of things at least somewhat believeable.
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To be completely honest, I don't see what you have so far working out very well.
Look at the lighting the first time around. Now look at the lighting this time. I think that's a good amount of improvement for about 2 hours of work.
Now that I think about it, the middle area is pretty wide. The bases really could use some shrinking. Also, who said it was going to be a straight path between each base? I was origionally going to do that, but decided against it a loooong time ago.
Yes, there will be a ladder to get you out of the water.
Also, I LIKE huge bridges!
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I wasn't referring to the lighting there -- just the general structure/layout of the map.
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But see, I was.