Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: _burnt on June 07, 2009, 01:45:27 PM

Title: New map: Urban Night
Post by: _burnt on June 07, 2009, 01:45:27 PM
Okay, i got an idea few days back and whipped up a map.

http://maps.digitalpaint.therisenrealm.com/map/urbann/ (http://maps.digitalpaint.therisenrealm.com/map/urbann/)

Its style is urban, kinda like rooftop, and bases are in warehouses. There are 3 possible routes, but they all kinda go through the mid area.
Spawns are with brass barrel, 7oz loaded gas, vm-68 or spyder and full 100 hopper. Though there are few steel barrels, 4 carbines and 2 autocockers all over the map, so you can get them too.
Base are is pretty tight, so getting the flag out might be hard, but here the grenades come handy.

Hope you have fun :)

EDIT: Duh, forgot to give overall sshot, but now it's there.

EDIT2: If someone has HR texture of that floor, could he give it to me? :P
Title: Re: New map: Urban Night
Post by: RiMiNi on June 07, 2009, 01:53:10 PM
ss's are nice, ima go run around :)
Title: Re: New map: Urban Night
Post by: Spartax on June 08, 2009, 03:20:55 AM
wow , i rly like this map you are srsly talented mapper =) ... i should start work with you on a few maps =P
Title: Re: New map: Urban Night
Post by: FluKe on June 08, 2009, 07:10:32 AM
This map looks really good and really big   :P
Title: Re: New map: Urban Night
Post by: Fuzz Ball on June 08, 2009, 07:24:06 AM
Wow nice map.
Yet another good one from JeeJee. Will this one go unfinished though? (beta 1, beta 2...)
Title: Re: New map: Urban Night
Post by: abnormal on June 08, 2009, 09:32:34 AM
WOW, nice map! Nice lighting. Jumps are ok, too. Good job ;).
Title: Re: New map: Urban Night
Post by: _burnt on June 08, 2009, 09:48:39 AM
WOW, nice map! Nice lighting. Jumps are ok, too. Good job ;).

Thanks :P Lightning is something that i worked much on this map. It came out pretty cool, maybe some places could be worked, but we'll see.
Title: Re: New map: Urban Night
Post by: Homie on June 08, 2009, 12:08:33 PM
DP's Map - Talent :)

hehe looks nice, could be able to play on our next cups, so it would get more popular.. Am looking into it, and if there are less bugs, am thinking about it :-)

Edit: Looks kinda hard :D
Title: Re: New map: Urban Night
Post by: _burnt on June 08, 2009, 12:25:20 PM
could be able to play on our next cups

Would be cool, i appreciate that :P
Even though i build this map up really quickly, i haven't noticed any big bugs. R_speeds aren't bad, in mid they went up because of that scaffold, i think :/ But that's an easy fix ;)
Title: Re: New map: Urban Night
Post by: musickid999 on June 10, 2009, 10:28:39 AM
Great job, JeeJee, I'd say this is one of your best maps. Really close to done, as none of us seem to have found any bugs or anything. However, I found just one thing slightly problematic. One of the areas in your map will seem a bit confusing for newer players. Screenshot below. It took me just a bit longer to find out how to be able to get to the other side over the boxes. Most new players don't really jump much, so that might be a problem. Overall, amazing job though.

EDIT: I went and took a look at that area again, and found a way to get over without much "pro" jumping. Still, I suggest to put a small box here.
Title: Re: New map: Urban Night
Post by: _burnt on June 10, 2009, 10:42:13 AM
lol, i haven't still put anything there. It isn't much of problem and i'll fix it right away. Though i'll try to find nicer solution than boxes, i don't like box towers much :p

EDIT: I'm also adding an air vent stylish route for you to attack the flag from the side.
Title: Re: New map: Urban Night
Post by: musickid999 on June 10, 2009, 10:52:39 AM
What about a small pot plant? That might work well and be different. Just a suggestion.
Title: Re: New map: Urban Night
Post by: _burnt on June 10, 2009, 10:55:57 AM
Yeah, but i don't see plants usually on roof :P I'll think about it
Title: Re: New map: Urban Night
Post by: RoBbIe on June 10, 2009, 11:43:47 AM
Chimney would work i think, And add smoke for detail if you want
Title: Re: New map: Urban Night
Post by: _burnt on June 10, 2009, 01:01:53 PM
http://maps.digitalpaint.therisenrealm.com/map/urbann/ (http://maps.digitalpaint.therisenrealm.com/map/urbann/)

