Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: M-A-Zing on July 07, 2008, 10:13:33 PM

Title: Community map project
Post by: M-A-Zing on July 07, 2008, 10:13:33 PM
attention all mappers. if any one would like to participate in a community map project please post here. It will work like this:

i start the map in some way shape or form, and make sure it is sealed. then the first person to sign up gets the map for two days, then the next person, and so on. it must be sealed before passing it on. each person gets two shots, then it becomes a beta version. then i'll do it from there unless somebody pretty motivated wants to take over.

it probably wont turn out great but it will be fun.

please
Title: Re: Community map project
Post by: y00tz on July 07, 2008, 10:16:32 PM
I'll sign on for one of the last legs, I fancy myself decent at texture choice/lighting/detail.
Title: Re: Community map project
Post by: M-A-Zing on July 07, 2008, 10:18:14 PM
great 3 minutes and already have a taker

thanks yootz
Title: Re: Community map project
Post by: Eiii on July 07, 2008, 11:52:12 PM
I think this is try #6 or so that I've seen. Good luck, none have even gotten to release.
Title: Re: Community map project
Post by: y00tz on July 07, 2008, 11:56:12 PM
I think I counted about 4 or so...  Even if this doesn't get to release, it'll still be the closest-to-release map I've ever worked on...
Title: Re: Community map project
Post by: M-A-Zing on July 07, 2008, 11:59:04 PM
well i think it will be fun. and if it doesn't work with the community then i'll finish it myself, i will make it to a release even if it's not very good.
Title: Re: Community map project
Post by: Garrett on July 08, 2008, 12:10:28 AM
Ill sign up for more of the beginning but not first or second
Title: Re: Community map project
Post by: M-A-Zing on July 08, 2008, 12:17:51 AM
good if we can get some people for first and second you will be third
Title: Re: Community map project
Post by: Garrett on July 08, 2008, 12:24:06 AM
We have someone for the first position, you.
Title: Re: Community map project
Post by: M-A-Zing on July 08, 2008, 12:27:13 AM
oh i see, then we need one more
Title: Re: Community map project
Post by: ViciouZ on July 08, 2008, 11:48:02 AM
Meeeeeeeee please :D
Title: Re: Community map project
Post by: M-A-Zing on July 08, 2008, 11:52:00 AM
okay then you can be second. i'll wait another day or two before i start to see if anyone else wants to
Title: Re: Community map project
Post by: Termin8oR on July 09, 2008, 04:02:41 PM
I think this is try #6 or so that I've seen. Good luck, none have even gotten to release.

I did a community map like last year.
Passed it on and was never finished.
I had done some crazy things to it. But it was a plain idea, but the map could not be saved.
Title: Re: Community map project
Post by: Apocalypse on July 09, 2008, 04:17:59 PM
okay then you can be second. i'll wait another day or two before i start to see if anyone else wants to
I'll work on it it''l be fun sign me up for near the middle.
Title: Re: Community map project
Post by: M-A-Zing on July 09, 2008, 06:13:56 PM
my brother is going to help as well. so here is the current list.

1. Me
2. Viciouz
3. Garrett
4. Apocalypse
5. SpyderX
6. y00tz
Title: Re: Community map project
Post by: Termin8oR on July 09, 2008, 09:03:33 PM
my brother is going to help as well. so here is the current list.

1. Me
2. Viciouz
3. Garrett
4. Apocalypse
5. SpyderX
6. y00tz

That looks like a solid 6.
I vote: Start with that and see what you guys got after y00tz is done. Might not need anyone else, only open suggestions.
Title: Re: Community map project
Post by: Garrett on July 09, 2008, 10:21:16 PM
my brother is going to help as well. so here is the current list.

1. Me
2. Viciouz
3. Garrett
4. Apocalypse
5. SpyderX
6. y00tz
Hopefully the thread doesn't get buried.  I look forward to working on the map.
Title: Re: Community map project
Post by: M-A-Zing on July 10, 2008, 12:06:13 AM
everyone has the community textures right? in case i decide to use them

Termin8or if you want to help you can.

and im trying to decide on a theme. suggestions?
Title: Re: Community map project
Post by: Termin8oR on July 10, 2008, 12:42:27 AM
Sure, I wouldn't mind helping.
Add me after y00tz though please.
I am going out of town for a week. So by the time I get back the basics should be done.

