Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: gir on March 08, 2008, 08:22:03 PM

Title: sky world 3 - siege
Post by: gir on March 08, 2008, 08:22:03 PM
I made a skyworld siege map. it's a bit like dropzone, since you jump down from the attacking base.
Title: Re: sky world 3 - siege
Post by: ViciouZ on March 09, 2008, 06:36:22 AM
It's definitely your best map yet - Nice lighting, I especially like the flag trap. Are you using BSP's mirror function? Also, the barrel textures for ladders are a bit confusing. I'll take a closer look later.
Title: Re: sky world 3 - siege
Post by: i_am_a_pirate on March 09, 2008, 04:30:12 PM
I like it. Really origional. In the flag trap, could you make an actual brush go up like a lift? It would look cool for some other player watching. Also, i noticed that the flag trap sometimes doesn't work (you hit the edge of the hole in the ceiling)
Title: Re: sky world 3 - siege
Post by: pif on March 11, 2008, 02:23:17 PM
really original , unusual , i like it =) , nice job and good idea man
Title: Re: sky world 3 - siege
Post by: Sawy on March 11, 2008, 03:15:54 PM
yep, really cool map dude!  ;)
I will wait the final version  ;D
Title: Re: sky world 3 - siege
Post by: jitspoe on March 12, 2008, 06:09:19 AM
I've put the map up on the beta server and attached a demo of some things to revise.  You named the zip file well, but the bsp file lacked the beta extension.

It's way too much work to capture the flag, and that's without people shooting at you!
Title: Re: sky world 3 - siege
Post by: gir on March 12, 2008, 06:12:04 PM
what should I do about the flag trap? sometimes you hit the ceiling instead of going into the death room.
Title: Re: sky world 3 - siege
Post by: jitspoe on March 12, 2008, 09:56:17 PM
You should get rid of the death room all together, in my opinion.  Just make it a fast escape route.  It's going to be hard enough to get to the flag as it is.  No reason to have traps in there as well.
Title: Re: sky world 3 - siege
Post by: gir on March 13, 2008, 05:09:10 PM
even if I do that, what will I do with the ceiling problem?
Title: Re: sky world 3 - siege
Post by: i_am_a_pirate on March 14, 2008, 10:23:24 AM
Make the gap bigger
Title: Re: sky world 3 - siege
Post by: jitspoe on March 16, 2008, 10:25:58 PM
Or make the trigger smaller.
Title: Re: sky world 3 - siege
Post by: i_am_a_pirate on March 17, 2008, 02:27:49 PM
Yer, sorry for the off-topic newb question, but how do you make those HUGE flying things where you end up on the other side of the map (like used in the flag trap)
Or make the trigger smaller.
Always contradicting me. :D
Title: Re: sky world 3 - siege
Post by: gir on March 17, 2008, 05:00:25 PM
trigger_push with a target and info_notnull with a targetname the same as the target.

now... what will I do with the indoor ladder textures?
Title: Re: sky world 3 - siege
Post by: jitspoe on March 17, 2008, 09:06:16 PM
Well, I don't think any of the stock textures work well for ladders, so your options are:

- Build the ladders out of brushes
- Make your own ladder texture
- Find a 3rd party ladder texture (WarWulf had some ladder textures on his ub_leg map that he may let you use).
Title: Re: sky world 3 - siege
Post by: gir on March 18, 2008, 03:29:39 PM
I'm done with b2. I fixed it quite a bit, but I'm not sure whether or not to make the flag trap into an escape route or not.
Title: Re: sky world 3 - siege
Post by: gir on March 23, 2008, 01:05:17 PM
what does anyone else think of the idea of changing the flag trap to an escape route? I'm still not sure.
Title: Re: sky world 3 - siege
Post by: i_am_a_pirate on March 23, 2008, 01:24:15 PM
Well, I don't like the idea of:
'*** got the flag' and
'Flag captured by blue team' in the space of half a second.
Make it some sort of semi-escape route. Not all the way, but maybe up 1 level...or 2.
Title: Re: sky world 3 - siege
Post by: gir on March 23, 2008, 10:33:15 PM
Well, I don't like the idea of:
'*** got the flag' and
'Flag captured by blue team' in the space of half a second.
Make it some sort of semi-escape route. Not all the way, but maybe up 1 level...or 2.

yeah, I was going to do that.

but if it's turned into an escape route, teams could have a major advantage. the defending team could camp right from above the exit and shoot anyone who comes up, and the attacking could just as well go in from the top floor, take the flag, and shoot right back up. if there is another way, it could work though.
Title: Re: sky world 3 - siege
Post by: i_am_a_pirate on March 24, 2008, 07:47:12 AM
You could have (and this may take up quite a lot of space) the thing i was talking about and make it go into a room with 4 doors (or more) and make them only openable from the inside, and make them 4 routes to the exit. That way it would take 4 people to camp there.
Title: Re: sky world 3 - siege
Post by: gir on March 24, 2008, 04:54:31 PM
I think people could still find their way in if someone could open the door from inside, but another trigger_push would probably work just fine.
Title: Re: sky world 3 - siege
Post by: jitspoe on March 26, 2008, 02:29:54 PM
Uploaded beta2 to the server and made another demo.  Looking better.