Beta 2 is ready. Not much added, biggest add was that air vent to the base.
Title: Re: New map: Urban Night
Post by: Rocky on June 11, 2009, 09:11:07 AM
i just wish u played dp aswell as u make maps :) joke my best finnish friend in real life :)))
Title: Re: New map: Urban Night
Post by: _burnt on June 11, 2009, 11:25:00 AM
i just wish u played dp aswell as u make maps

I wish so too... :P
Title: Re: New map: Urban Night
Post by: kazee on June 13, 2009, 06:30:43 PM
The map looks great but i find some serious gameplay issues with it.  The flag is way to campable.  You might want to add another flag or at least a quick way to grab from fd.  Also the 'mid' area is almost completely pointless.  Going out to mid from either of the high paths puts you right next to the opposite high path of the opposing base so dropping down into mid will take much longer and be useless.  Maybe interconnecting both sides of mid with a few openings might help. A plus is that this map looks great, and is different from most other maps, but for this map to be matched on i think it needs some work.
Title: Re: New map: Urban Night
Post by: _burnt on June 18, 2009, 03:46:05 PM
Now, back to this map.

Maybe interconnecting both sides of mid with a few openings might help.

Hmm, i think i know what you mean, but could you specify better where i should connect :P Routes aren't really that unbalanced, but attacking from the fd maybe bit difficult, because you expose yourself much earlier than from bd.

The flag is way to campable.  You might want to add another flag or at least a quick way to grab from fd.

Yup, the only problem that i have hard times with. I wouldn't like to add second flag, due to the fact that almost every lately released map has 2 flags.  Fast way from fd, could be a ramp on the catwalk OR an airvent to the right side like there's now on the left side. That's pretty much all i can come up now.
Title: Re: New map: Urban Night
Post by: jitspoe on July 05, 2009, 12:58:43 PM
Looks very nice.  I love the lights.  You might consider making it a little brighter, though.  You could make a custom batch file to scale the lighting (don't remember offhand, might just be -scale) so you don't have to mess with all of the lights.  The "Urban" text completely killed the mood for me, though.  Looks so cheesy and out of place.

All the wood seems out of place.  Some kind of tar and/or gravel would look a lot better.  Also, the wood shingle texture looks out of place, too (and some of them are upside-down).  The brick texture is also too large.

The windows that you jump through that have the window frame in the middle need some clip brushes.  They're awkward to get through.  You have to crouch or jump, and it's easy to get caught on the sides.

Some direction indicators wouldn't hurt.  I imagine lots of people are going to get lost.

I've put it up on the beta server.
Title: Re: New map: Urban Night
Post by: FluKe on July 05, 2009, 01:34:45 PM
Looks  good :)
Title: Re: New map: Urban Night
Post by: _burnt on July 05, 2009, 02:46:42 PM
The "Urban" text completely killed the mood for me, though.  Looks so cheesy and out of place.

Yeah, i thought about making like ad-board there, you know, like in ub_rooftop. But i got lazy and made that instead:P I'll get around with it at somepoint

All the wood seems out of place.  Some kind of tar and/or gravel would look a lot better.  Also, the wood shingle texture looks out of place, too (and some of them are upside-down).  The brick texture is also too large.

Wood looks nice to my eye, but i'll try to change, i knew you would complain about it :D And i'll keep the shingle, i love it

The windows that you jump through that have the window frame in the middle need some clip brushes.  They're awkward to get through.  You have to crouch or jump, and it's easy to get caught on the sides.

