Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: Deranged on February 09, 2008, 08:34:42 PM

Title: New Map: The Roanoak Excavation Site - Deranged
Post by: Deranged on February 09, 2008, 08:34:42 PM
Thanks in part to RiMiNi for ideas, mostly

It's a 2 flag map set in an excavation site at night.

Download here (http://zilla-clan.net/upload/734288)
SECOND BETA (http://zilla-clan.net/upload/106751)
Title: Re: The Roanoak Excavation Site - Deranged
Post by: KiLo on February 09, 2008, 08:37:12 PM
Hm. In that third ss it reminds me of the hole in that crap map propaint2.
Title: Re: The Roanoak Excavation Site - Deranged
Post by: FlaMe on February 09, 2008, 08:41:54 PM
Pretty sure its Roanoke.
Title: Re: The Roanoak Excavation Site - Deranged
Post by: Deranged on February 09, 2008, 08:42:12 PM
Hm. In that third ss it reminds me of the hole in that crap map propaint2.

Just because you're not good at it doesn't mean it's not a good map, but that's way off topic.

Pretty sure its Roanoke.

Noted, thanks. Will fix in b2

EDIT: seems people are reviewing everything except the map itself.
Title: Re: The Roanoak Excavation Site - Deranged
Post by: FlaMe on February 09, 2008, 08:43:16 PM
do you play with your brightness heavily toyed with? why is your black an ugly shade of brown and everything look so hazey?
Title: Re: The Roanoak Excavation Site - Deranged
Post by: FlaMe on February 09, 2008, 08:44:04 PM
and id put it on my server and have ppl come play with me so i could look for errors but... im banned.
Title: Re: The Roanoak Excavation Site - Deranged
Post by: Deranged on February 09, 2008, 08:44:24 PM
do you play with your brightness heavily toyed with? why is your black an ugly shade of brown and everything look so hazey?

Yes, heh. I have a excrement monitor so i have to jack up all the settings

and id put it on my server and have ppl come play with me so i could look for errors but... im banned.

Sorry to hear that, If you want to test it just put it on your own listen-server and type "debug1 1" in console to give it a runthrough with capping the flags, testing the elevators, etc.
Title: Re: The Roanoak Excavation Site - Deranged
Post by: KiLo on February 09, 2008, 08:47:28 PM
Just a quick question did you mean for it to be spelled Roanoak or is it supposed to be Roanoke?
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Deranged on February 09, 2008, 08:50:15 PM
Just a quick question did you mean for it to be spelled Roanoak or is it supposed to be Roanoke?

Funny, I remember answering that question a few posts ago.. hehe

I meant for it to be spelled roanoke.. oops :)
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: KiLo on February 09, 2008, 08:52:10 PM
ROFL my bad didn't even pay attention.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Spook on February 09, 2008, 11:21:58 PM
I found this map in the zilla clan upload site a few weeks ago, very fun.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Garrett on February 09, 2008, 11:34:14 PM
Very sexy map.  The maps seems to flow very well for me.  The only small problem is could see is that one of the gun models is poking through the ceiling from above.
Good work man.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: DrRickDaglessMD on February 10, 2008, 07:23:44 AM
Hey Deranged,

Just had a skim through the map and these things struck me -

- r_speeds in the ice cavern bit are extremely high (4500+), and thats on a map without any reflective water at all!
- why is there ice in a cavern anyway? I must have missed that geography class.
- the jumps are great.
- the 'main' large slopes are pretty sparse and boring.
- try putting func_areaportal's on the doors to the bases to improve the VIS.
- the fire is actually quite good on this map, unlike most other new maps. However, it's a bit dark down in the tunnels, not really conducive to gameplay even if it does look atmospheric.
- a great deal of your visual features cause extreme problems with splitting the tris. type gl_showtris 1 into the console and you can see how badly everything is split up. A great example is the platform struts in the ice cavern. visit http://www.gamedesign.net/node/53 on reducing polycounts for more info on this.

Thats about it for now,
good luck.

- Dr Rick Dagless MD
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Deranged on February 10, 2008, 09:21:51 AM
Thanks :)

Hey Deranged,

Just had a skim through the map and these things struck me -

- r_speeds in the ice cavern bit are extremely high (4500+), and thats on a map without any reflective water at all!

