Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: Pimp on December 06, 2005, 01:26:37 PM

Title: Aldi Market - New Map
Post by: Pimp on December 06, 2005, 01:26:37 PM
the time has come where we (bitmate and me) finished a new map, its called aldi (thats a very cheep market in germany and switzerland). Its a siege map, like grave or siegecastle (the best siege  ;)) and it plays in the night, thats all i can say.

PLEASE give me a feedback and tell me whats great and what i can do better, would be very nice.

i have to textures for the flags: http://pasceli.pa.funpic.de/textures/pimp

and if u havent got a ub_texture: http://pasceli.pa.funpic.de/textures/ub_textures

here u can grab the beta version: aldi_test.bsp (http://www.gymmuenchenstein.ch/pasci/maps/aldi_test.bsp)


and the screens:

(http://pasceli.pa.funpic.de/sshots/sshot014.jpg)
(http://pasceli.pa.funpic.de/sshots/sshot015.jpg)
(http://pasceli.pa.funpic.de/sshots/sshot016.jpg)
(http://pasceli.pa.funpic.de/sshots/sshot017.jpg)
(http://pasceli.pa.funpic.de/sshots/sshot018.jpg)
Title: Re: Aldi Market - New Map
Post by: Playah on December 06, 2005, 02:24:29 PM
oh looks very nice ;D.....maybe jits should test it with some others on pub?!
Title: Re: Aldi Market - New Map
Post by: loial21 on December 06, 2005, 02:26:24 PM
If jitspoe would be kind enough to show what to do maps/ beta etc..... i would be glad to host or jitspoe might
looks good
Title: Re: Aldi Market - New Map
Post by: SeZZ on December 06, 2005, 02:35:45 PM
looks very good pimp but where is the http://www.brandchannel.com/images/FeaturesProfile/profile_img1_aldi.gif

do it sexy ;)
Title: _
Post by: IronFist on December 06, 2005, 02:37:03 PM
Post removed
Title: Re: Aldi Market - New Map
Post by: jitspoe on December 06, 2005, 03:26:08 PM
Just make sure to put it in the beta dir.

I'll check it out when I get home.  From the screenshots it looks like you might want to make the lights brighter.  In that first screen shot, it almost looks like they're not even emitting light.

We also have Aldi's in the US, but I'm not sure if they're the same.  They are really cheap, though.
Title: Re: Aldi Market - New Map
Post by: SeZZ on December 06, 2005, 03:54:53 PM
rofl jits r u serious? aldis in usa? woah god damend germany pwnz lol
Title: Re: Aldi Market - New Map
Post by: loial21 on December 06, 2005, 06:56:22 PM
Very nice pimp, I will play this when I get home and upload it to OminousBlue if you want to use a match server or get someone to let you test it on the pub.

I look forward to more maps like this - although they may lag those slower folks.
You or Jits let the public know when a good time for testing please. This looks fun and I got plenty of gamma :)
Title: Re: Aldi Market - New Map
Post by: lekky on December 06, 2005, 08:05:14 PM
we got aldi in the UK too :)
Title: Re: Aldi Market - New Map
Post by: jitspoe on December 07, 2005, 01:46:21 AM
Missing aldi/cementwall.  I assume that's just the ub_ texture, but you should use it out of the ub directory instead of aldi.  No point in having the same texture in two places.

The layout looks interesting, but there's some tweaking to be done to improve the r_speeds.  First of all, there are some textures that are scaled down.  Don't do this.  Not only does it make the texture look excessively tiled, but it causes the compiler to break the map up into more polygons.  The lightmap is scaled along with the texture, so it's wasting texture memory and bloating the size of the file, too.  See the first screenshot below for how the scaled texture is broken up more than the others.

Second, have you done a full vis?  The vis is kind of funky.  In one spot it looks good, take one step, and you're seeing the entire other side of the map.

I think hint brushes could help you out a lot here.  Also, you've got 1-unit thick brushes on the ground to alternate textures, something like this:

Code: [Select]
       _______________
______|_______________|__________





_________________________________

That's also a waste of polygons because it has to draw the side of them, too.  It's more work, but it's better to make the brushes all flush along the top, like so:

Code: [Select]
_________________________________
      |               |
      |               |
      |               |
      |               |
      |               |
______|_______________|__________
Title: Re: Aldi Market - New Map
Post by: Pimp on December 07, 2005, 05:27:32 AM
thanks for ur help, i have scaled down the parking-lines on the floor and the missing texture should now be in the ub_texture folder. I haven't it compiled full, only a fastvis.. i will do a final compile now and put it on later.

and the "chests" inside are also with a 1px brush,
something like this: (the *** are the 1px brush for the ground in the chest)

Code: [Select]

   |         |
   |         |
   |         |
   |_________|
__|___****__|_______


does i have to change this too?

