Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: _burnt on December 17, 2008, 12:35:56 PM
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FINAL RELEASE
http://maps.digitalpaint.therisenrealm.com/map/desolate_village/ (http://maps.digitalpaint.therisenrealm.com/map/desolate_village/)
Hello again! I made a new map, most of it on my spare time when i was ill. I hope u find it better than the tower siege... It's made from regular textures, but i have used Sk89q's models, link below.
http://digitalpaint.therisenrealm.com/downloads/models/sk89q_plantlife.zip (http://digitalpaint.therisenrealm.com/downloads/models/sk89q_plantlife.zip)
Game modes are 1-flag and CTF.
Screenies (these are from 1. beta):
(http://img101.imageshack.us/img101/8421/sshot001xk3.th.jpg) (http://img101.imageshack.us/my.php?image=sshot001xk3.jpg)
(http://img91.imageshack.us/img91/6886/sshot003yh8.th.jpg) (http://img91.imageshack.us/my.php?image=sshot003yh8.jpg)
(http://img397.imageshack.us/img397/4803/sshot000gl9.th.jpg) (http://img397.imageshack.us/my.php?image=sshot000gl9.jpg)
(http://img397.imageshack.us/img397/3940/sshot002nk2.th.jpg) (http://img397.imageshack.us/my.php?image=sshot002nk2.jpg)
(http://img397.imageshack.us/img397/114/sshot004fx6.th.jpg) (http://img397.imageshack.us/my.php?image=sshot004fx6.jpg)
Hope u like it and give comments!
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Here is a different one.
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Comments please! I have waited almost 2 weeks so im getting impatient.
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Well. um. I like the shrooms
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Map well done.
Do have a few suggestions.
Dunno, haven't really played too much recently, but these barrels look massive. Maybe you should consider rescaling them. Not sure if i would suggest you to scale them to "real" proportions "the jits way", but definitly smaller.
There are many ways to get the flag, but even if you get the flag, campers might ruin the map, because not enough fast ways to get the intercourse out of there, but that is too big of a change for me to suggest anything.
Otherwise the map looks fine, would be fine to shoot some paint there.
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I made the barrels with this http://dplogin.com/forums/index.php?topic=7956.0 (http://dplogin.com/forums/index.php?topic=7956.0), so i thought they would be OK. But i dont know about the height. I think myself that they are fine.
And the flag thing, i dont really know willl campers ruin the map, because i havent played this with other people. And the center flag may be more problematic than CTF flags.
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With all this new mapping talent, we could have a fresh mapping start for the new map format. I would have to agree with blaa though. I play tested with a few bots and it was difficult to actually cap the flag and kill the campers. The scale of everything feels a little off too. Hard to get a decent strafe jump going. One last thing of a artistic note, try creating some custom textures for the furniture in the center rooms. They look kinda goofy having the same texture.
Over all though, map looks solid as a whole.
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U may be right... When i tested it with bots it was like some times the flag was easily capped but sometimes not. And the house thing, i'm not really happy for the walls and furniture either, but i really didn't know anything else to put, because i'm not good at making textures and i didnt have CTP texture pack.. But if u have any suggestions for textures, i will be more than happy to hear it. :)
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Do you have the CTP now?
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Yes, but i havent really thinked about it after downloading CTP. Mainly downloaded it for my new project
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haven't played it but looks pretty good.
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I've attached a demo pointing out some things you might want to revise. I'll see if I can get it up on the beta server now as well and send you a PM with the details.
EDIT: IMPORTANT NOTE: I just noticed you were using .skm in the func_model. If you do this, and a person does not have all the files, it will crash the game for them. You need to use .md2 instead (even if the models aren't in md2 format) so the download system will correctly handle the files and obtain both the skm and skp files.
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Okay, i'll fix those things. I'll change the format for the models and i'll add required_files key to the world spawn, which i forgot. BTW i made those crates with grid 8 and using that bigger square which is as big as the crate.
