Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Crash on February 19, 2006, 01:33:49 PM
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Map: Pro Paint 2 (BETA)
Author: Crash
Max. Players: 16
Game Modes: CTF-2 Flag
Description: This map was also made exclusively for clan matches, but a little sexier =] I made it support more players just for pub's. Test it out, tell me ANYTHING you notice wrong. The final version will be perfect! I plan on connecting the sewers because the sewers isnt a very fast route. R_speeds are probly crap but its not like video cards these days cant handle it.
You will need winrar to open
link 1
http://egamers.mygamesters.com/propaint2_beta.rar
link 2
http://rapidshare.de/files/13645980/propaint2_beta.rar.html
(http://img.photobucket.com/albums/v107/mizmolt/sshot007.jpg)
(http://img.photobucket.com/albums/v107/mizmolt/sshot009.jpg)
(http://img.photobucket.com/albums/v107/mizmolt/sshot008.jpg)
(http://img.photobucket.com/albums/v107/mizmolt/sshot010.jpg)
(http://img.photobucket.com/albums/v107/mizmolt/sshot011.jpg)
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If anyone downloaded off of link 1 in the past 5 minutes got the wrong version :P sorry, just redownload!
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Well, i dislike that there's such a big "room" behind the flag.
Im sure it will be camped alot.
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Thats why there are 6 ways into the flag room.
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So? You can still camp and spray the flag there..
There are many ways to get into base, but if youre going to grab the flag you're going to face the camper(s).
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Oh, i jsut got why it is like it is :-[
You can shoot the "target" and some elevator pops up.
Im not sure if it still will be camped.
crash: The "Shooting the targets" thing is pretty good.
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Haven't had a chance to look at the map itself yet (aside from the buggy version you sent me earlier). Looks pretty cool though -- very classic Quake2-ish. :) From the screenshots, most areas look very detailed, but he base looks kind of bland -- too much grey metal. Also, the crate textures are misaligned in that last screenshot (the one with the target thing).
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Glad to see you got it up and running. I agree that you should change the area behind the flag-- make it much smaller, but keep the elevator.
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Crash, be the bearer of my babies. pronto.
Just a thought -> the map has a nice layout and everything but it lacks detail. Borders, trims, brushes like such. Reflective environment and just excrement that appeals to the eye.
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i had to remove alot of things that i guess you could call detail because it wouldnt compile. If a certain area of the map is too complex it gives you errors. Things like trim and borders are among the things i had to remove :P
Also why should the area behind flag be smaller? I think that if someone is "camping" their base room they can camp from anywhere they want it wont make a difference as long as they can see the flag right?
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Well, it's hard to see behind the flag until you have a direct line of sight to the back of the hall... where the camper would be. That probably didn't make any sense, but try to understand anyway.
Hey, instead of this...
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Do this!
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Did you try applying the detail flag to the trim and whatnot? Vis is supposed to ignore detail brushes.
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yea i made alot of stuff detail, so any ideas for the layout to make each route balanced?
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OMFG CRASH
THIS MAP LOOKS FRIGGEN SWEET
OMG ITS NICE
WOW
-Termin8oR
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OMG CRASH!!!! THIS MAP OWNS!!! YOU ROCK. YOU ARE MY SUNSHINE!
GOOD MAP SO PLAY IT
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Looks pretty good, but there are a few things that detract from it:
- The target textures are really ugly.
- Cheesy waterfalls that every mapper seems to be obsessed with.
- The water is emitting a ton of light.
- Misaligned textures as I mentioned before.
- The spawn room shows through the sky in certain places. You'll probably need to use some hint brushes to fix this.
- Pipes should be phong shaded to make them look round.
- All the water surfaces cause problems for reflective water. It's better to just have 1 plane of water. If you must keep the waterfalls, use the waterfall texture without the warp so it won't cause it to be reflective.
Good job on the grass textures, though. Those look nice. I'd work on the steps outside a bit more. Make them a consistent size and align that texture in a way that makes more sense -- align the top of the texture with each step and with the top of the walls.
Also, when releasing beta maps, put them in the pball/maps/beta directory so they don't clutter up the regular maps directory.
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Pfft my target textures own ur realy ugly:D
Do u know if its alright if we add misc_banners in our maps?
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Looks pretty good, but there are a few things that detract from it:
- The target textures are really ugly.
- Cheesy waterfalls that every mapper seems to be obsessed with.
- The water is emitting a ton of light.
- Misaligned textures as I mentioned before.
- The spawn room shows through the sky in certain places. You'll probably need to use some hint brushes to fix this.
- Pipes should be phong shaded to make them look round.
- All the water surfaces cause problems for reflective water. It's better to just have 1 plane of water. If you must keep the waterfalls, use the waterfall texture without the warp so it won't cause it to be reflective.
Good job on the grass textures, though. Those look nice. I'd work on the steps outside a bit more. Make them a consistent size and align that texture in a way that makes more sense -- align the top of the texture with each step and with the top of the walls.
Also, when releasing beta maps, put them in the pball/maps/beta directory so they don't clutter up the regular maps directory.
The spawn room being visible through the sky is hardly noticeable, and if you wanna take a crack at it just ask me for .map. Honeslty I cant figure out how to make it disappear.
Im not sure what you mean about the steps outside, i think it looks fine. Aside from the textures misaligned, that is an easy fix, what about the structural layout for the map? Nobody has posted anything....
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(http://img.photobucket.com/albums/v107/mizmolt/sshot009.jpg)
These steps here. The first step is big. The second is small. The texture alignment is weird.
The general layout seems pretty good. We'll have to organize some beta tests again to see how well it works in practice. I'm thinking of setting up a server solely for beta testing maps.
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What happened to all the nice texturework you had? It used to look really good, but now it's dull.
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eeek. :-S
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User was temp banned for this post.
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hrmm.. how about uploading it again please, both links are dead. thanks
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Post removed
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Two temp bans in one thread! But if we can't see what the ban is for, we can't not say what was said to get them banned, thus raising the chance that any one of us will at some point accidentally say said phrase, and be banned.
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The posts can be seen here: http://dpball.com/forums/index.php?topic=2091.0