Yeah I should probably do something with all those metal rods, I planned to but just forgot :X

- why is there ice in a cavern anyway? I must have missed that geography class.

Good question.. ice makes for fun gameplay :D

- the jumps are great.

Thanks, I put a lot of thought into them :)

- the 'main' large slopes are pretty sparse and boring.

Yeah I considered changing those huge slopes on the side to series of caves instead, would be much more visually appealing.

- try putting func_areaportal's on the doors to the bases to improve the VIS.

Will do

- the fire is actually quite good on this map, unlike most other new maps. However, it's a bit dark down in the tunnels, not really conducive to gameplay even if it does look atmospheric.

I play with higher than normal gamma, kinda hard for me to judge that stuff. I'll add more lighting

- a great deal of your visual features cause extreme problems with splitting the tris. type gl_showtris 1 into the console and you can see how badly everything is split up. A great example is the platform struts in the ice cavern. visit http://www.gamedesign.net/node/53 on reducing polycounts for more info on this.

I saw the number of tris a long time ago but never fixed it because I can't seem to pull an r_speeds over 1800 anywhere in the map without reflective water :X. But I'll clean it up anyways :)

Thats about it for now,
good luck.

- Dr Rick Dagless MD


Thank you  ;)
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: FlaMe on February 10, 2008, 09:34:36 AM
1st One.
The protruding block there from the wall is obsolete since you can get to high bd if you wanna call it that using the two lower bricks.

Second one.
theres a glass-esque ice ramp barrier on the right side of the steps not allowing you to get on the right side of the steps. you can get on the left though,

Third one.
You can get under the catwalk on the left side of red low. not on blue though.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Deranged on February 10, 2008, 10:07:36 AM
the first one is more of a visual thing, but the second two are good catches, thanks :)
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: blaa on February 10, 2008, 12:32:57 PM
 The map is pretty awesome. All the small things that could need fixing has been noted by someone already, I guess.

But I think that 2 flags are quite pointless :/. Usually maps have 2 flags per team, so that 1 team couldnt sit on flag. But in this map, 1 team can sit both flags easily. And even if grabber succeeds to grab 1 flag, he grabs the 2nd one aswell because it is that close.

I liked the underground part and the base part, but didnt like the ground part. Boring grass+boring walls. Think of some models, some nifty brush work you can create and blabla.

Looking forward what you come up with.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Deranged on February 10, 2008, 02:05:30 PM
yeah I thought about that myself, I think I'll either add some kind of barrier to deter lining of both flags from one spot, or lower the point values probably to 3 for first and 4 for second. I think a little path connecting that area to the right of second flag(looking at it head on) to that ramp area(that I want to replace with some sort of better looking cave system) going up to high might be called for too, with some kind of jump up of course.

In the end, I'll probably end up putting a cave behind where second flag is now, and putting second flag in there with a path somwhere in there to the high area, that would work better than how it is right now.

Looks like I have my work cut out for me :D
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: FlaMe on February 10, 2008, 02:08:20 PM
i say ramps on the mid high path so you can jump from one high path to another.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: jitspoe on February 11, 2008, 02:09:24 AM
I've put this up on the beta server (I think I've given you the login info - PM me if you need it).  I've also attached a demo of some things to revise.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Krewzer on February 12, 2008, 05:04:07 PM
Played this last night on the ev1 beta server. Lots of fun, a big map, plenty to look at if you care to take the time. The only things I would add beyond the others is:
1) Either add angled clip brushes or recess the elevator call buttons so that when you're riding up you can't hit your head on the button and reverse the elevator.
2) The base "garage" door is very easy to camp. If it opens you know someone is right there, you'll see their feet before they see you.  I'd suggest either a remote trigger to open the door, which could be a button or even part of the ground on each side of the door. The side jump to the 2nd flag helps but is kind of tough for some of us to make. Maybe a ladder to the switchback tunnel or something.
3) The middle path is by far the fastest so I'd suggest finding something to either slow it down or make it less desireable to use... pits of death or something. :)
Anyway, looking really good
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: FlaMe on February 12, 2008, 05:05:39 PM
the 2nd point u made is silly. theres a jump to get u high to flag two without going through the door to killt he campers on the other side.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Krewzer on February 12, 2008, 05:07:40 PM
I disagree but it's just a suggestion anyway, he can do as he wishes.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Deranged on February 12, 2008, 05:43:56 PM
:D I had fun playing it last night with you guys. Anyways. I'll look into one and three, but as for two there is already a ladder. Go low, take a left right before the elevator, go up the ladder and through the caves. there's already 4 ways into base :P

