Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: i_am_a_pirate on March 22, 2008, 03:31:49 PM
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Okay, so I've been doing a few maps for a while now and I thought that one of them had been developed enough for some playtesting and releasing a beta.
There are a few flaws that I'm aware of, but havn't fixed as it doesn't affect gameplay (a few gaps in walls)
Please Post screenshots of improvements.
Really sorry for the lack of screenshots atm, but I may have the time to put some up and edit this post later.
Josh
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I have changed the map filename/mapname to 4flag.
NEW STUFF:
1) Tiles ALL aligned
2) Changed where the white flags are
3) Added a ladder-jump route to the main flags
4) Changed the plank texture on the side of the big box thing to a sort of metaillic brick thing (depends on if you're using high-res textures)
5) LOTS of texture problems solved
6) Fixed all the entities! (givecartridge=20 and gun_type=autococker)
7) Lots of other minor details that I've forgotten
I was wondering (just throwing it out here) if I should make the high white flag worth more points than the normal coloured flags. I've also restarted the beta numbering. Sorry if it's confusing Comments please. :D
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I think every single one of your lights are misaligned >.>
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Or too big?
Are you using hi-res textures? Cos I noticed they are when u use hi-res ones.
I liked the edge on it. However, others know better. :D
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Screenshots?
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Whats that ?
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LOL.
Hes trying to give you a cartridge. Might mean giveco2? givebarrel? giveammo? givegun? I think its co2 cos it says 20.
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Whats that ?
That, my friend, is annoying.
It's where I didn't quite learn how to give cartridges, but later learnt, deleted the key and value, and the error still came up. Not much I can do about that.
What are you trying to point out in the second screenshot?
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cartridges? WTF are they?
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cartridges? WTF are they?
AMmo ?
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but the value is "20"
Sounds like CO2 2 me. But it could be ammo.
TO GET AMMO: giveammo
TO GET CO2: giveco2
TO GET LOADED CO2: loadedco2
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cartridges? WTF are they?
Sorry, i meant CO2. I kinda got it wrong on the map as well. Hence the error. But even after deleting the keys and values, it still says about the CO2 error.
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GiveCO2
20oz
LoadedCO2
20oz
If you want 2 CO2's when you respawn and 1 is loaded.
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Later i'll pm u a txt document on what all of the entities i use 2 u. I keep it there for when i forget.
Could we please have some screenshots as well? I don't wanna get on the other computer right now and start playing.
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now getting back to the actual map, ahah, your name on the side is kinda lame, there is one set of stairs on each base to get up to the next level? the bases feel too close together. like they need a wall you have to go around or somthing. it is REAALLy open when you are on higher levels also. and i dont think you should be able to walk along that wire thing form where the autococker is
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now getting back to the actual map, ahah, 1) your name on the side is kinda lame, 2) there is one set of stairs on each base to get up to the next level? 3) the bases feel too close together. like they need a wall you have to go around or somthing. 4) it is REAALLy open when you are on higher levels also. and 5) i dont think you should be able to walk along that wire thing form where the autococker is
1) Fixed. I thought that may come up but I just left it in to fill space anyway. Now that I've done that I might move the concrete tunnel's walls up so that the walls arn't half concrete and half wood.
2) Fixed. Made 2 ladders (for each level) and are fixing a few mistakes on them now
3) Cheers. They were even closer together to begin with, but I changed it...obviously not enough. The only problems with that are the tunnels connecting the bases, etc. They would need to go outside the 'box' that the map is sort of in (not a huge one to fix leaks, just 4 walls, floor and ceiling) to make them have turns in them.
I also want the bases to be in shooting distance.
4) i did have a wall seperating the 2 staircases until i realised just how long it would take to capture the flag going the low way in comparison to the high way.
5) hmm, thought that was a nice touch, personally.
There wasn't any see-through brushes there at all before and it made it almost impossible to get the auto (cos it was on the metal bars near the end) so i made the transparent floor thing to make it easier to get the auto. Maybe it should go on the lower level in the middle? If so, should I scrap the whole top level transparent flooring? It would make it so that it takes longer to get the flag.
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change high theN?
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The above post is reffering to point 4 (i edited my post)
Here are some BETA 1 screenshots (not taking into account my earlier post and the corrections)
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oookay, I've just finished beta2.
compiling...
compiling...
compiling...
done!
Changes:
1) Got rid of my name on the side
2) Raised the concrete walls in the side of the concrete tunnel
3) Added an extra route for each Level/side (the ladders)
4) Made a gap in the concrete tunnel
5) Added an autococker ontop of a double box on the lower level in the middle
6) Fixed a hole in a wall (:D)
7) Added 2 wooden walls on the 1st level.
8) Fixed a few things in the elimination zone.
Here are some screenshots!
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why is the gamma so wacked??
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Sorry, thats just my monitor being crappy and not having any controls, so I have to have the gamma whacked up. I turned it down for the screenshots...obviously not enough.
What happens now, then, to my map?
Any comments on the map?
Imprvements?
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1. maybe change name.. doesnt really seem like a ware house
2. still dont think you should be able to walk on the cables. i mean they are just there for show right?
3. looks better :)
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Thank you very much for all for the comments.
1. maybe change name.. doesnt really seem like a ware house
:D
I didn't have the sky before and it was a different texture (which looked horrible). So i changed it to a sky.
Maybe something like... enclosed warfare? I can't think of a name for it lol. Might change it later. :D
2. still dont think you should be able to walk on the cables. i mean they are just there for show right?