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Beta 2 available! Download it here:
http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta2.bsp (http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta2.bsp)
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The lighting still looks too bright/bland, and I think all of the yellow barrels are off on alignment (you should just be able to select them all, move them to where the texture is aligned, lock the textures, then move them back). At least the models are fixed so people won't crash when they try to download the map. I've got the new beta on the server for play testing.
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Now I got the sun work properly! I remade the whole sun thing, and look what came up!
(http://img218.imageshack.us/img218/6763/sshot000tl0.th.jpg) (http://img218.imageshack.us/my.php?image=sshot000tl0.jpg)
(http://img230.imageshack.us/img230/4076/sshot001ev9.th.jpg) (http://img230.imageshack.us/my.php?image=sshot001ev9.jpg)
(http://img206.imageshack.us/img206/7324/sshot002ax5.th.jpg) (http://img206.imageshack.us/my.php?image=sshot002ax5.jpg)
Now I still have to work on that camping problem, it maybe easy or hard to solve, i dont know yet. If u have any ideas, please share them with us.
EDIT: From that 3rd screenshot you can see that I removed some boxes, so now you can strafe there by leaning to that wall.
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I uploaded 3rd beta now:
http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta3.bsp (http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta3.bsp)
Lightning and some texture faces and alignments have been fixed.
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Nice improvements. I've attached another demo and put the map up on the beta server. I think play testing is the critical part of this map now.
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Ok. Going to fix those soon and starting to make jail. And now it really needs gameplay testing...
Btw i accidentally took reflect from the water in the basement
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Beta 4 here:
http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta4.bsp (http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta4.bsp)
- Made jail
- Team indicators for basement
- + some small things
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Attached another demo and uploaded for beta testing. Forgot to mention it in the demo, but the jail could stand to have some more light. The color banding on the lightmap is pretty bad.
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Will fix those things. The jail is meant to be gloomy, but if you really think thta it needs more lightning i can add it.
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Beta 5 finished and uploaded:
http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta5.bsp (http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta5.bsp)
-removed some barrels and crates, so now it's easier to strafe
-added ramps to the roofs, so now you can jump to the other roof and and next to the base wall that you can jump over the wall (if this is bad idea, say and i'll remove them)
-added light to jail
-aligned yellow barrels
-made frames foor doors and windows
I didn't change that ceiling because concrete would be too light, so it would be less gloomy and look less like a sewer.
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I'd suggest to make the spawns fave the direction which would be the most logical way to take, when you get some specific spawns. If you get what I mean.
When the player spawns with everything, then why not just make it so that the gas is already loaded? But add 2 big gases then :p. Because sometimes i reload on maps where i already have loaded gas, by accident :p.
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I could turn the spawns, but when i made 1. beta i didnt know about rotating spawns and entities :P And i could add loaded gas, and i would surely add second gas because i load it sometimes accidently myself :P
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Ok, I recorded another demo with some general visual suggestions, then put it up on the beta server and recorded some game play since a bunch of people were on.
My first thought after playing it with other people: WAAAAY too many grenades. Seems like there are two grenades for every person on the team. Another complaint I heard was that the sky was too low. Not many people took the low path, so it was a pretty easy (though slower) flag capture if you did take it. Spawn angles definitely need to be fixed. The beginning of each round was often disorienting.
Edit: Oh, and one more thing. The sides of the jail are better now, but in the middle, all the players basically look black. Not such a big deal since teams don't matter there, but it would be nice to have more light in the center.
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I'll fix those. I knew that i would have to raise the sky, if the ramps were good. And i'll make the ramps better. And final thing: was the map fun to play? I want to know it :P Some people have liked it.
