Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: w3b5t3r on December 24, 2007, 10:28:34 AM
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My first DM is finished.
Can you tell me if you like it ? If no, what is bad on it
Thank you
http://www.megaupload.com/?d=QUDYL0Q4 (http://www.megaupload.com/?d=QUDYL0Q4)
To DL it, you got to type the 3 letters in the box up
Some screenshots :
(http://img218.imageshack.us/img218/2776/sshot005io0.jpg)
The map
(http://img141.imageshack.us/img141/9848/sshot006xw0.jpg)
A corner in the map
(http://img141.imageshack.us/img141/9304/sshot007qs7.jpg)
After finishing
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Mirror http://zilla-clan.net/upload/451786
Ok, first things first, always release a beta version first. That way if you need to make any changes there wont be any 'map version differs' problems, and even if you think no changes are necessary its still good practice. Just append your mapname with _b1 or _beta1 or something similar.
(http://zilla-clan.net/upload/images/64177_sshot039.jpg)
I think your ladders look great, but you should avoid overlapping brushes as it can adversely affect the tris (not something you want to do in bigger maps). In this map you can get away with it, but its good practice to avoid overlaps where possible.
(http://zilla-clan.net/upload/images/32846_sshot040.jpg)
Some of the face textures on you 'haybails' are not aligned properly. Select the face and press s, then enter a value in the r box and press apply to face to rotate the texture.
(http://zilla-clan.net/upload/images/82774_sshot038.jpg)
This is not so bad, as leaving one unit gaps can help to reduce r_speeds, but in the case of this map i think you can afford to move the ladders right back so that they're touching.
(http://zilla-clan.net/upload/images/95912_sshot041.jpg)
At the moment you've got an info_player_start entity outside the level with lighting as well! No, no, no, no, no my dear boy! Box that room up like below and you'll cut your compile time in half.
(http://zilla-clan.net/upload/images/53653_1.jpg)
Other than that the map is not too bad, although theres not much to it. I don't think you should have this map as a gunning map, its waaaaaaay too small. Also, it is not immediately apparent that the poles that lead up to the platforms are ladders, I'm not sure if i like this. The barrels are kind of weird too, not wrong, just not to my preference. Some of the metal textures could be realigned to make them neater, but thats up to you.
I think the map should give you a good idea of how to manipulate brushes and deal with entities, but i don't think it should be released. You need to take what you've learnt from this map and apply it to a more ambitious venture.
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Ok, thank u for the hostage site
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I really like this map, would be fun playing. Just some small graphical flaws I saw, and i put them in the demo in the zip file. Really nice work so far. ;D
-Cusoman
Edit: Is w&v senna u?? and whats {w&v}
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Thank u for the tips cusoman =D
2nd beta after cusoman => http://zilla-clan.net/upload/257050 (http://zilla-clan.net/upload/257050)
3rd beta after Reeds tips =>http://zilla-clan.net/upload/315029 (http://zilla-clan.net/upload/315029)
I haven't understood everything because I'm french and I'm only 14, my English isn't perfect.
Comments ?
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It is much better webster. I really do like DM maps, just one thing. When you fixed the misalignment on the top balconies metal part, 1 corner is perfect, but the other 3 are even more misaligned then before lol. ;)
One other thing, now you can fall through the grating. I suggest putting clip brushes around it so that way you can stand on it without falling through, but can still shoot through it. If you don't understand what I am saying, i can decompile your map and show you if you want.
I also suggest putting fire in the map. A good bonfire right in the middle with wood and fire would look nice.
Good work so far.
-Cusoman
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You and fire :|
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1. The lighting looks really hideous right now. Make sure your map is correctly VIS'd (i.e. no leaks), and use sky lighting if possible. ;)
2. Ladders are generally a bad idea, especially in the middle of an area that's going to see a lot of action. It's really easy to kill people off of ladders.
3. What everyone else said.
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If you do add more lighting, make sure its colored lighting and not white, also make the sky nighttime so that the lighting contrast looks better, just add sky lighting to the night sky as Eiii said and you'll have one awesome DM map, though i still suggest a nice big ol' fire.
-Cusoman
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NO FIRES!
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Don't have time to look at it right now, but from the screenshots, the ladders look HUGE - like 8 feet wide. The textures on the rungs need to be rotated as well. Also, I'd use the hay textures on the hay bales.
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Also, I'd use the hay textures on the hay bales.
Wow I never knew those were hay bales. After over 2 years of playing this game I just thought that they were some sort of boxes or something.
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You mean the hay texture?
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I don't understand what is "rungs"
If you can explain me, it should be better
Thank you, and Merry Christmas
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Heho, can somdebody explain me what is "rungs" please ?