i don't really know how to work with hint brushes.. i've read something about but i dont really understand what to do..

and after the final compile i hope there arent so much r_speed things..


edit: -here is the final compiled version aldi_b2.bsp (http://www.gymmuenchenstein.ch/pasci/maps/aldi_b2.bsp)
-and im trying to learn something about hint brushes :D

edit2: -i've tried to place hint brushes, two pics as attachement, is it right like this?
Title: Re: Aldi Market - New Map
Post by: Termin8oR on December 07, 2005, 11:29:35 AM
Sweet, Map Looks Great

-Termin8oR
Title: Re: Aldi Market - New Map
Post by: jitspoe on December 07, 2005, 01:24:52 PM
Yeah, hints like that will probably help.  As will a full vis.

You'll probably want to make the walls a little higher outside -- if you jump, you can see over them through the sky.  Also, I'd use a different texture for the doors and that guard thing.  Nobody makes doors out of tiles. :)  I'd use a different texture for the trailer as well.
Title: Re: Aldi Market - New Map
Post by: Pimp on December 11, 2005, 10:46:20 AM
i think thats the finnished version, have fun...

http://www.gymmuenchenstein.ch/pasci/maps/aldi.ZIP  (http://www.gymmuenchenstein.ch/pasci/maps/aldi.ZIP)
Title: Re: Aldi Market - New Map
Post by: jitspoe on December 13, 2005, 11:23:26 PM
Ok, the texture you were using for the road markings is still scaled way down and causing the polygons to be broken up a lot more than they need to be.  The hint brushes and/or full vis has helped with the rspeeds a lot,t hough, but I think you can get them down even more by scaling the textures back up.  Textures should usually be scaled to 1 or higher.  They look blocky now, but we'll be making high res textures for everything eventually, so it'll look much better in the future.

Also, it's still trying to use a texture from the "aldi" directory (aldi/cementwall, I think).

Is a trick jump the only way to get to the vent/ladder?  I'd advise against that.   Map routes should be as accessable to new players as possible.  They have a hard enough time just trying to shoot people -- no need to give them an even further disadvantage.
Title: Re: Aldi Market - New Map
Post by: Burt_Gummer on December 13, 2005, 11:59:53 PM
Is a trick jump the only way to get to the vent/ladder?  I'd advise against that.   Map routes should be as accessable to new players as possible.  They have a hard enough time just trying to shoot people -- no need to give them an even further disadvantage.

Yeah, even trying to trick jump, I still cannot seem to get up there nor up on the roof on the other side, but I haven't spent enough time exploring yet. . .
Title: _
Post by: Dirty_Taco on December 14, 2005, 04:00:42 AM
Post removed
Title: Re: Aldi Market - New Map
Post by: Burt_Gummer on December 14, 2005, 10:33:24 AM
After experimenting a bit more, I was finally able to get up to the vent.  Tough jump.  I like it :D.
Title: Re: Aldi Market - New Map
Post by: Eiii on December 14, 2005, 10:59:28 AM
I still can't get it.
Title: Re: Aldi Market - New Map
Post by: bitmate on December 14, 2005, 11:06:47 AM
lol... It's simply practise.
Title: Re: Aldi Market - New Map
Post by: jitspoe on December 14, 2005, 04:03:27 PM
I think you should keep the double jump to the vent. That is a fairly cheap entrance and should be hard to get too. I think it should be even harder than it is. DoP had two people in there almost every round.
The problem is, if you make it very difficult and, say, only 2% of players can get into the vent, it makes it very easy for that 2% to grab the flag and severely knocks the balance out of whack.  The other 98% have little chance against them.

All paths should be accessable to every player, and you should balance the paths out.  Making it more difficult doesn't balance it out.  It simply reduces the number of players capable of taking the path, which, in fact, does just the opposite of making the map more balanced.

Perhaps instead of having a trick jump to the ladder, you could have a path that requires the player to expose himself to the defending team and work his way around on the rooftops to the ladder or something, so it wouldn't be such a trivial drop down and grab.
Title: Re: Aldi Market - New Map
Post by: digi on December 14, 2005, 04:31:08 PM
Decent map. vent is too easy to get to.. and the map is too dark in some places.

Also, as DT said, some of the cap points are too close.

But not bad, overall.

Title: _
Post by: Dirty_Taco on December 14, 2005, 04:53:31 PM
Post removed
Title: Re: Aldi Market - New Map
Post by: jitspoe on December 14, 2005, 11:31:14 PM
I disagree.  What somebody lacks in skill they should be able to make up for in strategy.  There are a number of players who have been around for a while who still can't do some trick jumps.  Perhaps they haven't put as many hours into practicing, or perhaps they lack the timing/coordination to do jumps consistently.  In any case, blocking off an alternative path into the base to them does not improve the game play.

