Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: ViciouZ on August 28, 2009, 03:58:41 PM

Title: New map: Cold War City (beta 4)
Post by: ViciouZ on August 28, 2009, 03:58:41 PM
Rudloe: Cold War City, by ViciouZ & Cusoman.

The name is taken from this song (http://www.youtube.com/watch?v=udV9JoKPoUE), and the inspiration from a general nuclear bunker theme - the map is basically the bare beginnings of an underground military fallout shelter, called into action before it was finished.

The map current supports CTF & elim only, but maybe 1-flag support will be added later.

I made the bases, paths and some detail, then passed the .map to cusoman who totally finished/remade the mid section of the map, adding some more nice terrain, jumps, and lots of gameplay.

We tried to keep the wpoly down - it's under 1000 in the bases but rises to just under 2000 when approaching the mid. The water's warp key has been removed to stop reflective water from doubling the polycount. Also, a lot of objects have been moved 1 unit above the floor or away from walls to stop qbsp3 from splitting the brushes, so if you see this, it's (hopefully) intentional.

The 'rain' effect in the middle is a transparent background TGA, scrolled using an rscript so the speed could be controlled. The sound effect was taken from the GPL samples available on the laptop.org wiki, and edited with Audacity to loop better. There are also some target_splash effects to give a weak impression of rain striking the rock and surrounding water. The voiceover played throughout the map every 90 seconds was recorded by Zorchenhimer and edited in audacity to add reverb.

Total final compile time on a Core2Duo 8400E of 200 seconds. (BSP 2, VIS 78, RAD 120)

The .map is available in the zip file, but it is not recommended that you edit it until the map is out of beta.

Tools used:
BSP Quake Editor
Geoffrey DeWan's QBSP3 & QVIS3
Tim Wright's ArghRad 2.00 (3.00T9 breaks)
Audacity

Credits:
Mapping - ViciouZ & Cusoman (though he refuses to be fully credited. why?!!?!?)
Textures/rscripts - ViciouZ, RUST, y00tz' CTP.
Sounds - ViciouZ, Zorchenhimer, OLPC GPL Samples Database
Plus the authors of the tools used, and jitspoe for making Paintball 2.0 :)

Editor's Notes:
I really enjoyed making this, and I hope you enjoy playing it. It was my first foray into the world of pre-planned mapping and the first map I've made with a real size and layout. It was more designed for eye candy than gameplay though. I even planned out how to keep the r_speeds down until cusoman came along and made the mid  awesome. ;)

This map uses textures from the community texture pack by y00tz; if you see missing textures then make sure it is installed.

Screenshots:
(http://www.viciouz.co.uk/other/maps/cwc/cwc_b1_1.jpg)
(http://www.viciouz.co.uk/other/maps/cwc/cwc_b1_2.jpg)
(http://www.viciouz.co.uk/other/maps/cwc/cwc_b1_3.jpg)
(http://www.viciouz.co.uk/other/maps/cwc/cwc_b1_4.jpg)

Download link:
Map + Textures & Sounds (http://www.viciouz.co.uk/other/maps/cwc/cwc_b1.zip)
.map & .wals (http://www.viciouz.co.uk/other/maps/cwc/cwc_b1_dev.zip)


for latest beta check the end of the thread
Title: Re: New map: Cold War City (xMapCom entry)
Post by: RiMiNi on August 28, 2009, 05:14:16 PM
Cuso stop stealing my lights! :)

