Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: UDead on June 16, 2009, 09:48:09 PM
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Here is a map I had created that is all original.
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Download link not working for me, looks good ill play around it in later
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The bunker parts of the map look good, but should the ground/sky box really be close in?
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I only see 1 path to flag, barrels misaligned
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Fuzz ball, what do you mean? Jeejee, there are several paths to the flag and if the berrels are misaligned show me screenshot.
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Heres beta two.
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Jeejee, there are several paths to the flag and if the berrels are misaligned show me screenshot.
Looking at the first screenshot, your wrong. There is only 1 path leading to each bases flag, but your also right seeing as there is 4 routes to the middle flag.
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There is a mid fg?!?! Didn't see that :P Barrels are misaligned in your own screenshots, atleast the blue ones.
1st sshot, your sky makes a "wallhack" so you can see trough the walls
2nd sshot, sorry for high fov, forgot to lower, not going to take new shot. Why can't i shoot trough from here? Imo, it's stupid.
Also that transparent tile, almost made throw up, it looks really ugly. Why not normal glass texture? And those bunkers made of solid metal, look stupid. Give it more emotion. For last, colored text for maps name?
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Where? Are all of them misaligned? Can you atl est do what I asked, screenshot it for me.
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Also beta 3 should be out latter idk how fast is will final compile the map.
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Pretty much all barrels, in my 1st sshot and in your last
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Where? Are all of them misaligned? Can you atl est do what I asked, screenshot it for me.
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Also beta 3 should be out latter idk how fast is will final compile the map.
Look at your 6th screenshot.
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I see nothing misaligned...I'm using hr textures idk about you. And I fixed the see through the walls for b3 and the reason why you can shot through is because there’s glass there and that’s the sewer like area where the elim ppl go. the see though tile I’m not going to fix right now because I’m already compiling b3 so if more ppl don’t like it then ill fix it for b4, but not right now.
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You need to move the red line on my screenshot up to the green line. Look on your screenshots, you will see what I mean.
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There is a mid fg?!?! Didn't see that :P Barrels are misaligned in your own screenshots, atleast the blue ones.
1st sshot, your sky makes a "wallhack" so you can see trough the walls
2nd sshot, sorry for high fov, forgot to lower, not going to take new shot. Why can't i shoot trough from here? Imo, it's stupid.
Also that transparent tile, almost made throw up, it looks really ugly. Why not normal glass texture? And those bunkers made of solid metal, look stupid. Give it more emotion. For last, colored text for maps name?
Nice to see screenshots done in fov 90....
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well i fixed the see though wall but now it makes the map lag that way. so i just compiled b3 for nothing well any more requested befroe i copile b3 agian?
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Nice to see screenshots done in fov 90....
First one is!!! soo, it's not so bad :P
well i fixed the see though wall but now it makes the map lag that way
?? It wont raise your r_speeds
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when i did that is made the map slow and laggy
think i almost have if fixed just hope it looks like what i look at when i final compile it.
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Make another route to the other team's flag
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Another route from the green area would be good, i think.
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I came up with some paths you might wanna think about, The red means just a normal level ground, The blue means high route maybe making it require a trick jump to get into
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the grass open area you mean?
i like the blue path form the camping area outside
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How do I get my map to final compile? I let it compile all night and it is stuck on numports second line on 9..., I’m gonna keep trying but if anyone knows how to help me speak up thank you.
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Looks nice , but dont you think the name is a bit boring? :P
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How do I get my map to final compile? I let it compile all night and it is stuck on numports second line on 9..., I’m gonna keep trying but if anyone knows how to help me speak up thank you.
You have poor vising or bad computer.
Looks nice , but dont you think the name is a bit boring? :P
I think this is a dry version of flooded bunker ^^
Edit: SOme more ideas you could think:
-Jail escape button, would be cool.
-Why you have just barrels? It's boring. Use some creativity. Put a tree to the grassy area. Also some plants, shrooms especially :D Would give a lot more color to the map.
-Make a route from the grassy area to the main fg. Maybe a high path with cliffs and excrement like that. Also it could go right above the 1st fg. Grabbing would be A LOT easier.
-Translucent tile is horrible. Change it. Now.
-More textures. Too much grey and metal textures.