Not really sure on a theme.
But maybe like a old WW2 battlefield in a town with buildings to go into and what not?
It will be a big project with great detail, but with this mapping team it's so possible.
Title: Re: Community map project
Post by: y00tz on July 10, 2008, 12:53:52 AM
Termin8or, I'm not planning on doing any broad mapping but rather tweaks, details, textures, models, lighting etc.  Pretty much the finishing touches.
Title: Re: Community map project
Post by: Garrett on July 10, 2008, 01:22:20 AM
Termin8or, I'm not planning on doing any broad mapping but rather tweaks, details, textures, models, lighting etc.  Pretty much the finishing touches.
Your specialty.
Title: Re: Community map project
Post by: M-A-Zing on July 10, 2008, 12:44:23 PM
i was hoping on having the beginning down by tonight, then passing it on but im having a little trouble beginning one with buildings and stuff are there any more suggestions. and i might need to change the order because my brother and i will be going out of town the seventeenth. so termin8or i think you can have his spot.
Title: Re: Community map project
Post by: Termin8oR on July 10, 2008, 01:50:41 PM
Okay y00tz, thats fine.
I guess I will go before you if you don't mind?
Title: Re: Community map project
Post by: Apocalypse on July 10, 2008, 03:56:58 PM
Just make a mix of PP1 and Shazz 22
Title: Re: Community map project
Post by: M-A-Zing on July 10, 2008, 07:24:04 PM
here is my beginning of the map, the bsp is attached to the post so the rest of you can see it and i'll send the .map to viciouz so he can have his two days to work on it and then pass it on.
Title: Re: Community map project
Post by: M-A-Zing on July 11, 2008, 12:30:25 AM
Sorry for the double post, but i think that my update was important enough.

i felt like making another map over the past few hours, and my brother suggested that i should have used it for the community map, look at both of them and then you, anyone on the forum, not just the participants in the map, can vote on what we use. even though the participant's votes might be a little more important. on this map there are misaligned boxes at the moment.
Title: Re: Community map project
Post by: y00tz on July 11, 2008, 12:49:44 AM
Can you just post the .maps?
Title: Re: Community map project
Post by: DrRickDaglessMD on July 11, 2008, 10:37:05 AM
I prefer the original community base, even if it is totally arbitrary. Warehouse design is probably y00tz' reserve given the screenshots in his urban map thread, and his design would probably be 100's of polys less taxing due to the way he constructs his shelving, etc...

The problems with the community base is that there is no vis-blocking from end to end, so whoever does the next part of the map on from the base might need to be pretty creative so as to keep the fast flow of the map AND fix the vis so you aren't rendering the 1200 poly base at the same time.

- Dagless
Title: Re: Community map project
Post by: KnacK on July 11, 2008, 10:57:33 AM
Just make a mix of PP1 and Shazz 22


Might as well mix Blitz and OddJob while you're at it ;D
Title: Re: Community map project
Post by: M-A-Zing on July 11, 2008, 12:03:36 PM
okay here are the .maps
Title: Re: Community map project
Post by: ViciouZ on July 11, 2008, 04:17:19 PM
Once we've decided which to use, I'll start on the next section.
Title: Re: Community map project
Post by: RoBbIe on July 11, 2008, 05:56:55 PM
R u guys think about doin the ww theme
Title: Re: Community map project
Post by: Laged on July 11, 2008, 06:01:07 PM
I don't actually like those ideas - the community map project should be something BIG and great, not just an ordinary map.
Title: Re: Community map project
Post by: M-A-Zing on July 11, 2008, 06:21:41 PM
if its gonna be big and great someone else will have to do it.
Title: Re: Community map project
Post by: Rick on July 11, 2008, 06:58:52 PM
Personally i like the community.bsp, i just like the feel of it :D
Title: Re: Community map project
Post by: Laged on July 11, 2008, 06:59:39 PM
M-A-Zing, I just meant that it should be something that no one has never seen before as the best mappers of our community are working on it together :)
Title: Re: Community map project
Post by: M-A-Zing on July 11, 2008, 09:10:00 PM
well someone else can start it. like viciouz could start over unless we like one of them. because hopefully either of them will end up looking 100 times better than it does now.
Title: Re: Community map project
Post by: y00tz on July 12, 2008, 12:50:36 AM
It's unfortunate, they both look like paintball2 maps.  Metal trimmed entry ways with no doors simply perpetuate the notion that nearly every mapper opens BSP, slaps textures onto brushes and rushes to the forum.  I was perusing an uncompleted map moments ago in which the mapper for the second time was asking someone to verify it's done so it can be moved to the completed section.