Anyways solid work, mid looks a ton better and its flipped 2 ways :D

Few misaligned textures, and I'd like to see the ground texture be consistent
Title: Re: New map: Cold War City (xMapCom entry)
Post by: T3RR0R15T on August 28, 2009, 06:51:56 PM
Online @ [OTB] Beta (IP: 92.51.145.48:22222)
Title: Re: New map: Cold War City (xMapCom entry)
Post by: musickid999 on August 28, 2009, 10:07:05 PM
Confirmed entry in contest.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: Spook on August 28, 2009, 11:09:14 PM
We have a winner in aesthetics.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: musickid999 on August 28, 2009, 11:11:26 PM
Technicality on the other hand....... I noticed while going down one of the paths to the mid, I get a 1900+ wpoly count because of the straight sightlines.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: Spook on August 28, 2009, 11:12:40 PM
1900 isn't all that bad. Ever look at freedom.bsp? That map gets 6000+ in spots which miraculously drops MY fps to 100.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: kazee on August 29, 2009, 12:51:14 AM
Map looks fantastic. The base seems a bit easy to camp though. Have you considered putting in a second flag?
Title: Re: New map: Cold War City (xMapCom entry)
Post by: _burnt on August 29, 2009, 02:16:46 AM
Map looks sweet. I agree with kazee that base is campable, but if the base would be like 200-300 units longer and bit bigger entrances, it could flow much better.

Also, few collapsed tunnels, flying airplanes and bomb sounds would make the atmosphere much more realistic
Title: Re: New map: Cold War City (xMapCom entry)
Post by: aircrew on August 29, 2009, 09:05:02 AM
I like it. And I don“t think that map is too campable ;) I like these sounds making atmosphere of real war, but like JeeJee said, you can play with it little bit so map will be perfect :) GJ
Title: Re: New map: Cold War City (xMapCom entry)
Post by: Byz on August 29, 2009, 09:17:53 AM
The rain isnt moving?

EDIT: Oh , I forgot to add the .txt file to scripts. Working now.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: cusoman on August 29, 2009, 04:58:18 PM
Map is really well planned and well designed.  It looks nice too :D Good Job ViciouZ :)

- Cusoman
Title: Re: New map: Cold War City (xMapCom entry)
Post by: pheeks on August 30, 2009, 09:20:24 AM
Great job viciouz. Love the rain on the rock too. The warheads look great in the flag-room. This is a lag free map, and I personally think it will be the winner.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: RoBbIe on August 30, 2009, 09:37:49 AM
I love this map <3. This better win!
Title: Re: New map: Cold War City (xMapCom entry)
Post by: Termin8oR on September 01, 2009, 03:22:21 AM
Great map, very well done.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: abnormal on September 01, 2009, 04:21:12 AM
Oh NICE! I especially love the sounds <3.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: fasian on September 01, 2009, 08:39:37 AM
WINRAWR.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: ViciouZ on September 19, 2009, 04:56:58 PM
Any feedback on this map to correct stuff for beta 2? So far I've just brightened up the dark spots a bit and corrected a couple of texture misalignments.

T3RR0R15T: Fixed ;)
Title: Re: New map: Cold War City (xMapCom entry)
Post by: T3RR0R15T on September 19, 2009, 05:10:32 PM
The script doesn't download the texture "cwc_board_r".
Title: Re: New map: Cold War City (xMapCom entry)
Post by: MOFO on September 26, 2009, 01:55:24 PM
i love the look of that map... looks good
Title: Re: New map: Cold War City (xMapCom entry)
Post by: Props on September 26, 2009, 03:32:04 PM
Love the map
Title: Re: New map: Cold War City (xMapCom entry)
Post by: MOFO on September 26, 2009, 04:14:34 PM
lol are the rockets gonna be able to blast off at all?
Title: Re: New map: Cold War City (xMapCom entry)
Post by: idias on September 26, 2009, 07:01:58 PM
Yes, soo when the warning comes out everyone has to run to the side of the map soo the rockets don't hit them, and if they hit you, the opp team gains 10 points!!1one
Title: Re: New map: Cold War City (xMapCom entry)
Post by: wizzi on September 26, 2009, 07:42:58 PM
or you just die ?
Title: Re: New map: Cold War City (xMapCom entry)
Post by: MOFO on September 26, 2009, 07:55:54 PM
lmao thats awesome
Title: Re: New map: Cold War City (xMapCom entry)
Post by: planB on August 27, 2010, 03:58:57 PM
wanted to know what "cwc_board_r" looks like? :)