I left that intentionally, i don't know why. Maybe i come lazy when it comes to clips :D
Title: Re: New map: Urban Night
Post by: _burnt on July 25, 2009, 12:44:12 PM
Beta 3 is done and ready for download! I added some stuff, not much :/

http://maps.digitalpaint.therisenrealm.com/map/urbann/ (http://maps.digitalpaint.therisenrealm.com/map/urbann/)

@jitspoe: I didn't really find any good texture to replace the wood, so any ideas? And do you realise how hard it's to see if the shingle is upside down or not in bsp? :P
Title: Re: New map: Urban Night
Post by: RoBiNandL!nk on August 03, 2009, 04:02:26 AM
i don't like it. there isnt enough gameplay i want good match maps not maps that will be played in pubs every once in awhile
Title: Re: New map: Urban Night
Post by: jitspoe on August 10, 2009, 01:17:01 AM
Played it on the beta server.  People were easily lost.  It's very difficult to get your bearings.  You've GOT to do something about making the map more maneuverable.  There are so many places that need clip brushes.  It just feels really awkward and cumbersome, especially since there are ramp jumps and such, but not enough room to gain momentum.  I've attached a demo of me playing.  It's not very exciting, but it might give you some ideas on things you can improve.  It seemed like there was only one path that was really worth taking in and out of the base.

I didn't check, but does this map support DM?  It might make a good DM/TDM map.

Also, now that I have a high res white wood texture with a more defined wood grain, some of the window wood textures look like they need to be rotated (the texture looks good there, though).  As for what to replace the wood with, I would use either a cement texture (like one of the grave textures), tar, asphalt, or gravel.  Here are some images for inspiration:

http://farm2.static.flickr.com/1031/1021544793_3d9b666e4a_o.jpg
http://upload.wikimedia.org/wikipedia/commons/5/57/Rooftop_Antennae.jpg
http://www.roofing-professionals.com/images/tar-roof.jpg
http://img7.travelblog.org/Photos/111986/394883/f/3760313-rooftop-clothes-line-0.jpg
http://www.212art.com/TRANE%20commercial%20rooftop.jpg
http://www.treehugger.com/woman-cleaning-solar-panels-on-rooftop-in-san-francisco.jpg
http://www.fallprotectionsystems.com/Images/Fall-Protection-Roof-Top/Fall-Protection-Roof-Top6.jpg
http://avtinc.net/hvac/large/roof_top_hvac02.jpg
http://www.hei-tech.com/images/performanceroof.jpg
http://farm4.static.flickr.com/3208/2972727522_176ab2cd7f.jpg?v=0
http://www.flexservicesllc.com/images/roofvac/redlobster_top.jpg

I whipped up a quick asphalt texture, if you want to experiment with that.  HR4 version attached.
Title: Re: New map: Urban Night
Post by: _burnt on August 11, 2009, 10:29:57 AM
Ok, thanks. I'll try it. I think there is one asphalt texture in ctp, but it is darker?

Also, how would i go about making graffities like in ub_rooftop?
Title: Re: New map: Urban Night
Post by: musickid999 on August 11, 2009, 11:38:42 AM
Well, you would make your graffiti image with a transparent background, and just stick it onto the asphalt image, making it a seperate asphalt texture that you can use along with the default asphalt image.
Title: Re: New map: Urban Night
Post by: Rick on August 11, 2009, 06:23:13 PM
Well, you would make your graffiti image with a transparent background, and just stick it onto the asphalt image, making it a seperate asphalt texture that you can use along with the default asphalt image.

Can't you use r-scripts or some crap.
Title: Re: New map: Urban Night
Post by: musickid999 on August 11, 2009, 10:25:00 PM
You probably could, but I know nothing about scripting, so I have no clue.
Title: Re: New map: Urban Night
Post by: UDead on August 12, 2009, 07:45:53 AM
this map looks like it would be fun to be trying to jump and strafe at a fast speed.
Title: Re: New map: Urban Night
Post by: jitspoe on August 12, 2009, 12:21:46 PM
Ok, thanks. I'll try it. I think there is one asphalt texture in ctp, but it is darker?

Also, how would i go about making graffities like in ub_rooftop?
One way is to just make a texture with graffiti on it.  The other way is to make a texture with alpha transparency (PNG or TGA), make a 1-unit thick brush, and set the trans33 and trans66 flag.
Title: Re: New map: Urban Night
Post by: _burnt on August 12, 2009, 12:33:03 PM
I've been placing clip brushes, fixing paths, changing textures, basic stuff what's been pointed out.. I think i'm going to make the bd/side path bit more faster, at the moment they're 2-7 seconds slower than the main path when going from flag to flag. They're also more clumsy, so it's easier to lose time.
I'll attach an image for you criticize the textures. I went with the ctp asphalt. I liked jitspoe's texture, but the pattern looked bad for me in game.
Finally, if someone is interested and willing to help, could someone make few graffities for me? I think they need to be .tga textures with transparent background. Then i need to make 1 unit thick brush of it and so on? It was done like that in ub_rooftop ( i took a look, sorry :P)

