Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: S8NSSON on November 28, 2005, 09:55:53 PM
-
http://lords8n.servequake.com/darkages_b.zip
here's the map.
A few of us played on it a bit earlier. Maybe they'll post what they think.
I'd like to get a bunch-o-people in there and check it out.
Tell me what ya think?!
Some screenshots...
http://www.logictechnologies.com/keith/stuff/sshot002.jpg
http://www.logictechnologies.com/keith/stuff/sshot003.jpg
http://www.logictechnologies.com/keith/stuff/sshot004.jpg
http://www.logictechnologies.com/keith/stuff/sshot005.jpg
http://www.logictechnologies.com/keith/stuff/sshot006.jpg
http://www.logictechnologies.com/keith/stuff/sshot007.jpg
http://www.logictechnologies.com/keith/stuff/sshot008.jpg
http://www.logictechnologies.com/keith/stuff/sshot009.jpg
-
Pretty. Dling...
-
darn good map...looks great and plays great...lots of different directions you can go ...makes for interesting gameplay...look forward to seeing this one and more like it in regular rotation...gj s8n...
-
Worst, map, ever.
Just kidding, was fun -- lots of speed... looks great from overhead...
-
The screenshots look great. The only thing that jumped out at me was the vertical grain on the walkway railings in screenshot 9. Maybe we could test it Tuesday... 10PM EST? (or eastern daylight saving... whichever we're on)
I look for to checking it out.
-
i can't really close my mouth... its one of the best maps i've ever seen, fantastic job s8n!!
because my english is bad, i will try to tell u only the things that i don't like very much:
-for me a map has to be symmetric, that every team has the same possibilities and the same distance to the other base, i know, i'm not a S8N in mapping, but its also easier to make one half (and this one brilliant) and to copy it and mirror it, but thats my opinion, ur map has 2 brilliant halfes, thats why i like it althought..
-and i would prefer it that u can do some more light, there are places that are really dark, and i fear in the dark...
-and the last one (right side):
http://img517.imageshack.us/full.php?image=sshot0079st.jpg
that looks not very great, if u can i would tell u to do something..
and can u send my ur .map file by mail (pmeyer@intergga.ch) or post it in the forum, because i can learn very much from u, and perhaps, in few years, i can make a little better maps than those i've made, thans alot if u do it, i woul die for that...
greez pimp
-
Wow i missed that texture...good deal!!!
I will release the .map file with the map, when I get all the feedback and fix all the issues.
Just by the screenshot, i'm trying to figure out where this is...i'll hafta get in there and look around. I thought I covered all the seethru place...guess not.
http://img517.imageshack.us/full.php?image=sshot0079st.jpg
Keep the feedback coming!
-
Post removed
-
WoW, That looks Bonerific...!
Keep up the good work
-Termin8oR
-
Post removed
-
You can still see through the sky even if you're not on the wall, so some kind of blocker needs to be put up. Another option would be to move the sky further out and make the outside wall of that room visible.
The way it currently is:
________
|#######
|#######
|#######
|#######
(where # is sky).
Potential solution:
________
| /
| /##
| /####
|/######
Then just fill the void with some ground or something and put a clip texture there.
As Pimp pointed out, there are a lot of dark spots (particularly in that room that's visible through the sky on the blue side), so you should probably add more lights. Perhaps scale the lighting up on the map as a whole, too. You can do this with a custom batch file by adding -scale 1.5 (or whatever number looks good) to the arghrad line. From previous discussions with you, I'm pretty sure your monitor is a lot brighter than most people's, so keep this in mind with your lighting.
A few nitpicks:
You should rotate the grain on the ladders to be horizontal. Also, where ladders go through a ceiling, you should only make the area that clears the opening have the ladder flag. For example, you can climb up the rightmost side of a ladder, hit your head on the ceiling, and have to jump down and try again. The easiest way to do that is to use a clip brush with the ladder flag and don't put the ladder flag on the ladder brushes directly. I know it sounds trivial, but things like that can be really frustrating in the heat of battle. Also, the bots get stuck on the ladders.
You should use a woodgrain texture on the edges of the tudor textures. Sometimes the wood of the tudor is there and it looks good. Sometimes not. Also, at least one texture needs to be aligned, but I can't remember where it was.
You have the phong shading on the purple barrels, which looks good, but it's not on the blue barrels inside the room discussed at the beginning of this post (maybe elsewhere, too -- didn't look thoroughly).