nice map btw.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: Chef-Killer on August 27, 2010, 04:14:22 PM
Never seen this one?
Title: Re: New map: Cold War City (xMapCom entry)
Post by: ViciouZ on August 27, 2010, 07:26:14 PM
So other than needing to put cwc_board_r in requiredfiles, and increase time between sounds playing, is there anything I actually need to do before I can recompile and release this properly?
Title: Re: New map: Cold War City (xMapCom entry)
Post by: Gamabunta on August 27, 2010, 07:46:12 PM
Yes, use my aeroplane model, someone said a plane would fit well.
Title: Re: New map: Cold War City (xMapCom entry)
Post by: cusoman on August 27, 2010, 09:17:08 PM
There is a red set of barrels on the blue side ;)  And maybe make the terrain less extreme since you can get caught on some irregular angles when going epic fast ^^

-Cusoman
Title: Re: New map: Cold War City (xMapCom entry)
Post by: Chef-Killer on August 28, 2010, 08:31:28 AM
Maybe change the message with 'summer 09' and add "gamemode" "#" to the worldspawn.

Accel and decel for the func_plats would be nice, too.

And here a few pics, but all things are very easy and fast to fix.

(http://img844.imageshack.us/img844/4011/cwcb11.jpg) (http://img844.imageshack.us/i/cwcb11.jpg/)
I would add some more lights in this area.

(http://img841.imageshack.us/img841/8642/cwcb12.jpg) (http://img841.imageshack.us/i/cwcb12.jpg/)
Move the textures a little bit (S=0, T=0).

(http://img90.imageshack.us/img90/1011/cwcb13.jpg) (http://img90.imageshack.us/i/cwcb13.jpg/)
Just the top of the box is misaligned here.

(http://img97.imageshack.us/img97/7673/cwcb14.jpg) (http://img97.imageshack.us/i/cwcb14.jpg/)
Move the texture here, too. The other side is ok.

(http://img838.imageshack.us/img838/7291/cwcb15.jpg) (http://img838.imageshack.us/i/cwcb15.jpg/)
I would add some more lights here, too.

(http://img842.imageshack.us/img842/6113/cwcb16.jpg) (http://img842.imageshack.us/i/cwcb16.jpg/)
Move the texture a little bit, that it looks like the left one.

(http://img210.imageshack.us/img210/6002/cwcb17.jpg) (http://img210.imageshack.us/i/cwcb17.jpg/)
Maybe a wrong texture? Looks a little bit weird. Or is it meant like it is?

Otherwise the map is very nice already, great job :D
Title: Re: New map: Cold War City (xMapCom entry)
Post by: T3RR0R15T on August 28, 2010, 09:02:18 AM
A little bit more in the last picture:
Title: Re: New map: Cold War City (xMapCom entry)
Post by: vague312 on August 30, 2010, 01:07:10 PM
very nice man.
Title: Re: New map: Cold War City (beta 3)
Post by: ViciouZ on March 08, 2011, 04:45:07 PM
Done beta 3. Think that's everything fixed. I just really want to finish this now. Bugs/comments/suggestions?

http://www.viciouz.co.uk/other/maps/cwc/cwc_b3.zip
Title: Re: New map: Cold War City (beta 3)
Post by: T3RR0R15T on March 08, 2011, 06:21:48 PM
Good to see, that you're working on it :)

Here are some more:
1. Mirrored
2. Misaligned + mirrored
3. There are a few places like this, where some clip brushes would be nice.



Edit: Online @ [OTB] Beta (83.169.4.183:22222).
Title: Re: New map: Cold War City (beta 4)
Post by: ViciouZ on March 09, 2011, 10:48:45 AM
Fixed 'em.

http://www.viciouz.co.uk/other/maps/cwc/cwc_b4.bsp
Title: Re: New map: Cold War City (beta 4)
Post by: Chef-Killer on March 12, 2011, 04:57:16 AM
Coool that you continue this map, it's soo nice :D

Some more stuff and a few places where clip brushes might improve the gameplay.