Edit: Added pics with jitspoe's texture also
Title: Re: New map: Urban Night
Post by: RiMiNi on August 12, 2009, 02:18:08 PM
Any specific colours, words, size, etc you want for the graffitti?
Title: Re: New map: Urban Night
Post by: _burnt on August 12, 2009, 02:37:14 PM
Any specific colours, words, size, etc you want for the graffitti?

Not really, mayb "urban". Feel free to post suggestions, clan tags, names, etc. anything you want :P

Edit: Ofcoors i must have my name there :D
Title: Re: New map: Urban Night
Post by: nook on August 12, 2009, 03:00:01 PM
why is every map you make is sooooo HUGE... Gosh.. Good map though
Title: Re: New map: Urban Night
Post by: Kyuuchi on August 12, 2009, 03:36:59 PM
Not really, mayb "urban". Feel free to post suggestions, clan tags, names, etc. anything you want :P

Edit: Ofcoors i must have my name there :D

You just got to have "Kyuuchi is the best worst" with the best crossed out and worst replaced :P
Title: Re: New map: Urban Night
Post by: RiMiNi on August 12, 2009, 03:40:49 PM
Here's a 2 I just whipped up right now, If you like. :) hr4 included.

PICS: DO NOT SAVE THESE .JPG's. Download the .zip below.
(http://i29.tinypic.com/30bjng1.jpg)
(http://i31.tinypic.com/2uf3hav.jpg)

EDIT: lol kyuuchi.
and yeah I just realized these textures don't really go with the rest of the map, but w/e. :D You don't have to use.
Title: Re: New map: Urban Night
Post by: Kyuuchi on August 12, 2009, 03:50:34 PM
Someone must make my graffiti idea -.- for sanities sake! :D
Title: Re: New map: Urban Night
Post by: UDead on August 12, 2009, 05:13:48 PM
you cant make them?
Title: Re: New map: Urban Night
Post by: _burnt on August 13, 2009, 09:24:08 AM
Thanks Rimini, much better than i could do! :D I'll put them in the map and see how they look. I'll promise to give sshots ;)
Title: Re: New map: Urban Night
Post by: RiMiNi on August 13, 2009, 04:02:07 PM
=] oops forgot to make you .wals, though I'm sure you're capable of doing that yourself
Title: Re: New map: Urban Night
Post by: jitspoe on August 14, 2009, 12:32:11 AM
That asphalt does look pretty bland in-game.  I might have another go at a higher-contrast version later.  I'm not a fan of the big CTP brick textures.  I think the standard brick looks better.  Also, the CTP cement texture looks like dirt.

Glad to hear you're balancing the paths.  Now if you can just make it so people aren't completely confused, we may have a solid map. :)
Title: Re: New map: Urban Night
Post by: _burnt on August 14, 2009, 09:33:24 AM
=] oops forgot to make you .wals, though I'm sure you're capable of doing that yourself

He, maybe after some research :D I made just some random pics for them. I don't know why my .wals come out as a mess in bsp, when i export the .jpg's. But maybe i'm just doing something wrong

That asphalt does look pretty bland in-game.  I might have another go at a higher-contrast version later.  I'm not a fan of the big CTP brick textures.  I think the standard brick looks better.  Also, the CTP cement texture looks like dirt.

Glad to hear you're balancing the paths.  Now if you can just make it so people aren't completely confused, we may have a solid map. :)

I like the brick and the concrete. And i seem to be an expert in confusion :D ppl whining always.............
Title: Re: New map: Urban Night
Post by: idias on August 14, 2009, 11:03:52 AM
:)
Just don't make soo many paths and ways to flag, in a 1v1 it's too easy to trade and to get grabbed.
Anyways I like this map, but I do get a bit confused there  :-[
Title: Re: New map: Urban Night
Post by: nook on August 14, 2009, 11:19:22 AM
:)
Just don't make soo many paths and ways to flag, in a 1v1 it's too easy to trade and to get grabbed.
Anyways I like this map, but I do get a bit confused there  :-[
lmao why would anybody 1v1 in a huge map,and who 1v1 anymore.?
Title: Re: New map: Urban Night
Post by: _burnt on August 14, 2009, 11:44:14 AM
in a 1v1 it's too easy to trade and to get grabbed.

