Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: M-A-Zing on March 02, 2008, 10:06:42 AM
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This map is a CTF mode map
my first true released map.
Hope you like it
Here is the first beta release
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I like you attention to detail. I didn't see any major problems besides the fact that both sides look identical. You might want to make each side's area a little different looking.
Other then that, nice work. You flame r_script looks nice.
Isn't this like your first map you released? How many have you made in the past and haven't released?
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Just to clarify, he probably means add more color indicators so people don't get lost
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First of all, this map is realy nice :)
The flame textures looks misaligned for me, but if garrett likes the flames, it is ok.
But, the r_speeds aren't acceptable. Did you do a final compile?
(http://img220.imageshack.us/img220/7048/sshot011us3.th.jpg) (http://img220.imageshack.us/my.php?image=sshot011us3.jpg)
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That screenshot is either not vis'd or fastvis'd, or possible there's a small crack in the wall letting you see into other areas(unlikely.). Either way you should never release a version to the public that wasn't vis'd properly first >.>.
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It's a nice map but my r_speeds were 5500 on flag and 5000 one of the tunnels
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With my problem with r_speeds i may need help. I don't know what to do. like a lot of maps that i play on(airtime3, carpathian mountains) are complicated but don't have extremely high r_speeds like mine. ???
And Garrett
this is my second map
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As others have said, very nice attention to detail- but there are some larger-scale issues with this release, such as misaligned textures and empty areas.
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With my problem with r_speeds i may need help. I don't know what to do.
Did you do a final compile?
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How long is normal for a final compile?
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on large maps, a long time. Do the normal final compile NOT the high quality version because that version is likely to end in a max_patches error. I usually run it over night.
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Thanks
I did the final compile (high quality) last night and woke up to find the MAX_PATCHES Error but now the regular final compile has been on one number for the past hour.
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it will take a long time, be patient
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Maybe is just my maps that aren't as detailed but my final compiles take 20 minutes tops. Might be my computer though...
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But, the r_speeds aren't acceptable. Did you do a final compile?
Okay, I made the sides look diferent with color indicators then ran a final ccompile, the r_speeds are the same in the final compile as with the qbsp fastvis rad
Does anyone know what i'm doing wrong?
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Paste the output from the compile. You probably have a leak or vis failed for some other reason.
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I don't have the output from the compile right now but i'll do it over night. and I'm almost positive that it didn't leak, i didn't see the compiler say ***leaked*** and do i need to do anything special to vis it properly?
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Export -> qbsp vis rad.bat
The final compile just finalizes everything but will take longer. For in-progress testing, 'qbsp vis rad.bat' will be fine. If it looks good in 'qbsp vis rad.bat', chances are the final compile will be fine.
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the qbsp vis rad is taking just as long as the final compile took before
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Okay, I fixed the r_speeds and made colors indicators so you wont get lost. here is beta 2
I would appreciate some feedback so i can improve my mapping
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I've attached a demo of things you might want to revise. I've also uploaded the map to the beta server for play testing. See PM for details.
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Whoever has looked at this map.
I was wondering if completely removing the basement would improve the gameplay and make it less confusing.
Should i do it?
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You could make it DSM -- block it off when there aren't many players, then open it up on really crowded servers. func_dsm is the entity you need to look at, I think.
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is that water flowing around the base? if not it should be!
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it's not.
how would i do that?
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Check the flowing flag. That reminds me - I still need to add flow direction to the reflective water code.
http://dplogin.com/dplogin/featurevote/feature.php?id=10122
Edit: By the way, why should that water be flowing? It's in self-contained pits.
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I dont know if the two have anything to do with each other but ever since i put it the func_dsm it says it leaked maybe i just messed up and made a leak but is there a relation between the two?
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func_dsm is an entity, so it needs to be placed inside of a leak-free solid brush map. If you go to group|omit entities, it should make it easier to see where the leak is. Also, file|leak check.
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Whenever i try to do the leak check then BSP crashes
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This mystery leak is making me mad and i am about to the point of dropping this map, because as i said before it crashes bsp when i load the leak check file
Edit: double post
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Did you try what I suggested before and omit entities to see if there are any blatant holes in the map caused by adding DSM entities? You might also have entities outside of the map.
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i did the omit entities thing but haven't look for entities out of the map though i doubt that it is the case because it worked before and the only entities that i added are the dsms
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Did you create the DSM's from existing brushes or add new ones?
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Alright... i like the design, you have a lot of different ways... which is a +. The only downfall of this map and why i will hate it is look at the flag room. Very easily camped.. might as well of made a 1 way map then. Add a second flag? Why make 50 paths end at one....
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3 things about you map, aside from the fact that I think its amazing.
1) Dont do the func_dsm thing with the basement, just leave the basement there, its another route and there was alot of time spent there as I could tell.
2) Please make your torches burn orange instead of white. It adds realism and a good lighting contrast to the already white light of the sky.
3) I suggest changing the grass texture, because I do not think it compliments your map, or just seems out of place. Try one of the CTP1 texture for your grass, perhaps grass_g_5. Your call on the grass though, its not a priority.
And just as a side note, a second flag as Clipz said would be great.
-Cusoman
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Two-flag-maps are trendy atm, yeah? :D
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thanks for the feedback guys. i actually think that two flags would make it more interesting, i will change the torches to orange (if someone would be kind enough to tell me how), and the grass will be changed especially because jitspoe also mentioned it earlier in his demo, but i still cant do anything until i find this annoying leak
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Well, for the fire to be orange, I always just applied the light flag directly to the brush and it glowed orange. I am not sure if you have the actual flame as the light or are using the light entity. Please tell which is at the current moment.
Also, if you cannot fix the leak, just try deleting the func_dsm.
-Cusoman
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for the flames i just used the flame textures on the brushes, and when i try it without the func dsm it still leaks so it is probably a small leak that i cant find.
Edit: is it possible to rotate a map without ruining the texture alignment or do you need to realign everything?
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Edit: is it possible to rotate a map without ruining the texture alignment or do you need to realign everything?
Not really... but what you can try is this: flip the map, make sure the textures are unlocked, then move it around until the textures all line up, then lock the textures and move it into place.
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i'll try that,
could would someone who has bsp that wont crash with the leak check help me? either post or pm me and ill give you a link to the map file and can you run the leak check?
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thanks to some help from cusoman i can finally release beta 3. i know there are still plenty more mistakes, so please tell me.
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i can finally release beta 3. i know there are still plenty more mistakes
Why not do your own dirty work first?
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does the lack of colored lighting have anything to do with a colormap?
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Nope, it shouldn't.
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does the lack of colored lighting have anything to do with a colormap?
Like if it's missing for the compiler? Probably.
Checked it out, but a lot of the stuff I pointed out in my previous demo is still there. I think you need to work on making the lower maze less confusing as well as possibly adding DSM to it so people will see each other with low player counts.
Added the new beta to the beta server.
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either make low less confusing, or add directions (like those blue and red arrows)