(http://www.otb-server.de/wbblite/attachments/1642.jpg) (http://www.otb-server.de/wbblite/attachments/1641.jpg)
Red: Maybe clip brushes.

(http://www.otb-server.de/wbblite/attachments/1644.jpg) (http://www.otb-server.de/wbblite/attachments/1643.jpg)
Red: Maybe clip brushes.

(http://www.otb-server.de/wbblite/attachments/1646.jpg) (http://www.otb-server.de/wbblite/attachments/1645.jpg)
Red: Maybe clip brushes.
Blue: The pillar isn't deep enough.

(http://www.otb-server.de/wbblite/attachments/1648.jpg) (http://www.otb-server.de/wbblite/attachments/1647.jpg)
Red: Maybe clip brushes.

(http://www.otb-server.de/wbblite/attachments/1650.jpg) (http://www.otb-server.de/wbblite/attachments/1649.jpg)
Blue: Alignment. Look at the big screenshot, it's easier to notice there.

(http://www.otb-server.de/wbblite/attachments/1652.jpg) (http://www.otb-server.de/wbblite/attachments/1651.jpg)
Red: Rotate this face.

(http://www.otb-server.de/wbblite/attachments/1654.jpg) (http://www.otb-server.de/wbblite/attachments/1653.jpg)
Red: Maybe clip brushes. There're a few more signs like this where clip brushes might be helpful.

(http://www.otb-server.de/wbblite/attachments/1656.jpg) (http://www.otb-server.de/wbblite/attachments/1655.jpg)
Red: Maybe clip brushes.

(http://www.otb-server.de/wbblite/attachments/1658.jpg) (http://www.otb-server.de/wbblite/attachments/1657.jpg)
Red: Alignment.

(http://www.otb-server.de/wbblite/attachments/1660.jpg) (http://www.otb-server.de/wbblite/attachments/1659.jpg)
Red: Maybe clip brushes.

(http://www.otb-server.de/wbblite/attachments/1662.jpg) (http://www.otb-server.de/wbblite/attachments/1661.jpg)
Red: Alignment.

(http://www.otb-server.de/wbblite/attachments/1664.jpg) (http://www.otb-server.de/wbblite/attachments/1663.jpg)
Red: Maybe clip brush.

Apart from that I guess the map is ready for final release. Great job!
Title: Re: New map: Cold War City (beta 4)
Post by: musickid999 on March 18, 2011, 02:10:29 PM
Never got a chance to say this, but C-K, da-yum, you are thorough. :D
Title: Re: New map: Cold War City (beta 4)
Post by: webhead on March 18, 2011, 03:41:49 PM
wow vic, looks like some nice work -- can't wait to try it out
Title: Re: New map: Cold War City (beta 4)
Post by: Chef-Killer on March 18, 2011, 03:48:57 PM
I hope so, thanks :D
Title: Re: New map: Cold War City (beta 4)
Post by: Rassy on March 20, 2011, 01:46:00 PM
Nice
Title: Re: New map: Cold War City (beta 4)
Post by: jitspoe on March 26, 2011, 01:01:30 AM
Looking good.

Suggestions:

Make the rain a little more subtle, and make slight variations in the texture scaling on each face so the rain falls at different speeds.
Double the number of stairs (steps are too big) and maybe add a little more detail in that area (metal railings or something with a different texture?).
More team color indicators/signs/arrows.  It took me a little while to even find the base when I first spawend in.  I thought it was a DM map for a minute.
The ladder should be on the opposite side of where it is (so you don't have to walk all the way around to the other side of it, climb up, then turn 180 again).
Barrel top textures are scaled too small (barrel top texture is designed for 48 texels, or 75%).
Add a metal frame around the elevator and something that looks like it connects or propels it somehow.
Use high quality (~96%) jpeg's for textures unless you need transparency (file sizes are usually much smaller).

Uploading to the beta server.