Do we not strive for greatness?  I've rendered decently lit levels with high-res textures that resmemble Source, yet every time I hop on a server I'm staring at ISlappedBrushesTogetherAndAdded2Bases.bsp.

If this community map is going to be good, why not begin like any other project destined beyond mediocrity?  Let's have a brainstorming session, followed by extensive design and prototyping.  By each person simple adding their own vision and design to the map and passing it along, we are simply designing by committee.   All the mappers need to be on the same page, working toward the same goal or we'll end up with de_OddBlitzOffice33.

And you thought I was the nice guy?
Title: Re: Community map project
Post by: M-A-Zing on July 12, 2008, 01:00:18 AM
alright, we can start the whole thing again. i'm not exactly sure how we can have a brainstorming session, but i hope that settles things because i kind of rushed into this thing a little too fast. i think we should have a longer time to work on the map now that i've tried this thing. but i'm going out of town thursday, and can only help till then, sorry. the only reason i didn't plan was because the only map i planned for was 700 bc and it didn't turn out too well. so if we can figure out how to do a brainstorm i say we go for it, and i nominate y00tz to run this project, because he has his priorities.
Title: Re: Community map project
Post by: y00tz on July 12, 2008, 01:05:03 AM
No thanks :) CTP > CMapP on my priority list.   I just want to see maps that don't suck.  (No offense to every single mapper, your maps are all completely amazing, but for kicks, try and be more like
Doc Dagless)

As for the brainstorming session, hmmmm... we're not all online at the same time, so maybe we could invent some sort of online bulletin board system to leave messages for one another to view and respond to... what we call such a public forum? :)

Let's use this thread silly :P
Title: Re: Community map project
Post by: Apocalypse on July 12, 2008, 09:17:53 AM

Might as well mix Blitz and OddJob while you're at it ;D
Definitely should shrink blitz and put it in oddjob :D
Title: Re: Community map project
Post by: M-A-Zing on July 12, 2008, 09:34:48 AM
well, i really like the idea of a world war 2 battlefield but the only reason i didn't    start with that idea is because the textures didn't fit very well, so i think the first priority is to decide the theme. then after that, we need textures/models maybe. I can help with the textures. but i can only help with the models if someone can convert from 3ds.

so my vote is for the WW2 battle field.

Title: Re: Community map project
Post by: Laged on July 12, 2008, 09:56:07 AM
I'd like to see something like that too. I'd love to see a crashed plane on fire in the map :P
Title: Re: Community map project
Post by: KnacK on July 12, 2008, 10:18:37 AM
/me waits to see OddJob2 come out of this.....
Title: Re: Community map project
Post by: M-A-Zing on July 12, 2008, 10:33:11 AM
love the enthusiasm
Title: Re: Community map project
Post by: RoBbIe on July 13, 2008, 03:21:10 PM
Id like 2 see a tank =D and maybe have it so u can shoot a buuton and it moves u around that would b sweet but the moving part would b either hard or impossible
Title: Re: Community map project
Post by: M-A-Zing on July 15, 2008, 02:08:14 PM
is the lack of response a sign that this map too is a failure? maybe community maps don't work. but i was just looking at the new trees and grass and saw that we can make it compete with counterstrike and such. the grass is a major improvement for this game. a big problem i have trouble with is making a realistic environment, while thinking about environments. also the lighting in other games are different, more real. does anyone know how to simulate that?
Title: Re: Community map project
Post by: M-A-Zing on July 15, 2008, 06:16:31 PM
what do you guys think of this?
Title: Re: Community map project
Post by: Garrett on July 15, 2008, 06:22:09 PM
I like it.  I was thinking of making a map like that myself.
Title: Re: Community map project
Post by: DrRickDaglessMD on July 15, 2008, 06:33:24 PM
actually, I believe that the engine is capable of making very good looking maps (perhaps not up to the most contemporary games due to lack of bump-mapping support and other such things), it is simply that mappers don't pay enough respect to composition of lighting, etc...