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The pieces of wood that you use your feet to climb up on a real ladder. The textures all need to be running the same way.
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The space between 2 pieces i have to replace ?
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No, no, you need to make the grains in the wood run the same way.
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? You want me to put a wood top at the top of the laders ?
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see the rungs on the ladder on the first screenshot of the second post? notice the light lines in the textures used on them? the top textures lines are going --- while the ones on its side are going | you need the lines on all four sides of the rung going ---
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Webster, do you know what rungs are? See my picture for what rungs are. :D
(http://i185.photobucket.com/albums/x23/cusoman/rungs.jpg)
What Jitspoe is saying is to rotate the textures on your rungs so that the wood grain flows the same way. ;)
-Cusoman
Edit: I must say I am rather proud of my artistic prowess. ;D
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ahh! my eyes! paintfully white picture x.x
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Here's a tutorial on making ladders: http://dplogin.com/forums/index.php?topic=5439.0
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What is the problem with my ladder ? Can you repeat me please ? ;D
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i'll repeat you
(http://www.logictechnologies.com/rr/rungs.jpg)
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Ladders are made of several pieces of wood, right now yours looks as if someone got a giant piece and tediously cut out areas to make a ladder from it.
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Thank you s8n
Well, i replaced ladders by teleporters, because while youre climbing a ladder, somebody is shooting you
So, I replace something else and i put my 4th beta of this map
EDIT : 4th beta : http://zilla-clan.net/upload/159132
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The teleporters are much better than the ladders. You may want to add some cool textures and effects to them though. Look at krewzer's Petra map for a good teleporter design. This will be one crazy fast DM map. :D
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The teleporters are much better than the ladders. You may want to add some cool textures and effects to them though. Look at krewzer's Petra map for a good teleporter design. This will be one crazy fast DM map. :D
Where can I find it ?
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Here is the Petra map: http://dplogin.com/forums/index.php?topic=10448.0
But dont think you have to use his teleporter design, I am just showing you a good way to do it. After seeing his teleporters, you could even check out the map Mystikal. It had some really cool teleporters too!
-Cusoman
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Stick another floor like the path around teh outside, but above it, and add teleports to each of the corners, to teleport to the top
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Stick another floor like the path around teh outside, but above it, and add teleports to each of the corners, to teleport to the top
The map will look a bit charged no ?
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maybe put a two-barrel shield at each side of the top floor? also, dont put the top floor teleports at the top, maybe put them on each side of the map?
and maybe a really, really dim light at each corner, its kind of annoying when you cant see someone camping there :-X other than that, its perfect (to me) :D
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Lights puted (1 color per side)
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- The map probably has a leak. It took a long time to load on my laptop and the shadows look like there was no reflective light. You need to fix that before you do anything else.
- Why is there a fence floating in the middle that you can just fall through?
- I'd use jump pads (trigger_push) instead of teleports.
- The map is very square, bland, and unrealistic looking. Try to spice it up a bit and make the environment more convincing.
- Some of the DP logo textures are backward and need to be flipped (scale of -1).
- Texture on the side of the barrels needs to be scaled down.
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- The map probably has a leak. It took a long time to load on my laptop and the shadows look like there was no reflective light. You need to fix that before you do anything else.
- Why is there a fence floating in the middle that you can just fall through?
- I'd use jump pads (trigger_push) instead of teleports.
- The map is very square, bland, and unrealistic looking. Try to spice it up a bit and make the environment more convincing.
- Some of the DP logo textures are backward and need to be flipped (scale of -1).
- Texture on the side of the barrels needs to be scaled down.
For the 1st point, i don't know where
For the 2nd point, i want to we can stand up on, but we also can shoot across it.
For the 3rd point, you're right, it's better with jump paads
For the 4th point, I will put models and sounds
For the 5th point I thought I had already fix it
For the 6th point I will try to scale it down and realign them
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- http://scythe.planet.ee/leakcheck.jpg
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Thank you, but when I launch this, what do I have to do ?
Whats is the value to put in a func_model to have the bigleaf ?
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Launch that, select the .lin file matching ur map file (probably the only file there is to select). If there arent any files to select you mapr is not leaked. If there is and you select it, a line should appear in BSP 2D windows. Look where the line goes and fix the leak. The line starts from 1 of the entities (the entity closest to leak) and goes to leak.
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No leak file :)
- The map probably has a leak. It took a long time to load on my laptop and the shadows look like there was no reflective light. You need to fix that before you do anything else. Fixed
- Why is there a fence floating in the middle that you can just fall through?