Thats all for 2 minute wondering. Imagination helps, if you have some ;)
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1st Screenshot: My eyes! The goggles do nothing! Honestly, all I can say is that is ONE FUGLY ASS BUNKER/balcony/box.
2nd Screenshot: Is there a point to these rolling hills? If there is, find a way to at least make it look better. If it's just there for no reason, get rid of it. Almost as ugly as the bunker. (See above.)
3rd Screenshot: Another ugly thing. The one texture makes even the sewers look nasty. What I'd do to make it look better, is just darken the entire sewer area. I don't mean pitch black dark, I just mean dark enough so players can't really see the textures clearly.
4th Screenshot: Like everyone said, get rid of the wall hacks. It's annoying to see flashing walls and other areas while going for a flag run. Just gives people a headache.
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musik, what texture packet you using thought textures look ugly? i think its time for you to update your texture packet.
Beta 3
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Beta 4 might come out soon not sure, I have some more things to change like some requests form people...the textures, so if you catch me before I compile great if not you just have to wait for b5.
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musik, what texture packet you using thought textures look ugly? i think its time for you to update your texture packet.
I think he is using standard textures. But please, change that metal bunker, it is ugly.
Edit: After wondering around the map, i came to the conclusion, that the brush work is simple and boring. Also some other things:
1st sshot: Boooring! You just made a simple metal tube, pretty sure you could think something better. Also that route doesn't help at all. Base is still campable easily.
2nd sshot: This is misaligned, pretty much every barrel is misaligned.
3rd sshot: What is the point in this?
4th sshot: Yet another boring area. You could put some trees, plants etc. stuff like that here. If you do this, you could make the fence smaller and different looking.
5th sshot: Making barrels 8-sided helps your r_speeds, which are horrible for small map like this. I think they're 12-sided now?
6th sshot: I can see wrong texture coming out.
For r_speeds, there is a clear reason why they're high in some places. If you go the metal bunker, and look to the middle, you can see straight to the other sides metal bunker.
Then, your brushwork is plain simple, not much detail etc. Sewers look good here, also the outside area could be nice, if you would work on it. You should look at your map yourself also, and think what you could add. Try to give some unique style, never seen before :P
And for last, colored text for name doesn't look good and you could add this to worldspawn:
"nojailffire" "1"
That's all i remember now.
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It doesn't matter what texture pack I'm using Udead. The fact that the bunker I pointed out has only one texture is what makes it ugly. Switch it up, add a different ceiling and floor.
And I'm not saying the textures look ugly. I'm saying the textures you chose are not chosen well. I have no right to complain about the textures as I'm faaar too lazy to come up with my own. But again, going back to that bunker point, there's only one texture being used for that object and you should avoid doing that when mapping. Add some color in there, make it look nicer.
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ill fix it but i cant say im gonna remember to get all the deatal work you are asking for i might forget so dont get mad if i do, ill get working on it soon.
For the name change, what name do you people like the best?
humidor, jeroboam, magnum, reliquary, stein, bastion, command post, garrison, blockhouse.
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ill fix it but i cant say im gonna remember to get all the deatal work you are asking for i might forget so dont get mad if i do, ill get working on it soon.
For the name change, what name do you people like the best?
humidor, jeroboam, magnum, reliquary, stein, bastion, command post, garrison, blockhouse.
hmm Garrison cause i like SouthPark ^^
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one person likes Garrison, anyone else like any other names?
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Blockhouse, but I'd rather you fix up the map before you worry about giving it a name lol
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I did that why I’m trying to pick a new name for it so I can go ahead and final compile it for beta 4.
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If no one else chooses a name I am going to pick one of the two names that were picked "Blockhouse, Garrison" and if you don’t like it then don’t ask me to change the name when you can’t bother to help pick a name that I have put out for people to pick from.
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Rofl
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It's your map. Name it whatever YOU want. You don't need to try to satisfy everyone in the community, that would be impossible.
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ok, well then the new name is going to be Garrison. Now i can final compile my map.
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Heres Beta 4.
Some textures you might need.
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I need .jpg of the textures, .wal is for bsp
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Imo, the map looks so much better now. Sshots of something you might want to change/fix:
1. sshot: Maybe a closed hatch to the bunker, some detail ;)
2. sshot: Remove the clip brushes.