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Got a question: Would this be better looking ramp? (not exactly, but kinda like this)
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um it looks weird it would be better if they was not connected at top
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Heres beta 6:
http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta6.bsp (http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta6.bsp)
I made the ramps out of boxes and planks, now there are clips on sides of the walls and more light in the jail. Btw, i'm not going to change those ladders, because i like them wide :P
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nice one error i seen. its only on one team side though not on other
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Going to change that soon.
terrible aim
What do you mean?
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I think a single, wide board might be sufficient for those ramps, and wouldn't hurt the r_speeds as much. Something about them just seems odd or out of place. They're a pile of boards, but so neatly placed... anyway, I've put the map up on the beta server and attached another demo.
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Beta 7:
http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta7.bsp (http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta7.bsp)
I've changed the ramps on the roof, that they now have one uniform board, instead of multiple boards. Other ramps i didn't change, because i didn't like it. I think that it doesn't matter if the windows were lower than they are. It only would change that someone could stand and shoot from there. But i pretty much think that this map is ready, except misalignments and that kind of things.
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Cool - I've put it up on the beta server. If you haven't already, I'd strongly suggest playing it with a group of people to see how it plays before you call it finished.
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i think paths are uneven. everyone will go straight through the speed jumps. shazam33 for example do people really go low? unless noobs or a speed server
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Jitspoe: I've played 4. and 5. beta with bunch of people and they seemed to work well.
Robbie:Like i said i've played this with other people, and not everyone took the high path. Many people went by the mid way, which is fast too if you can strafe jump. But the low path isn't used much, what is a shame kind of. i think that the low route is just the best way to loose chasing people.
Btw People do take low path in shz33
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like i said noobs or your in a speed server
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Uploaded onto White Flag Productions Server.
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I played this map on the beta server, and i noticed that when there are only 2-4players, the low path is bad because it's so easy to loose somebody chasing you. So how can i seal the route when there isn't enough players?
EDIT: I tested this map on the beta server, but then all the sudden the yellow flag disappeared! I don't have any clue why it happened. It didn't appear at the rest of the match time.
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I would suggest taking a look at the bsp, you might of messed something up while you were editing the other stuff probably nothing to big :) Looks great!
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I think that the yellow flag worked at the start of the round, but i'm not sure because i was in the yellow team at the start so i wasn't paying attention to it.
EDIT: Just tested and the yellow flag worked. Idk if it was somekind of bug or something
EDIT: Played again on beta server and the yellow flag disappeared after few caps.
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I've made the 8. beta ready and here it is:
http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta8.bsp (http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta8.bsp)
I made DSM walls for sewers if there 5 or less people palying. I also added steel barrels and cockers for the low route that people would start using it.
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Noticed a couple errors at the console:
Bad field -> required_files == scripts/skplants1.txt
Bad field -> pbsky == 2
I'll still bug you about the super wide ladder. :)
Having the house-shaped ramps still looks a little weird to me. Is there a reason the ramps are on both sides? I think you should make the incline a little less steep and have the ramp only on one side. That would cut down a little on the head-banging and make them look a little more natural.
The map is up on the beta server.
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Or he could just raise the sky so there would be no head banging lol
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:P I like super-wide ladders. I had an idea for the other side of the ramp but i don't need it anymore, so i'll delete it. But where do you bang your head?
EDIT: I fixed those and compiled it. Here:
http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta9.bsp (http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta9.bsp)
I would really like to finish this now. There aren't many problems anymore. So if you don't find anything big, i'll make this the last beta...
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Maybe you have something ultra cool to add to the map?
No need to rush. Just think a bit more and add some detail (small things which you wouldn't necessarily even notice). I like such things.
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I've been thinking about making details but i just have run out of ideas. I thought like paintings which have shredded and like that... But like for the paintings i would need texture, but i suck at making textures. And if i add too much detail the r_speeds will grow pretty fast because NoVISINGatAll desing
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I've been thinking about making details but i just have run out of ideas. I thought like paintings which have shredded and like that... But like for the paintings i would need texture, but i suck at making textures. And if i add too much detail the r_speeds will grow pretty fast because NoVISatAll desing
If there's a will then there's a way.
suomi jyraa
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If there's a will then there's a way.
suomi jyraa
Heh, that's the attitude i'm needing. :D Well, because of you i'll try to find something to add :)
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Add a secret path or something to the flags where no one would expect it to be that would be pretty cool.