The over-use of sun-lit maps mean we're kind of swamped by maps that have no dynamic appearance in terms of lighting. Personally, I've never made a map in the day yet because I just prefer how maps look with natural lighting (i.e. light textures  - not entities - in realistic forms such as lamps on tables, lights on walls, etc...).

Back on topic, don't be downhearted M-A-Zing.

In my opinion the way this map should be developed to maximise the probably of success is thus:

 - Decide on a type of map

    - Gameplay style
        - Speed [fast/slow/somewhere in-between]
        - Layout [multiple seperate paths, multuple interweaved paths, spawninabox]
        - Difficulty [beginner; lots of ramps, no trick jumps, e.g. Airtime
                       intermediate; some trick jumps, multiple strategic paths and points, e.g. Propaint series
                       expert; lots of tricky jumps, newbies get slayed by players with experience on the map, complex strategy required in matches, e.g. pbcup_renoir
    - Aesthetic style
        - Theme
              - Could be anything.
              - Remember that a scenario is NOT a theme. i.e. D-Day landing maps do not comprise a theme, just a gameplay attribute. The overarching theme would be WW2, which would need to be characterised in the map. For instance, if you were teleported back to the site of the d-day landings (sans huge invasion force and lots of horrible things) what would you see that would instantly communicate 'I'm in world war 2' to you? So, things such as military fortifications (sandbag bunkers, artillery enplacements, dugouts, barbed wire fences, anti-tank metal thingys, etc...), supplies (so crates with army stamps on, boxes of ammunition spilled all over, etc...), battlefield damage maybe (craters, bulletholes, scorched earth, etc...), and so on.

- Sketch the map out and decide on a layout that satisfies the above criteria.
   - don't worry if you can't draw. I definately can't. Just look at the sketch i did when making COI, but that turned out alright.
  - If it bothers you that much, just make it in Google SketchUp or something.
  - This one is KEY. You all should decide on the merits of the design and offer insights into tweaking the map design at this stage. BSP/Quark should just be the stage where paper gets turned into a living, breathing map. Making a random ad-hoc map is doomed to failure, if it even gets finished.

- Figure out what assets are required for the map.
    - Models
       - items that add to the theme and layout more graphically than practically and are complex in design are best left to models.
    - Textures
      - experienced mappers and material designers will be able to spot good places where the abilities of alpha-translucent textures can be used to add much to the richness of the scenes. Think of things like the grafitti on COI. These could be used in the above example for things such as bulletholes in walls, scorched ground, bunk wall markings (military logo's or something), etc...).
      - High resolution textures have allowed us to increase the quality of our maps visual greatly, so take advantage of it. In my opinion, you should avoid stock dp textures as much as possible, they are very bland.
    - Sounds (but be careful, I don't think adding custom sounds is a good idea at all. It bloats downloads horribly and I've never seen it used well (apart from Summer, I guess, as the cliffs have an actual feeling of height).

- Post a list of the required materials and get the best volunteers for the job working on the right tasks.
   - No-one is good at everything. I can't work blender or 3dsmax for my life. The solution is to put the best skills and effort exactly where its needed. In this situation, y00tz for example is probably able to handle models and texturing better than some of the newer mappers on the team.
    - the division of labour like this is very important. It keeps jobs small and easier to manage, and gives everyone a role to complete. If they can't and drop out, their contribution is easily picked up by a new volunteer fit for the job.