- I'd use jump pads (trigger_push) instead of teleports. Done
- The map is very square, bland, and unrealistic looking. Try to spice it up a bit and make the environment more convincing.
- Some of the DP logo textures are backward and need to be flipped (scale of -1). I don't think it's a real problem
- Texture on the side of the barrels needs to be scaled down.
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What is the value to put in a func_model's key to have the bigleaf ?
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Open a map that has it in wordpad or some other editor and search - entity data is in plain text.
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Ok, thank you
Can I use .mdl models ?
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no - just md2 or skm
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ok
Where can I find other models than pballs ?
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There are few model packs free to use, just search the internet. There are few models made just for DP aswell, search for the Model threads in this forum (I know it sucks when people tell you to search the forums, because the search function is no comparison google [read:it sucks], but I dont know where it might be, so you might aswell search it urself :-)).
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Ok, Here is my 5th beta :
http://zilla-clan.net/upload/642739
Comments ?
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hey,
- The floor of the 'thanks for playing' room has a gap on the right hand side (closest the the letter 'G').
- Its probably worth considering putting some sort of visual marker for where the jump spots are, as its a bit annoying to get flung up in the air unexpectedly.
- The chainlink fence platform is still mist, I don't really understand the point.
- Dagless
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hey,
- The floor of the 'thanks for playing' room has a gap on the right hand side (closest the the letter 'G').
- Its probably worth considering putting some sort of visual marker for where the jump spots are, as its a bit annoying to get flung up in the air unexpectedly.
- The chainlink fence platform is still mist, I don't really understand the point.
- Dagless
- For the 1st point it's not a problem, it's a DM, not a Picasso lol
- For the 2nd point, I will put something on the floor to see where you are flung up
- For the 3rd point, I would like to be able to shot throw the chainlink, but be able to stay up on
How can my map go on a public server ?
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ok,
having that gap makes the map vis and compile much more complicated than it needs to be. For some reason it appears like you have some sort of room down there which means it doesn't actually constitute a leak, but it will render and include it in the VIS when you come to compile it. for the sake of being a good mapper and good practice, and for moving one line 4 pixels to the right, you should do it. Don't ever leave mistakes like that because you can't be bothered to fix them even though they are so simple. Yeah it's no masterpiece, but if you get in the habit of shrugging it off, your later maps are likely to be riddled with careless mistakes too.
if you want to be able to stand on the fence, but also shoot through it, copy the fence brush, paste another copy in, move it one or two units above the original brush and make it a clip brush (apply the clip texture to it). It will be invisible then, players will stand on it, yet paintballs will go straight through it.
- Dagless
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Thank you for the chainlinks but, can you tell me where is the gap please ? i don't see it.
If possible take a screenshot and square it
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Here is the gap:
(http://zilla-clan.net/upload/images/11060_sshot112.jpg)
- Dr Rick Dagless M.D
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Ok, i WIll fix it Done
That's all ?
HAPPY NEW YEAR !!! :D :D :D
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Looking better, but you still have to fix that leak. Run a leak check in BSP and make sure it doesn't say "*** Leaked ***" during the compile process (the black "DOS" box). You shouldn't release maps with leaks - even betas.
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I've fixed the leak Dagless said after I compiled the 5th beta
When I load the leak line file, I have this line :
(http://img210.imageshack.us/img210/1753/capture01bk8.jpg)
Where is the leak ?
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where the line goes.. you cant see it in the shot u provided, it goes more down, obviously
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Sorry off topic here: Would anyone know what program I would use to open one of my maps up in sort of a text format, but one that wouldn't mess the map up like notepad. It's just really frustrating some times when I have to recompile my entire map just to change the 'message' or other various entities, that could be simply fixed.
On topic: We need more deathmatch maps, hope you keep on working on this one :)
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Notepad doesnt mess things up. Just scroll to the very bottom.
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Well, I have no more leaks, so the 6th beta of the map and maybe the last :
http://zilla-clan.net/upload/373055
If i changed something, its the cylinders up, they aren't in hr4 textures.
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I'm finding map making extremely hard. Any tips from the "Pro's"?
=D
Happy New Year.
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This ? Hard ? lol you are joking aren't you ?
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Lol, I'm very new too map making. And all the layouts seem.. Well.. Complicated.. :$
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Oh, the .map, not the map lol but, do you like the compilated map ? (.bsp)
For the mapmaking, you need to practise, like for the jump
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w3b5t3r, this is much better, I think it's about as good as it's going to get, so well done.
I'm really not sure whether it'll play so well with Autocockers, etc... instead of PGP's, but it should be quick and fun nonetheless.