I think the metal plate textures need to go, especially on that Y support thing. They look out of place.
Anyway, it looks good so far. I can put it up for testing, but I don't think I'll be around tonight. I'll just give you a login or something.
-
You make maps good? ;) nice cant wait, I will be gone for the next 3 weeks, Jitspoe when its done or what ever please load it.
-
Ok...can i see a screenshot from someone that thinks the map is too dark so I can get a measure on how much to brighten it?
Fixin all that stuff above.
All barrels except the ones in that back room are phonged...will do all.
The ladders...I always use a clip brush with ladder flag...it just extended out to the edge...brought it in a good bit
w00p...like to see those sshots before i do another final compile.
-
Well darn...
I fixed all the hooha and did a recompile.
It sits on my home machine, which, for some reason, I cannot access right now from work.
I had intended to get someone to look at it to test the brightness factor (did the -scale 1.5 on arghrad), then release.
Guess it'll have to wait till tonight.
Will release the .map with it also.
-
Post removed
-
Looks like you have overbright off, which makes everything twice as dark.
-
Ok...
Fixed some textures
Fixed the brightness
Added a thing or two
Fixed the ladders (though they aren't totally fixed...you can still kinda get stuck, but they are alot better than they were).
Here be the FINAL linkage!
http://www.logictechnologies.com/keith/stuff/darkages.zip
Put it in your ...\paintball\pball\maps directory
Oh...the .MAP file is included in the zip.
I use BSP for map making.
-
Post removed
-
Ok...
Fixed some textures
Fixed the brightness
Added a thing or two
Fixed the ladders (though they aren't totally fixed...you can still kinda get stuck, but they are alot better than they were).
Here be the FINAL linkage!
http://www.logictechnologies.com/keith/stuff/darkages.zip
Put it in your ...\paintball\pball\maps directory
Oh...the .MAP file is included in the zip.
I use BSP for map making.
Jitspoe please add to my server, be a pal and put into rotation as well, i wont be around to doit.!!! Cant wait to play it against ya s8n.
-
Played it last night , freaking awsome!! jitspoe is it loaded yet?
-
It doesn't look like you touched the ladders. The textures are still oriented wrong and you can still climb up the extreme edges of them. Also, the edges of some of the tudor textures still need to be fixed. The rest of it looks pretty good, though, but the r_speeds seem rather high for the level of detail visible. Very clean look over all, though. Good job on the construction.
-
Awesome map, I love it. It's great for a large number of players, and there's plenty of different routes to the flags.
GJ s8n! ;D
Aura
-
Post removed
-
LoL Aura never posts anything about nothing. Must be a tight map...!
I luv you Emma
-Termin8oR
-
cool thing i saw while playing this map....go to noclip obs and fly waayyyyy up above the map....its layed out so it spells something....s8n you clever devil
-
get the phawq out of here. YOY bastage
-
Post removed
-
As far as I know Gremlin was the first outside of eR33t to discover the map layout, congrats!
-
Looks fantastic. Can't wait to play it.
-
lol i just downloaded it onto the maplist for loial servers, gj. Btw Can I commission you for a airtimesk redeaux.
-
woohoo "victory dance" "backflip" cool stuff
-
O_O Very nice. How long did it take you to compile this map?
-
map compiled in around 2 to 4 hours
-
map compiled in around 2 to 4 hours
How did you get it to compile so fast? I am making a map that is way smaller than that, but it took the stuff that comes with BSP a day and a half to compile it.
-
A lot of it depends on your layout and how VIS-friendly it is. If there are a lot of open areas, it usually takes longer to compile.
-
id have to say this is one of ur beter maps. very good job. on overal design\theme. gameplay was fantastic.
lots of ammo and co2 and guns. archetetual design was a bit plain but its a very nice map *golf claps*
;D
-
I seriously intended this map to be mega-detailed.
The map was actually alot bigger too.
Due to the dreaded "vismap numportal overflow" error that DT and I have battled with, big maps have a limit.
This map originally featured two large outside paths running down the length of the map. In those paths were palced the center sections of pbcup, sandtrap, indune, and battle2. The map was going to be dynamically sized so that with 8 or less people it would be as it is now. With mor than 8 the outer paths would open up. But twas not to be I guess.
Airtime part deux? hmmm. /me thinks of what he could do to that map.