Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Zorchenhimer on March 20, 2009, 03:32:30 AM
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Knack's Basement - Beta Two
(http://pics.zorchenhimer.com/dp/kbase/beta2_01_small.jpg) (http://pics.zorchenhimer.com/dp/kbase/beta2_01.jpg)
(http://pics.zorchenhimer.com/dp/kbase/beta2_02_small.jpg) (http://pics.zorchenhimer.com/dp/kbase/beta2_02.jpg)
(http://pics.zorchenhimer.com/dp/kbase/beta2_03_small.jpg) (http://pics.zorchenhimer.com/dp/kbase/beta2_03.jpg)
(http://pics.zorchenhimer.com/dp/kbase/beta2_04_small.jpg) (http://pics.zorchenhimer.com/dp/kbase/beta2_04.jpg)
(http://pics.zorchenhimer.com/dp/kbase/beta2_05_small.jpg) (http://pics.zorchenhimer.com/dp/kbase/beta2_05.jpg)
(http://pics.zorchenhimer.com/dp/kbase/beta2_06_small.jpg) (http://pics.zorchenhimer.com/dp/kbase/beta2_06.jpg)
kbase_b2.zip (http://zorchenhimer.com/pub/kbase_b2.zip)
Beta One Screenshots
http://pics.zorchenhimer.com/sshots/9/sshot100.jpg (http://pics.zorchenhimer.com/sshots/9/sshot100.jpg)
http://pics.zorchenhimer.com/sshots/9/sshot101.jpg (http://pics.zorchenhimer.com/sshots/9/sshot101.jpg)
http://pics.zorchenhimer.com/sshots/9/sshot102.jpg (http://pics.zorchenhimer.com/sshots/9/sshot102.jpg)
http://pics.zorchenhimer.com/sshots/9/sshot103.jpg (http://pics.zorchenhimer.com/sshots/9/sshot103.jpg)
This is a smaller DM and TDM map. I still have a bunch of work to (the lighting), but I have a playable map. I plan on pulling a few tricks with special effects. Any suggestions are welcome.
kbase_b1.zip (http://zorchenhimer.com/pub/kbase_b1.zip)
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Heh, you actually called it that :P.
/me is looking now :).
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funky^^
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I liek the Quakesque look of it.
/me is looking for the stash of rockets for the rocket launcher
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:D
It might just be me but it seems to be very easy to get stuck on the slopes at the bottom of the walls.
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Yea, I noticed that too. I don't think build 25 had that issue though.
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Heh love the name!
* lilb990 searches as well and finds a railgun...
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I love the simplicity of the map, and its layout flows in a perfect circular motion for DM and TDM.
My thoughts: If your going to have custom textures, it means people are going to have to download extra files. If they have to do this, they might as well have to download some killer r_scripts as well. I say get completely custom textures and add some phong shading, and some nice r_scripts such as envmap features or some realistic moving lava :) Good concept work :)
-Cusoman
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Man, those are some loooong sight lines. Just putting one significant visual barrier in the middle of a few corridors would greatly reduce the r_speeds, I think, and probably make it more playable as well. :X
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@Cussoman: Yea, I'm planning on doing some really fancy stuff with the lava, I just didn't include them in the first beta. I want to see how it plays first.
@Eiii: Currently, the highest r_speeds I could find was 1114.
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Well then, nevermind on those. I never actually checked them, I just remember you complaining about them. :)
I'm still not a fan of hueg sight lines, though :(
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Very Nice map man.
More Pillers!!!! :)
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hahhahahaha first knack's shack now knacks basement.
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Still looking good.
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Uploaded to the beta server. Not a whole lot of feedback to give on this one. It would be cool if there were more layers/height variance, like a second story. You've got to try making an rscript for the lava, too. :) On the technical/nitpicking side of things, it looks like you tried to eyeball the light texture alignment in some places instead of calculating an exact scale/offset.
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On the technical/nitpicking side of things, it looks like you tried to eyeball the light texture alignment in some places instead of calculating an exact scale/offset.