Time to crack on with new ideas and new challenges!
- Dagless.
p.s Toxinated, make a new thread in the mapping section discussing what you would like to know in detail.
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Do you think I should replace Autocockers and Automags to Spyders and VMs ?
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nah, don't worry about it - most people will prefer guns. Those that don't can come on the DarkP server as we'll run a custom ent file for all the maps in the maplist where all the spawns don't give any guns.
- Dagless
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Very nice map.
http://scythe.planet.ee/sshot005.jpg
As far as I remember that startsolid means that you have some CO2 tanks inside some brush. Might want to recheck on that. Nevermind that the background scene is from mid (I played ur map and then when new map came I scrolled up in console).
If anyone cares then I won all bots!!!!!!!!!!!
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Okay, will do Dr. ;)
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Well, now how can I send my map to a public server ?
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You properly present your finished map. Give some more screenies, create a good .zip file (gather all custom textures and other files in it). Serverowners will then download it and upload it :). You can also ask serverowners to add your map to their rotation.
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Ok, thank you
Now, it's declined in 2 versions, the fast (the one is uploaded in this thread) and a low one, with only VMs and Spyders
- The Fast one here (http://zilla-clan.net/upload/910292)
- The Low one here (http://zilla-clan.net/upload/448485)
I have edited some graphic mistakes
http://zilla-clan.net/upload/744686 (http://zilla-clan.net/upload/744686)(it's the fast)
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I think it still needs some work, personally. I've attached a demo of some things that could use revising (note that I put the map in the maps/beta directory, not maps, so you'll probably have to move it to watch the demo).
Also, I don't really like the idea of having two of the exact same map, the only difference being the weapon entities.
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Ok, but you could tell me what sohould be changed in the 3rd link :)
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Is the 3rd one that different from the others? I thought they were all pretty much the same.
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No in the 3rd one I fixed some graphic mistakes (but not all you said in the demo)
EDIT : Now you can go on the last room where it's written "Thanks 4 playing"
EDIT : I've puted some light sources, I compile it and I upload it
EDIT : New one here (http://zilla-clan.net/upload/047156) (it's the fast, i won't upgrade the low anymore)
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The leak is back. I've attached another demo.
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Can you tell me where is the leak ?
(http://img442.imageshack.us/img442/16/capture01fg5.jpg)
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Brush-based entities don't block VIS. Make sure everything there is reverted to world.
It looks like the leak might be around the brush you're in, anyway.
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Move around in the 3D view and follow the line - looks like there's a gap where... well, right where the line is.
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This line disappeared, but I stiil have a leak and i don't see where
EDIT : The leak is down
http://zilla-clan.net/upload/060993
(http://zilla-clan.net/upload/060993)
I'm looking for something to add in the map, anybody got ideas ?
EDIT : I've added a personnal texture, but the picture is reverse, how can I change it ?
(http://img518.imageshack.us/img518/2216/sshot012rc7.jpg)
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Scale it by negative one. Hit 'S' for brush/face properties, and in the SX box (I think that's what it's called), change 1 to -1.
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Thank you Eiii, it was this :)
An other version, but I don't think I can add or modify anything else.
There are the textures and the cricket sound.
http://zilla-clan.net/upload/970287 (http://zilla-clan.net/upload/970287)
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You should really keep releasing these as betas until all the issues are worked out. I've attached another demo (be sure to put the map in the beta directory when viewing it). I noticed a couple small things in your package as well:
- The sound files should go in the "sound" directory, not "sounds".
- Map readme should either go in the maps directory, or in the mapinfo directory, with the [mapinfo] structure added to the end (and realistic player limits for a map this small).
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I've seen it, I will fix.
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An other version, i've seen a mistake but i'm not at home but apart in the tunnel (red metal on the roof) is there a big mistake ?
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Wow, it's insanely bright. Almost looked like it was fullbright at first. You need to tone down and/or remove some lights in the main arena. I'd also remove the water in the flower box. It doesn't really fit there, and all it's going to do is double the r_speeds. You need to do some work on the autococker room. There's only one entrance, which will most likely be camped, and words made out of brushes look really cheesy.
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Ok, I'll see
Thx
Edit : Testing an elevator, I will host soon if it works
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How can I make an elevator, like in 2fort5 ? (for the second passage to the big message)
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That's a func_plat.
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But it plays the role of an elevator right ?
How can I do somthing similar ?
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Err... what do you mean? If you want a platform that lifts you exactly like that in 2fort5, you'd have to use a func_plat. If you want an elevator, you'd use a func_elevator, but that's much more complicated.