Also, you should appoint a project leader. Whoever is in this role must co-ordinate the development of all the parts and ensure the quality of the contributions is correct. This person should be ultimately responsible for bringing all the components together (not necessarily in a bsp/quark kind of way) at the right times.

Thats just my thoughts on the matter, sorry if it rambled on a bit!

- Dr Rick Dagless M.D

Title: Re: Community map project
Post by: Garrett on July 15, 2008, 08:42:48 PM
It wasn't rambling, I enjoyed reading it and I learned a thing or two.
Title: Re: Community map project
Post by: sk89q on July 15, 2008, 08:50:04 PM
Looks like your map already leaks, and you tried to fix it up by adding an extraneous light.
Title: Re: Community map project
Post by: M-A-Zing on July 15, 2008, 08:55:24 PM
leaks?
Title: Re: Community map project
Post by: KnacK on July 15, 2008, 09:43:25 PM
/me hands M-A-Zing some J-B Weld to seal the leaks
Title: Re: Community map project
Post by: M-A-Zing on July 15, 2008, 09:48:45 PM
which one and how would you think that it has a leak?
Title: Re: Community map project
Post by: KnacK on July 15, 2008, 10:14:46 PM
BTW - I really think your house needs windows.  Other than that it looks pretty good.
Title: Re: Community map project
Post by: M-A-Zing on July 16, 2008, 12:11:55 AM
update on the houses.
Title: Re: Community map project
Post by: y00tz on July 16, 2008, 12:12:09 AM
Meh, back to the drawing board?
Title: Re: Community map project
Post by: sk89q on July 16, 2008, 02:06:23 AM
Leaked maps look desaturated, shadows are unpredictable, light does not bounce, and the undersides of textures are pitch black when there is no sun (because light does not bounce).

They make me want to puke the instant I see them.

By the way, if those are y00tz' doors, I hope they're not 1x scale. They're huge. You guys need to plan this out though. Currently, the screenshots don't look that good (+ that leak).
Title: Re: Community map project
Post by: RiMiNi on July 16, 2008, 02:25:17 PM
that was inspiring Dr. :)
and i thought the map looked nice
Title: Re: Community map project
Post by: Garrett on July 16, 2008, 05:59:34 PM
It looks nice but, the gameplay will need some more planning/ work.
Title: Re: Community map project
Post by: M-A-Zing on July 16, 2008, 11:25:18 PM
i have two questions

does epoly make people lag?

how big is the largest texture bsp will allow you to use?
Title: Re: Community map project
Post by: Eiii on July 16, 2008, 11:36:22 PM
Epoly lags just as much as wpoly. They're both polys.
Title: Re: Community map project
Post by: M-A-Zing on July 16, 2008, 11:40:57 PM
okay my machine just doesn't even lag at 9000 polygons, and i didn't think i had that great of a computer, and mine didn't with a lot of models either, but i guess it will be harder to make the map with acceptable polygon count.
Title: Re: Community map project
Post by: sk89q on July 17, 2008, 03:10:06 AM
The point at which epoly starts creating lag is much higher than wpoly, but I couldn't tell you what this point is. Play on a busy server and epoly can get into the 10000s.
Title: Re: Community map project
Post by: Apocalypse on July 17, 2008, 02:40:01 PM
Worry about how pretty it looks after words the main thing is game play you will not get your map played much no matter how good it looks if it doesn't have good game play for example shazz 22 is one ugly son of a female dog but it gets played because it has fairly good gameplay.
Oh yeah and don't make maps with themes they don't work out.
Title: Re: Community map project
Post by: DrRickDaglessMD on July 17, 2008, 03:05:03 PM
I get the feeling that my previous post got a bit of the 'too long; didn't read' treatment.

Speaking frankly, this project is going nowhere without some systematic thinking and planning. Ask yourself why all the many previous attempts failed.

M-A-Zing, I feel its probably on you to take the reins on this one, as you started the topic this time round. Lets start some dialogue about the points in my post. I'll start the ball rolling:

Speed: I think that it should be 'somewhere in-between'. This gives the most latitude in gameplay, for example, we could have a slower but easier route and a faster but 'requires some trick jumps or a good line' route. This was proven in roundup which can give some great tactical play but also fast fun.