1) Front door
2) Jump to second
3) elevator
4) ladder up from low to cave area

I'm a little strapped for time though, with al lthat needs done it might be a little while before b2 comes out.. sadly :X

EDIT: I think a path from the high ramp area to secodn flag would even out the time it takes to go high and low, if you just plow in and don't use any strategy both ways. IE, go ice, go up ladder, go through path into base, one straight line thus even times :).

I actually prefer the other ways into base though, the slow ways are much more strategic, I like going up the ladder from low into base and dropping down on the cap.

Thanks for the advice guys
</long ass edit>
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Pepperoni on February 15, 2008, 12:30:11 PM
just from a gameplay perspective, i think its pretty well made.  there are a lot of different routes to the enemy flag but it doesnt feel cluttered like some maps do. that takes some design skilz.
Title: 2ND BETA: The Roanoke Excavation Site By: Deranged
Post by: Deranged on February 24, 2008, 10:38:07 AM
Download Here. (http://zilla-clan.net/upload/106751)

Things changed in the second beta:
*Changed the garage doors to doors made out of bars
*Replaced/Changed the huge side paths to a series of mine-shaft resembling caves
*added a ladder dj up to a path that leads to second flag from the aforementioned caves
*made the low a little less boxy, so to speak
*fixed the r_speeds problems in low with func_walls
*roanoak -> roanoke
*tried to use more lanterns and less crate lights
*fixed getting behind the bunkers on one side of low
*fixed the autocockers floating in the ceiling
*changed the second flag area design
*added a way from mid to each side's high
*made the rivets in the ladders smaller
*fixed minor texture alignment issues
*Replaced the ground textures with ones I found more fitting
*made the ground thicker
*more lighting
*removed the water in low, too dark to see it
*added water on the side paths, along with the other vastly improved visuals in that area :P
*and more I think

comments please, I think the lighting is a little low in some places still, but I have yet to see any other issues.
Title: Re: 2ND BETA: The Roanoke Excavation Site By: Deranged
Post by: Deranged on February 24, 2008, 10:51:34 AM
*Flame noted some problems with getting stuck in low from my lowering the cieling

Thank you flame, will fix in b3

EDIT: Yup, didnt notice it before, but when on the catwalk in low you barely hit your head on the cieling everytime you jump, makes it easy to get stuck in some places, also makes the dj up to mid considerably harder :P
Title: Re: 2ND BETA: The Roanoke Excavation Site By: Deranged
Post by: RiMiNi on February 24, 2008, 06:49:42 PM
2 things i have noticed so far..
1. when going up the elevator from low you can hit your head on the main level trigger for the elevator and then it will go back down automatically before you can even get off
2. low mid. the railing. you can crouch and go under them, landing on those bars you put in so you dont fall to the ground. but the bars are slightly lowerthan where you fell off of and therefore you cant get back.. i think unless i missed something or am bad at getting out.. :P

and 3. its a lot sexier good work.

EDIT: off topic. new hi-res textures? lol or am i jsut outta date. :P

i guess thats more than 2 points but w.e :)
Title: Re: 2ND BETA: The Roanoke Excavation Site By: Deranged
Post by: Deranged on February 24, 2008, 07:30:22 PM
Yeah I already covered 2 in my post above, thats from me lowering the cieling. 1 was mentioned before I just forgot

AND THANKS BUDDY ;)
Title: Re: 2ND BETA: The Roanoke Excavation Site By: Deranged
Post by: Clipz on February 25, 2008, 11:02:43 AM
Alright I like the map looks nice. Only thing that sticks out to me is why did you make your flames like that now :(.