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Well i'll see
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Sorry for the double post, but the 10th beta of my map is done and I hope it'll be the last one
http://loluploads.com/137516 (http://loluploads.com/137516)
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Missing some DP logos and the sky...
...and u should rotate this:
(http://dpball.dp.funpic.de/mapbilder/webdm1/sshot424.jpg)
(http://dpball.dp.funpic.de/mapbilder/webdm1/sshot425.jpg)
(http://dpball.dp.funpic.de/mapbilder/webdm1/sshot427.jpg)
(http://dpball.dp.funpic.de/mapbilder/webdm1/sshot428.jpg)
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Um, not every box face needs to have a DP logo on it - in fact, it looks better if they don't all have the logo. Though it looks best if just one face has the logo on it and not the rest.
Ok, your map is seriously screwed up because it's missing the worldspawn classname. Not sure how you managed to remove it, but it's completely unplayable. Make sure you have "classname" "worldspawn" in your worldspawn.
Also, a few things on the packaging:
- For textures, you don't need to include jpg, png, and tga versions. Only one is going to be used, and the engine doesn't support png. If you don't have transparency on the texture, you should just use a jpg at max quality. Also, why are some of the textures flipped and upside down? You should just make them normal then flip/rotate/scale them with the scale surface parameter if need be. And are you still even using all those textures?
- Since it's a beta, the map should go in pball/maps/beta.
- The text file should go with the map, not straight in the pball directory, OR make it part of the mapinfo text file.
- The mapinfo text file needs to match the map name, so pball/maps/mapinfo/beta/webdm1_b10.txt
- There's no way in hell this map supports 32 players. I'd do 0-8. 8 would still be pretty crowded.
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Ok I'll fix
And apart the sky, terro, why do you want me to do a perfect map ?
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Fixed worldspawn bug
http://loluploads.com/715183
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Ok I'll fix
And apart the sky, terro, why do you want me to do a perfect map ?
All maps should be perfect, not only your map.
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Ye I undersdtand, but which maps are perfect? I don't know many of these
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Yes, that's the problem, there are not many of them. BUT, that's why new maps should be almost perfect, that this game becomes more of these perfect maps.
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Yes, when i see original maps (but jitspoes :P) I say whaaa ! It's ugly !
But now it's hard to find misalignatures, what is good isn't it
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And apart the sky what was fixed, and the yellow tiles i'm fixing now, what is bad or wrong in the map ?
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Ok, put the map up on the beta server and did some play testing. Some things that need to be fixed:
- If you're under the ledge and step on the jump pad, you just bounce up and down and hit your head repeatedly.
- Some of the spawns - up on the upper ledge in particular - are facing the wall.
The low spawns behind boxes work pretty well, but when you spawn up top, it tends to be almost instant death.
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Hinhin... I'll fix this
Done
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Better :D
U should fix the barrels and this:
(http://dpball.dp.funpic.de/mapbilder/webdm1/sshot439.jpg)
(http://dpball.dp.funpic.de/mapbilder/webdm1/sshot440.jpg)
(http://dpball.dp.funpic.de/mapbilder/webdm1/sshot441.jpg)
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What is wrong on the second screen ?
What do u mean by the barrels ?
DO you think this is good ? :
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What is wrong on the second screen ?
The points should be in the middle. The other side on the screen is ok.
3. Screen: Make the same like on the top.
Barrels like this: http://dpball.dp.funpic.de/mapbilder/bluehat/sshot381.jpg
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The points should be in the middle. The other side on the screen is ok.
3. Screen: Make the same like on the top.
Barrels like this: http://dpball.dp.funpic.de/mapbilder/bluehat/sshot381.jpg
I know what barrels are :P but I don't know what is wrong on mines.
Done for the metal points.
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Your "ground" from the barrel texture is in the middle.
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Omg, only because of a picture ?
Well, I'll do it cus i got nothing else to do
Should I remove the light of the barrels ?
EDIT : I post the b13 tommorow
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Well, a kinda late, but...
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So, how do you find this ?
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Demo attached and map uploaded.
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Can you tell me the folder to put the demo in ? (with the build 21, the demo folder isn't here by default)
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.../pball/demos/
Create it, if it doesn't exist.
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Ye i've understand, after :P
Yes, in the b21 it doesn't exist by default :)
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Sry but i can't watch the movie, can you tell me what is said in pls ?
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Sry but i can't watch the movie, can you tell me what is said in pls ?
Its not a movie, its a demo. Just put the file in your "pball/demos" folder.
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Stop HS pls
I know it's a demo, but i gout 10225 error so i can't watch it so pls tell me what jits say in
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Grab build 22, set public 0, then try.
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A kinda late, but thx