- Dagless

Title: Re: Community map project
Post by: M-A-Zing on July 17, 2008, 03:53:01 PM
i'll take control of the project when i get home. but right now i'm leaving to camp for a week. so if someone would like to help start the project along i would appreciate it. Things like what DrRickDaglessMD was saying
Title: Re: Community map project
Post by: Termin8oR on July 17, 2008, 06:29:40 PM
Map looks pretty good so far.

It will look amazing when it gets to my turn.
Title: Re: Community map project
Post by: Apocalypse on July 18, 2008, 06:37:26 PM
Difficulty - Intermediate but close to being advanced.
Title: Re: Community map project
Post by: KnacK on July 20, 2008, 07:54:53 PM
any screenies yet?
Title: Re: Community map project
Post by: Termin8oR on July 21, 2008, 04:27:51 PM
any screenies yet?

Still waiting.
Title: Re: Community map project
Post by: M-A-Zing on July 30, 2008, 12:53:07 AM
This map is getting off to a slow start, obviously.

I have many custom textures for the neighborhood theme. I could work on models, but i can only get a model as far as 3ds, without a skin.

as for the layout. I want it to be one that will not scare away players, and will not allow mindless rushing. I think it could either be a siege map at the end of the culdesac, or ctf, with non identical sides.

          For the siege map it would have a construction site at the end to mark the edge of the map, then it would have three houses, maybe five. where you could go in and out of, but the flag would be in the backyard of  the end house.

          For CTF, each team would get a larger houses as a base (lots of work would be needed for realism) the flags would be in the backyards. then between bases would be many intertwined paths, maybe a city hall in the middle. but many buildings and yards, to mix the flow of play. It could even be a dsm map.

Title: Re: Community map project
Post by: WarWulf on August 05, 2008, 02:27:33 PM
umm making teams on these forums is way to much work

why not just join irc.globalgamers.net and goto #pbmappers and setup something there :P

www.warwulf-inc.com/pbmappers/columbia/ <-- greatest map ever for dp :)
Title: Re: Community map project
Post by: Holo on August 05, 2008, 02:33:07 PM
www.warwulf-inc.com/pbmappers/columbia/ <-- greatest map ever for dp :)
When's it gonna come out?
Title: Re: Community map project
Post by: WarWulf on August 05, 2008, 02:38:09 PM
When's it gonna come out?

ummmmmmmMmMMmmMmmmMmM i don't know when ever i feel like it. :) Ive been trying to get jitspoe to start a official mapping team
 
but he is very stubborn.


In-n-Out In-n-Out thats what a hamburgers all about! (double double animal style burger and fries for the win!)
Title: Re: Community map project
Post by: KnacK on August 05, 2008, 03:59:39 PM
mmm in-n-out.......

I love that chain
Title: Re: Community map project
Post by: T3RR0R15T on August 06, 2008, 09:47:30 AM
When's it gonna come out?

U have the link. U only need to change the "columbia/" to "ub_columbia.bsp" :P
But that version is a beta i think.
Title: Re: Community map project
Post by: M-A-Zing on August 08, 2008, 08:18:42 PM
here is the map so far, i give it to viciouz if he still wants to work on it. textures are in the next post because it wont let me attach all of them to this post
Title: Re: Community map project
Post by: M-A-Zing on August 08, 2008, 08:19:47 PM
here are the textures




Edit: it will not let me attach the hi res folder because it's too big
Title: Re: Community map project
Post by: M-A-Zing on August 12, 2008, 02:40:32 PM
I know you are going to tell me to search harder. but can some one either tell me how to make a siege map or lead me to a thread that does explain it.
Title: _
Post by: P!nk on August 12, 2008, 03:27:02 PM
Post removed
Title: Re: Community map project
Post by: M-A-Zing on August 12, 2008, 03:59:44 PM
Gracias Pink
Title: Re: Community map project
Post by: Termin8oR on August 24, 2008, 03:01:32 PM
Any new news?
Title: Re: Community map project
Post by: polake8 on October 07, 2008, 07:13:34 AM
I think,this map is good,but maybe try to make this map  in night?