3. sshot: Boxes or something here so you can go over the wall.
4. sshot: The tree disappeares here, donno why.
5. sshot: Tops of the barrels are misaligned, so are the sides still.
6. sshot: Bd path would be better here, also i don't still really like the bd path. Make something different ;) (bad picture, taken from from the wall of the base.)
Last shot is of an aligned barrel.
The map is much better now, imo. That wooden bunker thing is much better than the metal box, though it could still stand some more work. Backdoor path is still kinda boring, you could make something cool there, but you need to think about it.
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You know you should be able to put thought wal files in pball texture folder and they should work because I don’t have the jpg file.
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The tree I could do nothing about I don’t know why it disappears and I cant fix it, the only way I can get every barrel aligned correctly is to do everyone and I see maps that are played a lot, some of them have misaligned barrels in them...ill try to fix them but I cant guaranty they will all be fixed. the shortcut path, why does it need to look that good, its a shortcut and the more I would add the more I might run my r_speeds up and lag my map down like the trees started to do.
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Here I made JPG files for you hope they work for you.
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Why it's so hard to make one aligned barrel, then lock the texture and clone that?? :P It's not hard, and wont take long
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If I could have you guys who downloaded my Garrison_b4 map please tell me what textures(name of file please) you are missing so I can post them on my forum for you to have and I’m almost done with b5.
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I have a new Beta for you all, beta 5. I just did some touch up spots here and there and realigned all the barrels.
Here are more textures you might need for my map, please downloaded them. They just go in the PBall folder of your textures.
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Post removed
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the only reason i did that is to get someones attentions, im getting no feed back which is telling me that my map is done...
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the only reason i did that is to get someones attentions, im getting no feed back which is telling me that my map is done...
LMFAO, you have gotten 3 pages of posts and you say "i'm not getting feedback" People don't always have time or desire to give feedback
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three days is enugh time for someone to come along and give some feedback, even if it was nice map or fix this.
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'Nice map' is a useless post.
Want feedback?
-your secret can be used as a 'wallhack'
-your waterfalls should be flowing
-water colour/texture is ugly IMO
-there is some brush along the wall that stucks out higher than the rest, and cuts into the map too
Misaligned
(http://i43.tinypic.com/k4dlrr.jpg)
same
(http://i40.tinypic.com/32znwpw.jpg)
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-your secret can be used as a 'wallhack'
I don't get it :-\
Okay, do everything i've said before, plus take a lot barrels out, too much i think. Also the pillar in sshot is one ugly ass pillar. Rethink please :)
Now you gonna gimme some fedback, been waitin for 2 weeks!!
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rofl jeejee yu do realize your sceenie is the same as my second one right?
And the wallhacks, explained, you since the brush is 'mist' you can go through it. And if you sit in it with your players view at the edge of the brush you can see entities throughout the map, including players.
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rofl jeejee yu do realize your sceenie is the same as my second one right?
Lmao, no i didn't But i want to crush the whole pillar, not just ot align it :P
And the wallhacks, explained, you since the brush is 'mist' you can go through it. And if you sit in it with your players view at the edge of the brush you can see entities throughout the map, including players.
You can?? Does it work if it's like 1 unit?
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it’s the same way on this one map I know that is widely played a lot.
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Not sure if its 1 unit. He could keep his secret and just move it to a place where having the 'wallhack' is really pointless and would do no good to anyone who tried to exploit this flaw.
@Udead what map is that?
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@Udead what map is that?
I think he likes to go into the secret room in carpathian
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That’s the one, I used to do that but it never paid off so I don't do that anymore.
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On my next beta there’s probable going to be a lot of changes, I started to take the water fall part out (useless), I will be removing some barrels, taking out that pillar, putting strips of this texture around the areas that where two textures change like the grass to the marble, I also started to enlarge the shortcut some to where two people should be able to pass side-by-side and rising the top where you can just some but not much, and I think that’s all I can think of at the moment so if there is something I forgot to say let me know and ill add it to a notepad doc that I will be creating my list from.
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Here is an update of the textures you might need for my map. Beta 6 should be coming out soon, there is some new places and some different textures, some you will not have so please download the texture pack/zip file.