lol, none of my maps are designed for 1vs1 :D And that's because i don't like 1vs1, never had and never will :)
Title: Re: New map: Urban Night
Post by: UDead on August 14, 2009, 11:46:51 AM
its allways better when you match with 2 or more people on a team.
Title: Re: New map: Urban Night
Post by: RiMiNi on August 14, 2009, 03:18:46 PM
Thanks UDead, lmfao. Sorry, but comments like that make you the John Madden of dp.

Quote
If the quaterback throws the ball, and it is caught in the endzone, it's a touchdown.
Title: Re: New map: Urban Night
Post by: UDead on August 15, 2009, 10:37:09 AM
lol, nice quote.
Title: Re: New map: Urban Night
Post by: _burnt on August 15, 2009, 02:16:49 PM
So, i promised to give screenshots and i have them right here :) What you think?
Title: Re: New map: Urban Night
Post by: UDead on August 15, 2009, 06:31:31 PM
i like your second ss, it fits in the brick just right mabe resize it a little, the first ss just dont look right...the colors dont go well with the bricks or you ahve it to see through.
Title: Re: New map: Urban Night
Post by: idias on August 18, 2009, 12:11:29 PM
lmao why would anybody 1v1 in a huge map,and who 1v1 anymore.?
I mean when your mates die, and your alone in a 1v1 or a 1v2 or a 1v3...sorry for not making myself clear on that one  :P

I like the 2nd screenshot, looks rlly nice
Title: Re: New map: Urban Night
Post by: _burnt on August 18, 2009, 12:38:31 PM
I mean when your mates die, and your alone in a 1v1 or a 1v2 or a 1v3...sorry for not making myself clear on that one  :P

Not enough paths with large numbers of players = massive camping :P

Many maps end up to cap exchange if you don't have recons etc. It's just matter of strategy and play style ;)
Title: Re: New map: Urban Night
Post by: jitspoe on August 19, 2009, 06:00:12 PM
I think the graffiti would look better rotated a bit.

If you have left4dead, it has a lot of urban/rooftop areas that might provide good reference and inspiration.  If not, I could try to take some screenshots.
Title: Re: New map: Urban Night
Post by: _burnt on August 20, 2009, 09:09:31 AM
I think the graffiti would look better rotated a bit.

If you have left4dead, it has a lot of urban/rooftop areas that might provide good reference and inspiration.  If not, I could try to take some screenshots.

Ok, i'll try that when i have some time. Been busy since school started :S And i don't have l4d, so if you can get screenshots, it could be really good! (or i can check the website if there's something)
Title: Re: New map: Urban Night
Post by: jitspoe on August 20, 2009, 11:29:42 PM
Currently uploading, so if you try to download this right after I post, it might not work.

http://digitalpaint.org/temp/l4d_urban_shots.zip
Title: Re: New map: Urban Night
Post by: _burnt on August 29, 2009, 01:52:09 PM
BADAM!! Has been a while when i last worked on this, but b4 is here now! I've tried to do everything, but with my short memory i've propably forgotten a lot, so post if you find anything.

Changes:
-added graffities
-added clips
-made the side paths faster, maybe little bit easier to move
-small fixes/adds

Also, if someone could help me and do few more textures.
-add-board thingy to show the way and maybe have some writing on it (i'd put it where the purple urbann text was)
-sewer hole/cover texture (i hope you get what i mean)
-and if you really wanna help, i could have some use for that yellow-black warning tape-thing texture (again, i hope you get it :D)
I'm not really good at photo editing, and it would take forever to learn the things just for few textures so that's why i'm asking for your help :D

B4 Download: http://maps.digitalpaint.therisenrealm.com/map/urbann/ (http://maps.digitalpaint.therisenrealm.com/map/urbann/)

Get the graffiti textures from RiMiNi's post, but rename JeeJee folder to jeejee
Title: Re: New map: Urban Night
Post by: T3RR0R15T on August 29, 2009, 04:18:23 PM
Online.

