Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: M-A-Zing on July 07, 2008, 03:15:30 PM
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Yesterday i began this map and just winged it from there. i think it turned out pretty good.
beta 1: http://www.filefactory.com/file/3f4162/n/huitran_b1_bsp
beta 2: http://www.filefactory.com/file/6e8505/n/huitran_b2_bsp
beta 3: http://www.filefactory.com/file/bef58e/n/huitran_b3_bsp
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You did it in 1 day? Nice. The map looks really great. :) I think i found 1 misaligned texture only and its on sides of the bridge. I am 2 bored to post a scrnshot.
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Rome was not built in a day, too.
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I found 2 mistakes
first: this brush is to narrow
(http://img241.imageshack.us/img241/2278/sshot268uc8.jpg) (http://imageshack.us)
secondly: misaligned texture
(http://img178.imageshack.us/img178/6479/sshot267lf8.jpg) (http://imageshack.us)
anyway nice map ;)
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Looks very good so far.
Just keep up the hard work and it will turn into another masterpiece.
Can't wait to see the final.
Keep us posted.
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i thinks its great, i dont like the cap spot tho..
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i like it....
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wheres the download link at?
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wheres the download link at?
below the third screenshot.
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here (http://dplogin.com/forums/index.php?action=dlattach;topic=14123.0;attach=4897)
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Update. Its beta one because of my previous filename.
added a low, i'm thinking about putting a white flag down there and any suggestions on a new cap area? still not ready for play testing because i haven't added guns but you all have much fun.
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Do you know how to use rscripts? I keep looking at these screenshots and thinking that you could use them to spice this up big time.
Looks like a solid map from the sshots, can't wait to test it on the server.
Edited for grammar, content, and y00tzisms.
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rscripts?
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Yet another great mapper with no idea what rscripts are. We really need a doc for these.
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i've heard the term used but would like them explained so that i can use them please
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http://digitalpaint.therisenrealm.com/mapmaking/tutorials/rscripts
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M-A-Zing, update your first post with the correct file, or you'll get a lot of confusion.
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how do you make the thing where it says here and it links to the map?
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i think you shout put a white flag in the middle of your bridge that separate the two teams.
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Nice work M-A-Zing! I really love your mapping style, and all your ideas you put into your maps!
Just 2 Things,
Screenshot1: Well, you can see whats wrong here :P
Screenshot2: For me, this ladder is a bit tooo skinny :)
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i think there might me a red spawn in the blue base. near the fg1
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Rick,
Screenshot 2: That has happened in many of my maps. The only way to fix it is to find the brush that is off by the smallest unit and re-align it.
Takes forever to find and is a pain.
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i'm confused, all screenshot 2 was saying was to widen the ladder, and does anyone know how to embed a link in a word like bumaster did?
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i'm confused, all screenshot 2 was saying was to widen the ladder, and does anyone know how to embed a link in a word like bumaster did?
Oh my bad.
I used to get something that used to look like that.
It's a brush that only shows up in .bsp form that is next to explainable.
But forget my post above!
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Post removed
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beta 2 i added two white flags, pleases tell me what you think of them. they are worth 1 point a piece. and i moved the cap point, i noticed an error already, the red flag ended up blue i don't know how, ill fix it next time.
Edit: Yootz how would rscripts spice up the map?
and this glitch is happening in the blue base the upper walls aren't showing up.
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I think it's better with the white flags and the new cap point.
(http://img401.imageshack.us/img401/6262/sshot008xm7.jpg) (http://imageshack.us)
It would be nice if you made somekind of jump or maybe a ladder to get up here and then a tunnel to the cap point, then it would be harder to camp the cap point.
I hope you can somehow fix the glitch in the base :)
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I agree with laged.
Another passage or opening to help reduce the amount of camping.
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beta 3, new ways to cap
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Yep, it is way better now.
I would add some barrels or something near the 2nd flag - it looks too empty.
The r_speeds are really high - I hope you can fix it somehow :)
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Attached a demo of some things you might want to revise and uploaded the map to the beta server. Let me know if you need the login to play test it. The biggest issue with this map is the r_speeds. Over 9000 in some areas, and cause the game to chop even on high-end machines.
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i cant figure out how to lower the r_speeds so i can't go any farther at the moment
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I've taken a cursory look round, and it seems there is a lot you can do to lower the r_speeds on this map.
1) Get rid of the reflective water. It doubles the wpoly of any drawn scene. You can remove the reflective effect on the water by unchecking the warp flag in the surfaces menu.
2) read all of www.gamedesign.net 's tutorials on lowering r_speeds.
- a couple of hints directly relating to your map are:
- raise the posts on the bridge 1 unit off the wooden bridge itself. This way it won't split the brushes that make the platforms unnecessarily. there are SO many instances where this trick would cut your r_speeds.
- Learn to use hint brushes so things like this don't happen:
(http://img233.imageshack.us/img233/5566/sshot134sl8.jpg)
Also, when you build maps you really need to build in VIS considerations fundamentally. Due to the way this map is laid out, at most points in the map the engine is actually drawing practically the entire thing. No wonder the r_speeds are so high!
- Dag
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umm am i the only one that gets an access denied error on that site? :(
erm do you actually need an account to view it?
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yeah, annoyingly its registered users only. Its free though, just a bit of hassle.
It's definately worth it, though.
- Dag
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if you have any doors, put the appeal function entry thin between them
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I'm not sure if you're still around or even interested in working on this map, but it came up on the beta server and I played it for a bit. First off, three words: TOO MANY FLAGS. 6 flags in one map is a bit excessive. I wouldn't have even known the low middle flag existed if somebody else hadn't found it. Another big problem: one side spawns with CO2. The other does not. And, probably the biggest problem: the map doesn't appear to be vised (or you've done something horrible, like put a box around the whole thing, to get it to vis). It plays horribly, even on a decent machine. I was getting like 20fps. You also have multiple water surfaces, so the reflections were rendering the ENTIRE map (since vis isn't correct) like 3 times. Fix the vis, fix the co2 spawning, get rid of at least the center flags (maybe the 2nd base flag as well), and it could be a decent map. I'm taking it out of rotation on the beta server for now, as it has too many issues.