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Here is Beta 6, hope you enjoy the new textures if you wish to download them and a new area to explore.
!!I had to put it into a zip file to be able to post my map!!
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W - T - F
Have you totally missed all my previous posts??
THE GOD darn BD PATH IS STILL USELESS!!!
And the new route goes into same category, when you don't allow people to go in your "secret room". It's just... USELESS!!!!!
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How am I not allowing people to go into the room, its there you can get in there you just need to know where it is so in that case you have all the accesses you want to the room, so please rephrase your statement.
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How am I not allowing people to go into the room, its there you can get in there you just need to know where it is so in that case you have all the accesses you want to the room, so please rephrase your statement.
I mean from the ice, but if you can go from there, make it more clear
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sorry if im making you upset but i still dont understand what you are saying, do you want to take the mist textures out so you can see that there is something there? idk
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You can't go from the low ice to the other teams base. Make it possible and it'll help gameplay a lot.
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I understood that but you can go from the ice to the other teams base via either the bunker or the secret way that leads them right to the base, so what I’m saying is that your on the blue team, you go to your bunker and go down to the ice and there is a secret tunnel on the other side of the ice, you find that and get inside it takes you directly to the other teams base.
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Here I made a demo to show you how you can get from the ice directly to the other teams base.
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Then remove the mist from the low ice or atleast make it more obvious.. I don't understand why useful route must be hidden with walk trough wall.
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Here a new beta out, Garrison_b7, hope you like it. Now for you to be able to view the textures you will need to download the zip file Garrison_b7 and it has the bsp map file in it as well.
http://www.filefactory.com/file/ah0hcc5/n/Garrison_b7_zip
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Holy quadruple post! :O
Edit: Ok, i took a look at b7, base area looks better. The mid area is still bland, might want to give it some style too. You also have lots of unnecessary corners and like that. I'd fill them, because they make the map harder to navigate.
1st ss: Might want to make something interesting here.
2nd ss: You can escape the jail? Or an accident?
About the gameplay, when i played b6 at beta server, it was kinda boring. Maybe it was because all most everyone left when the maåp came. I'd suggest you to make the gameplay more interesting somehow. Maybe it will play better when you took that door away. Also, i think that the low route isn't new, not interesting and seems like really slow option to take.
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not that i think of it im might take the sewer part out and put ladders or something to the middle , idk. also i cant tell there that space is in the first ss. the map also looks better with the textures, did you not put them in the right spot?
whats new on it is; new boxes in bas that has maps name on them, some artches new textures...flooring mostly, cloed a path out, put in a camping spot...lol, theres proble more but i cant remember.
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This map looks fine but here is the problems.
1. This map has some high r_speeds in alot of spots.
2. The map lacks game play
3. The paths are unbalanced (some taking a long time to grab and some taking short time)
4. You did not save your textures right, You need to make a folder for garrison and put textures in there
To Solve: trash this map, Keep the idea (if you want) and remake it. Sure you might say "why would i trash it just to remake it" trust me trashing this will be easier then just editing the map. The map needs to be bigger its so small its kinda annoying. There is to much wide open spaces.
also the map in a match/pub with more then 2 people would turn into a trade fest
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Robbie I’m not trashing it, the textures are fine, its more or less to late to change until I release next beta, it is good to have short and longer paths and the map is not that small, I seen maps smaller than mine and they map it of some good servers and get played a lot so don’t go there, sure the maps still needs more work but that’s why its still in beta forum.
Please Kyuuchi, if you have nothing useful to say to help me or have anything to say that pertains to my map then please don’t post.
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Some quick feedback:
The file structure for the zip and textures is all whacked out. Your zip should look something like this:
pball/maps/beta/garrison_b7.bsp
pball/textures/udead/marbletiles.jpg
pball/textures/udead/hr4/marbletiles.jpg
etc.
Even though the textures you included were .png files, they have jpeg artifacts. Might as well just use jpegs, or you need better quality source images.
You don't need reverse images. You can just scale by -1 in the texture surface properties to flip a texture.
Some of the textures have the same thing repeated (example: paver300.png). Might as well make the texture 1/2 or even 1/4 size to save on memory. There's no sense in repeating the same texture over and over within a single image.