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Add a secret path or something to the flags where no one would expect it to be that would be pretty cool.
No secret paths, i don't like them. Noobs only spoil them by parking in front of the entrance and camping from there.
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No secret paths, i don't like them. Noobs only spoil them by parking in front of the entrance and camping from there.
Hmm...would be nice to have a mid-flag at the top of the center house? Just throwing ideas out there.
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Hmm...would be nice to have a mid-flag at the top of the center house? Just throwing ideas out there.
:P There aint center houseXD
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I did notice one thing you'll probably want to fix since it looks bad - looks like you forgot to change one of the textures from sky to stone (see screenshot). I played it on the beta server. The DSM seems to work pretty well. One gameplay issue I saw was that people starting on the roof had a significant speed advantage - like 2-3 hops and they're in the enemy base.
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That speed advantage they get is not an advantage actually. People expect someone to come from there, with current style of playing spraying and praying is not a problem. You can just keep shooting that high until people don't use it always. Hey come on. Look at pp1, speed and low are the fastest but you don't see people rushing blatantly every round, because they know they get shot.
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I don't mind if they get to the flag fast, but it's much slower to get from flag to your own base. And i've fixed that bug too. I'll release new beta when i get home.
EDIT: and i added second middle flag for 1-flag
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http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta10.bsp (http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta10.bsp)
Beta 10 there. Just made little things, added small details, changed height of the sky and so on. And of course, theres the second white flag in the sewer.
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Made another demo and put the map on the beta server. You really need to fix the lighting, though. Beta 9's lighting looks much better.
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Hmm, i don't know what is gone in to the lights. Got to check that out. R_speeds are high, i'm dissapointed at that point to the map, but nothing can really be done, i think.
I'll cut those sharp edges and change those walls a little so you cant see trough them
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Beta 11 is finished, download here:
http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta11.bsp (http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta11.bsp)
I made the middle flag in the sewer to be capped in CTF too, not only in 1-flag. And i also made those holes in the sides of middle are to go down, so you can throw gren trough it. Screenshots below:
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Hmm, never really been a fan of maps with team flags and center flags. Guess we'll just have to see how it plays. I've put it up in rotation on the beta server.
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Played on beta server. Went fine, for while... Someone changed pp1 in the middle of the game ::)
Darnit, only problem i see, is that, that people don't use low. I don't know why it is like that. When more people join, it gets crowded. I would like to finish this now, unless someone has any suggestions. I'll give this something like a week...
I don't myself really know anything that would make people go low.
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An underground path by flags that lead to low?
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Ha? You get to low from flag
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Don't really like that white flag in CTF. :o
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If no one has any suggestions, i think this map is ready to be final released...
FINAL RELEASE
http://maps.digitalpaint.therisenrealm.com/map/desolate_village/ (http://maps.digitalpaint.therisenrealm.com/map/desolate_village/)
I've uploaded the .map file and map info too.
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This link is better :P
http://maps.digitalpaint.therisenrealm.com/map/desolate_village/
Uploaded to our server.
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oops! I think i accidentally gave the editing sites link :P. But thanks for correcting me.
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I'll throw it on the 3iob pub rotation and see how it goes.
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Ok. I'll come to play it with my +150 ping :D
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Uploading to the ev1 servers. By the way, you might want to update the screenshots (I know, I'm not one to talk) and take the "autovotes 0" line out of the mapinfo file.
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Ok. I upgrade screens and changing info file too. But it goes to the weekend, don't have time now and i'm not home anymore today.
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Map info changed and pics updated.