Make them with lanterns again the single flame looks kind of odd.
Title: Re: 2ND BETA: The Roanoke Excavation Site By: Deranged
Post by: Deranged on February 25, 2008, 11:36:00 AM
lol those flames were always like that, should I change them to lanterns?
Title: Re: 2ND BETA: The Roanoke Excavation Site By: Deranged
Post by: Clipz on February 25, 2008, 11:51:13 AM
Yeah, i'm still getting lost in this map don't mind me :P
Title: Re: 2ND BETA: The Roanoke Excavation Site By: Deranged
Post by: Deranged on February 25, 2008, 11:56:57 AM
haha, I just noticed something while running the map with debug1 1, the spikes on the bottom of the doors are solid black due to being unlit.. is there any way to turn off lighting for an entity?

also just watched jits's demo from the first beta again, i missed a lot of his suggestions :X I'll get them in b3
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: jitspoe on February 25, 2008, 06:09:44 PM
I merged these topics so everything is in one place.  You might want to edit the first post with the fixed name and second beta link.  I was about to ask if you had viewed my demo, but I guess you're working on that stuff now.  I can't remember what all I suggested before, but there are a few areas that could use clip brushes - like the wooden support beams in the underground-ish area.  Never fun to lose a match because you got caught up on something.

Edit:

Ok, I just played this on the beta server.  You really need to put some color indicators in the middle.  With all the different back paths you can take, it's really easy to get turned around.  I also notice you've got some things like a ladder that doesn't go all the way to the top.  Just make it accessible to everybody.  There's no sense making the gap between new players and vets even greater.  That just makes the game less fun.  The challenge of the game should be from competing with other players, not attempting to do trick ladder jumps and whatnot just to get around the map.  I can't tell you how many times I missed the stupid ice jump to the ladder because I was playing with a touchpad.  Maps should be fun, not frustrating.

Another thing I would suggest is blocking off some of the paths when there are fewer players and making this a DSM map.  Maybe even block off the second flag.  When it's just 2v2, you end up not seeing other players a lot.  Also, like you said, it could use some more light.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Deranged on February 25, 2008, 09:08:27 PM
That ladder is supposed to be that way, it's a back way in that should take skill to get.

New players have other ways up there, if they want the fastest way up there they have to ladder dj, otherwise they can find a different way up :) That's just my personal preference

I'll work on the other stuff though, dsm is possible but I don't really care for it. This map is intended to be played in high player count matches
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: jitspoe on February 25, 2008, 10:59:07 PM
This map is intended to be played in high player count matches
Sad thing is, those types of maps tend to cause servers to empty out.
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Deranged on February 25, 2008, 11:20:04 PM
Meh, I already have a map that seems to be a pub hit on the beta server(which I'll finish), this map was never intended to be a pub hit
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: blaa on February 26, 2008, 01:42:47 AM
Sad thing is, those types of maps tend to cause servers to empty out.
MATCHES JITSPOE, MATCHES!!!!
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: jitspoe on February 26, 2008, 02:40:26 PM
MATCHES JITSPOE, MATCHES!!!!
High player count matches is an oxymoron. :P
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Pepperoni on March 03, 2008, 11:09:45 PM
"His return to Roanoke Island was delayed until 1590. When he finally returned, the colonists had disappeared. The only thing he found was the word 'CROTOAN' carved into a tree"

thats what it said on wikipedia but check the source ;)
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: Deranged on March 04, 2008, 07:56:55 AM
I should put that somewhere in the map
Title: Re: New Map: The Roanoak Excavation Site - Deranged
Post by: jitspoe on August 05, 2009, 12:48:00 AM
You planning to do any more work on this?  I played it on the beta server, and it was kind of fun, but it suffers from the recent mapping trends I ranted about.  There are two flags practically right next to each other, and it's super quick to get from the first to second if you trick jump up the barrels, but new players are forced to take some long, obscure tunnel that would give a skilled player enough time to get all the way across the map.  There are several other short paths to the second flag that also require trick jumps.  The ladder jump, for example, is completely unnecessary.  Why not just make the ladder go all the way?

The second flag was useful when one guy kept sitting in the same spot in the base every round, so I'd just sneak in one of the back (trick jump required) paths and run off with just the second flag, but it was kind of unbalanced/less fun in that almost none of the other players could reach that flag quickly.  A number of the paths could stand to be streamlined or removed as they weren't very useful, and a lot of textures need alignment (barrels, especially).  The base would probably need a complete redesign to play well with a single flag.