All of t he barrel textures are misaligned. They almost look aligned, but they're one rung off. This can look bad with the high res textures.
It seems like the ice path is much faster than the others. This doesn't balance well.
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i undrstand about the zip and that i need to make my own folder for textures, but im not getting what you are saying about the rest. i get the fliping part and some what of the png filing and ice path but what do you mean about paver300.png?
how do i get the texture to show up when i put the in a new folder named udead?
1. Textures in udead folder in textures directory. Done
2. Change png to jpg files. Done
3. Ice path too fast, deleted. Done
4. Deleted reverse crate and fliped crate-56 -1 SX. Done
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Open paver300.png in an image viewer. Divide it into 4 equal sized sections. Notice each section looks exactly the same. Since the texture is tiled in-game, that's just a waste, as it will repeat anyway.
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When I split it up into four equal parts not one single square would tile right if it was put side-by-side with it self.
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Never mind. Since the bricks were all the same, I thought the pattern was repeating.
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It's ok, at lest I’m getting feed back, I might be posting a new beta 8 out, and I would like to see what you think. I pretty much re did most of the textures as in replacing them. I think the new textures add more look appeal to it. (The textures are not mine or are taking credit for them; I got them from a website)
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Here is my new Beta 8. You will need my textures zip file to view most of my map. The intructions of whrere the textures go are in the zip file.
This map has some slow spots in it, but im sure it will all clear up when I final compile it.
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You should final compile for each beta.
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This is a large file to final compile and it would take to long...longer than what I had so I just lit the map and posted.
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Gameplay is still quite terrible. I realize that this beta was mostly appearance changes, but you really need to do something about the gameplay.
The stairs in the mid look absolutely out of place, not to mention they also have no purpose whatsoever, other than letting people jump into the useless bunkers. The high bunkers in the high center of the map aren't exactly useful either. No one will go there, because they take simply way too long to get to. The bases are quite easy to camp, one only needs to crouch in the corner to be able to watch the entrance. The secret rooms are now not so secret, as the underground passage connects the bases directly. I'm guessing that will now be the most used path.
Overall, the mid is utterly useless, except for a few lost newbies roaming around looking for weapons to pick up. The underground path should be expanded yet slowed down, as connecting the bases makes that path the quickest. The rest of the map looks decent, however, as many of us have said before, the gameplay is simply nonexistent.
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Lol musik, I’m slowly changing the map and making it better. So just to be clear, you want me to:
1. Slow down the underground path.
2. Take the stars out that have no point. (Might put ladder to high bunker) Done
3. Take the center middle thing out, keep sewer area closed for each team. Done
If there’s anything I missed tell me and I’ll add to list.
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When I meant expand the underground path, I meant a few things, sorry for not being clear.
First of all, you might as well expand or remake the entrances to the underground path. The fact that the path will be used a lot (because of its speed) will make the entrances and the connecting rooms massive chokepoints.
Add a new way into the underground path. From the quick jump around, I glimpsed only one way into the underground area, through the "secret" rooms in the base. The whole underground area is actually a chokepoint.
What you could do to make those sewers actually useful, and expand the underground area, would be to have sewer entrances connect to the underground area. This could also benefit the ugly, useless middle area with all the glass crap. Instead of the barrels and stuff, make the ground in the mid sloped and higher, kind of like a Shock map hill. Underneath that hill, connect the two sewer sides and have a larger underground area. This area could have paths leading to that current underground area where all the ice used to be. That's just a 30 second idea I thought up. I'm sure you can think of something better with a little time and patience.
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so you are saying rase up a peace of the grond and make that a entrance to the underground somewhere in the map?
well right now theres probable not going to be a new beta comping out soon, dont have much time to put the time for detale, but ill still take the feed back.
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For people who have downloaded my map, do you like the mult colored lighting or a single white color lighting?
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Here’s Beta 9, and it’s Fully Compiled.
Changes or additions:
1. Widen some of the tunnels so that more than one person can pass and be able to jump without hitting ceiling.
2. Replaced most all of the lights with whole made incandescing style lights.
3. Brighten the sky and ambient it.
4. Took some barrels out and replaces them with a wall post.
5. I fixed/reduced the lag and the wpoles.
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All I am adding is the BSP file which is below the ss, so if you have not downloaded my Udead_Garrison_b8_Textures.zip then you will need to. If your are not able to find the page here is a link to the page: http://dplogin.com/forums/index.php?topic=17704.60.
