Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Garrett on January 21, 2008, 08:36:40 PM
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It is still in the early stages but I want to get beta 1 out so I can get ideas to finish it with out have to do extra work later down the road. R_speeds are good. I know I need the ladders but what else would be a good idea?
Included is the zip file and my own created high res. texture.
Just put the fold with the texture in the pball/textures folder.
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The middle needs to have more in it. Right now, you can just shoot right across. The biggest problem with this map is that the base is too cramped.
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You dont need to pack your Thumbs.db file.
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The middle needs to have more in it. Right now, you can just shoot right across. The biggest problem with this map is that the base is too cramped.
Ook. I thought that I might. Thats why I released it now vs. when there are an extra 200 brushes I would need to move. Any suggestions to make it better?
Edit: Sorry Cobo, did it unknowingly.
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You might want to try expanding the bases.
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You might want to try expanding the bases.
Moving the bases farther away from each other or making them bigger in size?
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Bigger in size, and maybe another way in.
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Bigger in size, and maybe another way in.
I was planing to make another way but right now, I need a way so I can block the people from shoot right across the map to the other spawn. Any suggestions?
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This isn't ready for play testing yet, but I made a demo of some things to work on. Big things are the lighting an the missing (or incorrect path) textures.
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Thanks Jits. I will be able to have a look see on Friday. We have no school. I would have looked at in earlier but have been studying for finals and you know how it is with parents... grades before having fun.
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Thank you jitspoe for the demo.
I fixed the paths of the CTP1 files. I some how had the textures in the pball folder as well as in their own folder. I will make the map more bright and make beta2 final release quality.
I am going to add some sounds and hopefully modify the skybox so it will be able to fit the type of map setting better.
Don't know why the flags don' capture. I have the teamnumber and gamemode in the entity settings. Did I forget something?
Should I repost the revamped beta1 or just wait to for beta2?
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it would be nice if you also posted the .bsp or a .zip file for those who dont have like winrar or w/e. :)
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Changed name because Underground is already taken and I like this name better anyway. Made it a .zip so its more user friendly
I fixed the texture paths so they all will show in game
I may be able to have the next beta out by either tonight or tomorrow. I have all the time in the world tonight.
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thanks man :)
EDIT: i dont seem to have the textures "wall_b_1" or "ground_b_1" or "bricks_r_4"
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They are CTP1 textures
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I think all of the textures are in the correct place because there are no errors in my compile window and there were no errors with Vic's too.
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They are CTP1 textures
odd. i downloaded the ctp1 texture pack :-/ or at least i thought i did. guess i will have to look into that
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The file paths still might be messed up on his end.
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I think all of the paths are correct. Vic checked the map for me. Hopefully beta 2 is better for everyone. I have finished the major parts of the mapping. Now I just need to do a large list of things that are small but more time consuming...
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Anyway, post screenshots, a couple of them at high resolutions.
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it would be nice if you also posted the .bsp or a .zip file for those who dont have like winrar or w/e. :)
Winzip will extract .rar files. Or you could just download WinRar for free from www.download.com
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There are still a couple ctp1 textures in the textures/pball directory, but it's getting better. Have you done anything other that change the texture paths? It doesn't look like anything is different. You still really need to brighten up the outdoor area, add ladders, etc, before the map can really even be play tested.
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I was just re-releasing beta 1 so people could actually see the work in-progress. Beta 2 should be out hopefully by Sunday. I am currently working on everything you mentioned above.