Well, I made it look good once, then I copied it (the set of four lights). Those were a pain to align. :P
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I just played TDM with bots and the spawns were mixed up. Like when you spawned as purple player, yellow player might spawn next to you (happened to me)
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I haven't assigned any of the spawns yet.
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new dogdeball :D
the design is good. the gameplay is bad. but funny to take it instead of oddjob or dogeball
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the gameplay is bad.
I wouldn't say if the gameplay is bad yet. I think TDM might work really well, after the spawns are assigned. DM works too, but i'm not sure if there are spawns in the battle stage itself, instead only in the spawn areas. If so, DM wont work well. People sit and spray everwhere in the spawn room. Like in HCA fortress, in the big spawn
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Yes, animated lava would be nice.
Here are two new flames. Maybe u want use the red one. They are not the best, but i can't make them better atm :P
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I don't know if assigned spawns are a good idea. That means you can easily spawn camp. I would cut the max teams down to 2 for TDM, though.
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That means you can easily spawn camp. I would cut the max teams down to 2 for TDM, though.
How? You can't get to the spawn area, right? And why? I'm bit slow today so explain to me, please.
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This is NOT a dodgeball map, and I have no desire to make it one.
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This is NOT a dodgeball map, and I have no desire to make it one.
+1
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Might be too easy to spawn camp IMO
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The last post here was made over a year ago.
Look at the times the last posts were posted next time. Commenting on an one year old map thread won't do much.
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it was still in the beta server so i figured it was ok :\
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it was still in the beta server so i figured it was ok :\
Ya know, I completely forgot about this map. I'm gonna see if I can find it and finish it.
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you should make knacks momma in the middle of the map and use that as the flag :D
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you should make knacks momma in the middle of the map and use that as the flag :D
Make sure she's wearing a purple speedo while you're at it....
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Make sure she's wearing a purple speedo while you're at it....
0_o
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0_o
KNACK! :)
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So this popped up on the beta server last night it TDM mode. It was kind of ... meh. It's really difficult to see players with the lighting you have, and it's pretty much impossible to tell team colors, so it's just a matter of spawning in and firing down every corridor as fast as you can before you die. It seems almost all of the spawns happen in the center (most frequently up on the highest level). In the center it's just chaos, but if you go to the side areas, there's nothing happening.
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So I found the map file for his a week or so ago and decided to work on it on my downtime at work.
I've brightened the map up, as well as added a bit of an upper level, hopefully making the outer rim a bit more interesting. I've also added gamemode specific spawns for DM and TDM (some are shared). The TDM spawns have teams assigned. I might add KoTH later, but I'm undecided on that.
The lights still need some adjusting (their values are all over the place for some reason), but they should be much better than before. I also cannot find the original texture I used for the walls, so I'm up for suggestions.
I've updated the main post with screenshots and a link.
http://pics.zorchenhimer.com/dp/kbase/beta2_01.jpg (http://pics.zorchenhimer.com/dp/kbase/beta2_01.jpg)
http://pics.zorchenhimer.com/dp/kbase/beta2_02.jpg (http://pics.zorchenhimer.com/dp/kbase/beta2_02.jpg)
http://pics.zorchenhimer.com/dp/kbase/beta2_03.jpg (http://pics.zorchenhimer.com/dp/kbase/beta2_03.jpg)
http://pics.zorchenhimer.com/dp/kbase/beta2_04.jpg (http://pics.zorchenhimer.com/dp/kbase/beta2_04.jpg)
http://pics.zorchenhimer.com/dp/kbase/beta2_05.jpg (http://pics.zorchenhimer.com/dp/kbase/beta2_05.jpg)
http://pics.zorchenhimer.com/dp/kbase/beta2_06.jpg (http://pics.zorchenhimer.com/dp/kbase/beta2_06.jpg)
kbase_b2.zip (http://zorchenhimer.com/pub/kbase_b2.zip)
Also, if someone could move this out of the graveyard, that'd be awesome. :)
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Moved the topic to the child board "Beta / In-Progress Maps".
I'll have a look at the map later.
EDIT: Map is online @ [OTB] Beta!