Even dealing strictly with new players who don't know how to do trick jumps yet -- what makes the game more interesting: newbies coming into limited, accessable entrances, or players entering from any and every possible route such that you actually have to work as a team to fend them off and cover all of your bases?
Title: Re: Aldi Market - New Map
Post by: Eiii on December 14, 2005, 11:57:02 PM
I disagree. What somebody lacks in skill they should be able to make up for in strategy.

That's not true. What use is cutting off someone if you can't smack them in the face with your balls?
Title: Re: Aldi Market - New Map
Post by: Pimp on December 15, 2005, 05:21:57 AM
i took out some unnecessary things, to hold the size low.. and i took out the trickjump to the ladder, u can still go to the vent: on the roof of the little warehouse, with the barrier, and inside of the aldi, with a jump, i think as same difficult like the one bevore... have a look at the map.

i think it needs that..

and in the tunnel, the defense can go until the mid, and there u can save the flag too

texture scaled up :D

map still compiling.... will post it soon

Title: Re: Aldi Market - New Map
Post by: digi on December 15, 2005, 12:30:48 PM
lol jit.. All you ever think about is how to make it EASIER for people.

How about making them LEARN how to do things that aren't so easy?
Title: Re: Aldi Market - New Map
Post by: jitspoe on December 15, 2005, 02:49:10 PM
It certainly won't make it easier for the defending team if everybody can go through all the routes.
Title: Re: Aldi Market - New Map
Post by: digi on December 15, 2005, 04:08:32 PM
Everybody CAN go through all the routes. You just have to learn how.. That's usually how things work. When you start something you aren't supposed to be able to do it perfect off the bat.
Title: Re: Aldi Market - New Map
Post by: bitmate on December 15, 2005, 04:47:20 PM
It's the same like the backdoor jump in Castle1. Just a few good players can go to the 2nd flag on this fast way. All the so called "newbies" have to go through the main base were the opportunity to be shot is much bigger.
In that case, no one is complaining that newbies can't do this trick jump, so it must be the same on Aldi.bsp.
There should always be some kind of an extra path for those how are pretty good. Otherwise the game will become boring very fast ;)
Title: Re: Aldi Market - New Map
Post by: jitspoe on December 15, 2005, 09:51:45 PM
I think the gameplay on castle1 would be a lot more interesting if everybody was able to use the back door.  Not everybody has 6+ years experience playing the game, and most people probably never will.  So why limit the gameplay of those who don't play as much, or for those playing against the ones who don't play as much?
Title: Re: Aldi Market - New Map
Post by: loial21 on December 15, 2005, 11:45:30 PM
Wow, about time.
Title: Re: Aldi Market - New Map
Post by: Matze on December 16, 2005, 06:07:09 AM
Because its just fair that the people who has trained mroe and harder than others can do those jumps.

AYNONE who wants to be able to those jumps can train them, if they dont want to learn them , they probably dont wanna get any better.
Title: Re: Aldi Market - New Map
Post by: Pimp on December 16, 2005, 06:17:03 AM
When I began to play paintball, about 1 year, I also know nothing about the diffucult and important things I had to learn. The most important thing for me was to train the first jump in lostjump, i tried it once, twince.. 20 times.. 40 times.. and that was how i began to learn how it works, how i had to move. I became a nice player I think, and thats not because I did nothing, its because I wanted to learn what other players were able to do...

the aldi-version little smaller... aldi_s.bsp (http://www.gymmuenchenstein.ch/pasci/maps/aldi_s.bsp) (s for smaller as the last...)
Title: Re: Aldi Market - New Map
Post by: loial21 on December 16, 2005, 08:15:01 PM
eh some people dont have time to learn....let alone spend countless hours trying to make certain jumps. Besided those jumps were exploited found out and not part of the map makers orignal design. According to what I have read by S8n, regarding backdoor C1. Also I was told along with knowing how to jump there was somthing about having the correct FPS or somehting like that. What???

Dont get me wrong I understand your point and as unfair as its seems to not have these jumps, its even more unfair to those (and its a majority) who for whatever reason can not make those jumps.
Title: Re: Aldi Market - New Map
Post by: blaa.ee on December 27, 2005, 09:03:04 AM
aldi_s is very good map.
The jump to vent is easy, when u know the start point and know how to double jump and strafe of course.

When you've grabbed the flag and then going underground to steal, it sometimes is too hard to fall down :S.
Title: Re: Aldi Market - New Map
Post by: jitspoe on January 02, 2006, 09:47:19 PM
OK, just got around to checking out aldi_s.  The lighting seems to be better, but those roadmark textures are still scaled down to small.  I noticed another problem with them -- not only do they increase the r_speeds a lot, but they make paint stains really slow.  If I throw a grenade out in the parking lot, it gets really choppy.  You really need to scale those up.

Edit: also, it's still looking for aldi/cementwall as a texture.