Whereas before there were just the 2 cables, with an auto at the end of each them. Then I decided that it was ridiculously hard to get to them and decided to put the wooden beam accross and put the auto in the middle. I then saw that it made it harder and added in the transparent flooring. I then saw that you couldn't get shot from below so i made holes in it. :D
Even if I do get rid of the cables, what's holding up the entire structure? just 1 wooden pillar? I think not.
Therefore, I might as well put an extra pillar there and delete the cables, or at least shorten them.
3. looks better :)
Cheers :D Thanks for all of the tips you've been giving me.
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im not trying to say delete the cables just maybe make the surface "slick" so that if you try to walk along them you will just slide off. ;)
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I've uploaded the map to the beta server (see pm). I've also attached a demo pointing some things out to revise. You really need to work on your texture alignment and grid usage.
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Thank You Very Much.
For those who can't be bothered to download the demo, here are the things that he suggested:
1) The Lights are too dark and Misaligned (using a 16 unit grid solves this)
2) The big, thin planks that you walk on after going up the very top ladder have texture rotation problems. :D
3) The transparent platform looks unnatural becauise I (somehow) managed to set a value on them
4) The concrete jail covering looks unnatural as I have locked the textures on a random grid and moved them as though i were drunk
5) The general 4 walls are misaligned
6) The 3 wooden coloured walls that act as defense barriers should have been ,ade with a 16 grid so that they align
7) The supports for the bases should have been made out of wood (not forgetting to rotate the texture)
That's pretty much it. Cheers, Jits!
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there should be at least some way to get ontop of the crates that does not involve going onto the higher levels. i think that there could be a double jump by a few of the crates
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there should be at least some way to get ontop of the crates that does not involve going onto the higher levels. i think that there could be a double jump by a few of the crates
2nd ;)
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there should be at least some way to get ontop of the crates that does not involve going onto the higher levels. i think that there could be a double jump by a few of the crates
The reason why I did was because I knew that people would not weant to go onto the low level
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New beta version finished!
I have a feeling that it is going to be ridiculously light for the rest of you (as I have a dull monitor). But I did take the gamma off for the screens so hopefully it's okay!.
New changes:
1) Taken the value off the transparent glass
2) Metal supports for the transparent glass slickened
3) Re-made the base and made the base entity taller to ensure cap when not touching the base (tell me if I need to change this)
4) Re-made the lights and brightened them
5) Aligned lights
6) Planks above the entrance to the concrete tunnel have been rotated
7) Re-made wooden base hiding things using a 16 unit grid
8) Base supports re-made with a wooden structure
9) Thin planks at top of bridge rotated 90 degrees
10) Concrete jail covering re-made to avoid repeating patterns(most done - some of it wont work!)
11) Gaps in stairs fixed
12) Jail ladder textures re-made with locking textures
13) Jail ladder made thinner
14) Big wodden planks in base re-aligned (small mis-alignment)
Screens removed for thread-size purposes - see latest beta
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New Beta! Sorry for all the double posts, but this is a bump as well as a new release.
New route added in (some textures not fully done yet - alignment, etc.)
Edit
Taken out screens for thread-size purporses - see latest beta
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bump
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Can someone PLEASE reply to my new releases! I've spent many hours on this map, and the latest version hasn't even had any comments
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Alright, here we go:
I like the idea of 2 whiteflags, but I dislike that they're so far away from the main action!
Screen 1: please fix your entities, check the bsp editor's entity help for correct values
Screen 2 + 3: bad texture choice there. Plus, why is it flagged with that slippery mode flag?
Screen 4: I'd rather see something else as texture there as well
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?
You mean, like b00nlander's post that you just posted after?
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Okay, angry post edited/deleted. :$ Didn't actually see that he had posted (thought it was one of my new release screens.
Very Sorry
As for the corrections:
I origionally had the bar unslippery, but people objected and didn't like the idea.
I have deleted the keys and values for the console stuff, but it still appears. Do I have to re-make the entities?
As for the textures, could someone reccomend a floor texture?
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I've uploaded the new beta to the beta server and recorded a demo.
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anything else before i release the new beta bearing i mind that i have moved the 2 white flags and got rid of the extra rooms?
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-------NEW-------
I have changed the map filename/mapname to 4flag.
NEW STUFF:
1) Tiles ALL aligned
2) Changed where the white flags are
3) Added a ladder-jump route to the main flags
4) Changed the plank texture on the side of the big box thing to a sort of metaillic brick thing (depends on if you're using high-res textures)
5) LOTS of texture problems solved
6) Fixed all the entities! (givecartridge=20 and gun_type=autococker)
7) Lots of other minor details that I've forgotten
I was wondering (just throwing it out here) if I should make the high white flag worth more points than the normal coloured flags. I've also restarted the beta numbering. Sorry if it's confusing Comments please. :D
bump, bump, bumpedy bump.
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Couple small suggestions: I wouldn't put the support post on top of the crates. That doesn't really make sense. Also, the boards that the white flag sits on (and under it) are a bit thick for my tastes.
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Just realized I had the older version up on the beta server. I've put 4flag_b1 in rotation now.
One thing we noticed while playing the older version (and this still applies to the new one) - the ladders could be really frustrating. You should set them up so you can only climb in a way that you won't hit your head, or add some clip brushes so you go straight up through (or do whatever other modifications are necessary). Sucks to climb up a ladder while somebody is chasing you only to hit your head and get stuck because you didn't go up the ladder just right. Not sure if I like the new flag placement, but I haven't really play tested it, so I can't say for certain.