Another very nice map from u. I have to learn where the ways are :P


Here are some black boxes:
Title: Re: New map: Urban Night
Post by: _burnt on October 20, 2009, 12:38:23 PM
Bumpy bump.
Title: Re: New map: Urban Night
Post by: Kyuuchi on October 20, 2009, 02:28:00 PM
I really hate this map.
- So hard to move around the map, so complicated, too dark and I have no idea even when I noclip.
- Too cluttered, not enough jumps that make it seem faster so that you can actually get to their base

Maybe:
- Add navigating labels, those little yellow/red arrow things. That would help *at* least.
- Brightness!!!
Title: Re: New map: Urban Night
Post by: _burnt on October 20, 2009, 02:31:57 PM
- Add navigating labels, those little yellow/red arrow things. That would help *at* least.

Eww! More likely will make something different ;P

- Brightness!!!

You poorass noob. Buy better monitor >:( !!!

I will take some clutter off cuz you people don't seem to like it... Thou it isn't that hard to move O_O And will make it brighter..

You could make a custom batch file to scale the lighting (don't remember offhand, might just be -scale) so you don't have to mess with all of the lights.

You gotta tell me what it is and i will do it
Title: Re: New map: Urban Night
Post by: Narga on December 18, 2010, 01:08:01 PM
 I like big complicated maze maps like this. It makes a more chnallenging game play and people can use the enviroment to their advantage (like hidding spots for camping). The only problem with this map is that the bots cann't even leave the bases. I think this map should be easier to navigate through for the bots because I like playing against them when I am bored.
Title: Re: New map: Urban Night
Post by: Narga on December 18, 2010, 01:13:58 PM
I really hate this map.
- So hard to move around the map, so complicated, too dark and I have no idea even when I noclip.
- Too cluttered, not enough jumps that make it seem faster so that you can actually get to their base

Maybe:
- Add navigating labels, those little yellow/red arrow things. That would help *at* least.
- Brightness!!!

I think this map should have red/yellow arow indicators too. What about the noobs? I know this map like the back of my hand (almost). 8) This map sort of has that though, there is a very slim wall and at the top of it, it has colors. One side is red and the other is yellow, this lets you know wich side is closer to the yellow base and wich side is closer to the red base.
Title: Re: New map: Urban Night
Post by: Narga on December 18, 2010, 08:07:04 PM
The link at the top is broken.
Title: Re: New map: Urban Night
Post by: Chef-Killer on December 18, 2010, 08:48:48 PM
ftp://otb-server.de/pub/Maps/beta/urbann_b4.bsp (ftp://otb-server.de/pub/Maps/beta/urbann_b4.bsp)
Title: Re: New map: Urban Night
Post by: Narga on December 18, 2010, 10:15:54 PM
I think this map should have CO2 tanks as well as more guns and a wide range of [low end, high end] equipment.
Title: Re: New map: Urban Night
Post by: ElimNator on December 23, 2010, 05:44:42 PM
Looks cool but download link doesn't work... :P

Edit: Sorry didn't see the this link.  ;)

ftp://otb-server.de/pub/Maps/beta/urbann_b4.bsp
Title: Re: New map: Urban Night
Post by: Narga on January 15, 2011, 02:21:39 AM
Do you know when the final release will be?
Title: Re: New map: Urban Night
Post by: Chef-Killer on January 15, 2011, 06:56:34 AM
Like at almost all newer maps, never :P

As long as beta maps are "playable" on match and public server, mappers don't care about finishing and improving their maps, because they're "playable" anyway :-\

We should be glad that jeejee has improved and finished different maps. He has done a great job, though.
Title: Re: New map: Urban Night
Post by: Narga on January 15, 2011, 12:49:40 PM
Like at almost all newer maps, never :P

As long as beta maps are "playable" on match and public server, mappers don't care about finishing and improving their maps, because they're "playable" anyway :-\

We should be glad that jeejee has improved and finished different maps. He has done a great job, though.

This map isn't playable yet. In this map, you're screwed if you run out of CO2.
Title: Re: New map: Urban Night
Post by: Chef-Killer on January 15, 2011, 12:51:21 PM
That's why i wrote "playable" and not playable. I just mean that the map is online and can be selected.