Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: _burnt on August 17, 2009, 02:55:13 PM
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After a long time it's finally here! Our xMapCom entry!
Theme of the map is somekind of underground militarybase, with cavern mid area. There are 3 route choices: low tunnel, sewer pipe and the high one.
Players start with spyder, steel barrel, full 100 hopper and small loaded gas. Few cabines are placed near bases, few cockers at the mid.
http://maps.digitalpaint.therisenrealm.com/map/lands/ (http://maps.digitalpaint.therisenrealm.com/map/lands/)
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very nice
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Yes, a good map with very nice lighting.
Here are some things:
(http://dpball.dp.funpic.de/mapbilder/lands/sshot731.jpg) (http://dpball.dp.funpic.de/mapbilder/lands/sshot731.jpg)
(http://dpball.dp.funpic.de/mapbilder/lands/sshot732.jpg) (http://dpball.dp.funpic.de/mapbilder/lands/sshot732.jpg)
(http://dpball.dp.funpic.de/mapbilder/lands/sshot733.jpg) (http://dpball.dp.funpic.de/mapbilder/lands/sshot733.jpg)
(http://dpball.dp.funpic.de/mapbilder/lands/sshot734.jpg) (http://dpball.dp.funpic.de/mapbilder/lands/sshot734.jpg)
(http://dpball.dp.funpic.de/mapbilder/lands/sshot735.jpg) (http://dpball.dp.funpic.de/mapbilder/lands/sshot735.jpg)
Last picture, missing clip brush.
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The Base entrances seem a little narrow.
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Great looking map from screenshots.
The 3 path ways into each base look to easy camped?
Maybe some form of speed or another path to allow maximum flow?
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Jesus christ. Is that what we're up against? XD
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Lol. I like your map, this is a good way to get some new great maps to play on the servers. T3RR0R15T, is there something wrong with it being dark there you took ss? Jsut asking.
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I don't like them :P
PB_droptofloor: item_pballhopper startsolid at (-24 -40 -16)
PB_droptofloor: item_pballhopper startsolid at (24 40 -16)
Online @ [OTB] Beta (IP: 92.51.145.48:22222)
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Not bad map :) Good job
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PB_droptofloor: item_pballhopper startsolid at (-24 -40 -16)
PB_droptofloor: item_pballhopper startsolid at (24 40 -16)
I knew these but i don't know what it means :P (were lazy to fix and compile again... :D) I think it isn't anything really bad, or is it?
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Someone want to upload this again? The link doesn't seem to be working.
Thanks T3RR0R15T
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ftp://otb-server.de/pub/Maps/beta/lands_b1.bsp
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The 3 path ways into each base look to easy camped?
Maybe some form of speed or another path to allow maximum flow?
There are 5 routes into the base: front entrance, bd, that small tunnel, low entrance and behind the 2nd fg. But there are 3 main routes from base to base and they shouldn't be too easy to camp.
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Another big map...
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good map. Nice lighting in mid. Maybe you could make the door behind main flag to open synchronizade.
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Maybe you could make the door behind main flag to open synchronizade.
I will when i find an efficient way to do it. Somekind of trigger could work, i need to study them a bit.
Nice to see that people like lights in my recenet maps. I myself find that brush based lights are easy to handle, are really cool looking and i don't mess up with them:D I always managed to mess sunlight, even though it looked so easy to handle...
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Are you trying to make the doors open at the same time? It's easy, just give all the brushes part of the door the same targetname, and give a trigger_multiple the same target as the doors' targetname.
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Beta 2 is here, so check it out!!!1!
http://maps.digitalpaint.therisenrealm.com/map/lands/ (http://maps.digitalpaint.therisenrealm.com/map/lands/)
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Are you trying to make the doors open at the same time? It's easy, just give all the brushes part of the door the same targetname, and give a trigger_multiple the same target as the doors' targetname.
Or you can put them on the same team.
Feedback:
- The lighting in the middle needs to be like 10x's brighter. I couldn't see squat, and I know many people have darker monitors than I do.
- Some of the paths seem just unnecessarily cumbersome. Why is there a pile of crates blocking the tunnel entrance, for example?
- I'm not sure 4 flags are necessary here, at least, not in this configuration. With 1 flag per side, there are many paths in to the base. With 2, players will likely take the same path in order to grab both flags quickly, and it becomes easier to defend (more predictable). Plus a single player can defend both flags, so it doesn't really cut back on "camping".
- It's nice that you have a somewhat direct non-trick jump path to second flag from the first, but jumping from the box to that little edge of barrel then to the ladder is more awkward/difficult than learning to trick jump, I think. Why not just make the ladder go all the way to the ground and have the trick jumps just be a short cut?
Map is up on the beta server.
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- The lighting in the middle needs to be like 10x's brighter. I couldn't see squat, and I know many people have darker monitors than I do.
Meeee. I've got a brick still :).
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Or you can put them on the same team.
How?
The light in the mid is a bit dark, but oh well, maybe it can be brighter.... The tunnel path isn't clumsy, if you know how to go (not that hard :P) We'll think about the rest too.
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How?
I think you can just add something like "team" "1" to all of the door entities you want to move together.
The light in the mid is a bit dark, but oh well, maybe it can be brighter.... The tunnel path isn't clumsy, if you know how to go (not that hard :P) We'll think about the rest too.
So... say I'm playing the game for the first time and the server was running this map. How would I know how to go?
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I think you can just add something like "team" "1" to all of the door entities you want to move together.
So... say I'm playing the game for the first time and the server was running this map. How would I know how to go?
People get lost in maps like shazam and airtime as well.
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But both shazam and airtime are pretty wide open maps, and they're both really straightforward, especially airtime.
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So... say I'm playing the game for the first time and the server was running this map. How would I know how to go?
You take the other route? Really, this map is designed so, that newer players can go along the rhythm of the map and it also offers level of difficulty to more experienced players. It doesn't have any crazy speed-super-trick åath that is fastest, but if you happen to know few jumps, you get slight advantage.
I think i can think well from new players side, because it wasn't too long ago when i was one.
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But both shazam and airtime are pretty wide open maps, and they're both really straightforward, especially airtime.
What I meant with that was that even though shazam and airtime are the easiest maps to learn in dp, there are still people who get lost in such maps. Its all matter of time. There will always be people who won't take their time and won't learn good maps, with decent routes, with decent looks, etc, and waste their time playing only shock.
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Ok, i pushed out b3. I made mid more bright, it should be a lot better. Sorry if i didn't do everything you asked, i forgot it or didn't have time to do it. I also took some play testing, some people seemed to like it a lot and some weren't too exited. Campers didn't really spoil it, there were few camping. Low mid was horrible because of its orange lighting, but i added few different light sources so it isn't that red/orange anymore (so you can see purple from red better and vise versa)
http://maps.digitalpaint.therisenrealm.com/map/lands/ (http://maps.digitalpaint.therisenrealm.com/map/lands/)
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Online.
Found something:
(http://dpball.dp.funpic.de/mapbilder/lands/sshot736.jpg) (http://dpball.dp.funpic.de/mapbilder/lands/sshot736.jpg)
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Confirmed entry in contest.
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look's great it must be big
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Okay, this map is almost ready for me, so i could give this a week and then release the final one. Thou if you have any bigger suggestions and so on, i can make another beta.
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looks a little dark but its good
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Final versio:
http://maps.digitalpaint.therisenrealm.com/map/lands/ (http://maps.digitalpaint.therisenrealm.com/map/lands/)
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Online @ OTB :)