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Online @ [OTB] Beta (IP: 92.51.145.48:22222)
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I've uploaded your map to the beta server and attached a demo with suggestions for revisions.
Edit: From the screenshots, it looks like you have your gamma and/or brightness settings cranked WAY up. You should test your map with, and make it look good on, the default settings. The lighting in the base looks good, but it's too dark.
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I have my brightness settings to auto brighten some when I go to a dark area and to darken when I go to a bright area.
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Thank-You for the demo Jitspoe.
1. Brighten the base lights. Done
2. Put acualt lights in the tunnles. Done
3. Figure out how to aligne the barrels.
4. Change the color of the barrels. Done
5. Fix the ladder brushes. Done
I don't know if i will get to it anythime soon, I might work on it today but idk about compiling it. Sorry I lied I had time.
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Here is next update beta 10.
What New:
1. Brighten the base lights.
2. Put actual lights in the tunnels.
3. Change the color of the barrels.
4. Fix the ladder brushes.
5. Added Pball logo in center middle of map.
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There are two textures I added to my textures folder so you will need to download the updated textures zip.
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Jesus christ, triple posts, all in the same day. And didn't you release Beta 9 like, yesterday?
And one more thing, which might be helpful in the future. Include the textures AND map in the SAME ZIP, so people can extract the folder straight into pball instead of having to extract either in the right folders.
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well if theres no more feed back then i think im done. jitspoe can you pu this in compleated map section?
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well if theres no more feed back then i think im done. jitspoe can you pu this in compleated map section?
It will never be used, it is not done, There is a very big factor, which is that gameplay is no good, and i dont care how good a map looks but if you dont have good gameplay and flow the map is crap period
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well if theres no more feed back then i think im done. jitspoe can you pu this in compleated map section?
If your making this a final please rename the file, and zip the .bsp and textures together.
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robbie please dont be trying to start stuff as i see your maps are crap as well. the game play is fine if you download to beta 10 the gameplay plays just fine and i dont think you would get lost. so im asking you nicely, please stop flaming my map down when clearly it is not as bad as what you are saying it is.
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I suggest getting rid of your mist brushes that disallow you to see certain paths. Everyone knows they are there, it's no longer a secret since its a main path.
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Hvae you play tested the map with other players? Always do that, it tells you more than these forum posts
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Well i have not but if i could get a server to test it with some people i would but i don't have the time with college and Rimini if you download beta 10 you would see that there are no mist brushes or hidden areas.
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You need to fix your trees so you can't shoot through them.
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What did you do to the sun? It's all shadow now :( Here's what i think about the map: main area, just outside the base, is nice i like it a lot. Maybe make plant pot there? I like the outdoor area too, but the wooden bunker thingy is not good, and kills the mood.
Areas that i dont really like are mid high and low. They're just, repulsive. All of the bunker/cover thingies are horrible, they don't fit in the map and i don't like them at all. Base lighting is too yellow, imo. I would change it a bit.
Just keep up the good work like with the main area, don't come lazy, use your creativity. You can make the map alot better with this. I can't comment on the current state of gameplay, i'd need to play it first.
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Just downloaded the map. Looks pretty good. Gameplay shouldn't be too too bad, besides one thing. Imo there should be a way to get up to the mid from the low route, instead of the windows you can just look/fire through. Instead of the windows make it a door/path so your not stuck behind it, and it'll improve play a lot. Unless there already is one. I may have just not found it.
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i cant fix the shoting throught the trees so sorry.
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i cant fix the shoting throught the trees so sorry.
Make it an invisible brush instead of clip...
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i think it would make some or all of the tree go away, idk. its a model so all models for the most part are not sold.
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An invisible brush made in the approximate shape of the tree will NOT make ANY part of the tree disappear.
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Attached another demo and put the map up on the beta server. Forgot to mention that on the paver300 texture, I can see the seams at the texture edges. I think photoshop does this if you scale down a texture. Trick is to make a copy, flatten it, then scale it down.
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ill keep that in mind now, thanks jitspoe's