Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Laged on October 08, 2009, 09:24:06 AM
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Hi guys, this is the first map I decided to finish and publish, it's a fairly large DM map, as the title says. The wpoly count is 1100~ at it's worst, I didn't feel the need to use hint brushes. (Actually I'm not sure if I can do it properly, I'd be glad if someone would help me out doing it if it's needed.)
Attaching barrens_b1.bsp and some screenshots.
EDIT: wow, the attached screenshots were huge, I'll repuload them in a second.
EDIT2: Ok, here they are, smaller this time.
(http://img83.imageshack.us/img83/6820/barrens0.jpg) (http://img83.imageshack.us/i/barrens0.jpg/)
(http://img230.imageshack.us/img230/9129/barrens1.jpg) (http://img230.imageshack.us/i/barrens1.jpg/)
(http://img75.imageshack.us/img75/1539/barrens2.jpg) (http://img75.imageshack.us/i/barrens2.jpg/)
(http://img75.imageshack.us/img75/9315/barrens4.jpg) (http://img75.imageshack.us/i/barrens4.jpg/)
(http://img75.imageshack.us/img75/2060/barrens6.jpg) (http://img75.imageshack.us/i/barrens6.jpg/)
(http://img83.imageshack.us/img83/1148/barrens7.jpg) (http://img83.imageshack.us/i/barrens7.jpg/)
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Looking good. Somethings i'd like to point out:
-all barrels being red gives red colored players advance. Easy to fix by making colors random.
-in the torch cave, red and yellow look like orange. Not big issue in normal DM, but in TDM it'll be more of a problem but still not a big one.
-remove some clutter and add few little humps. Makes the gameplay more interesting.
-mid cave is bit dark, maybe add additional lights but it's not a big deal (attached sshot)
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Will fix those things you pointed out, I hope someone tells me to fix something else too, would be a bother to release a _b2 only for such small things.
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Looks very nice. My only concern is the fact that its a DM map. DM maps dont get played much, which is a shame
I'm sure it'll find a spot on lawl:] deathmatch though
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I chose to make a DM map since I personally enjoy DM maps the most in pubs and can't really get any good ideas for CTF maps, which are of course better in scrims. There should be more DM maps, I don't see the problem in me making one.
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Sorry, I worded my post wrong. I'm not saying there is a problem with you making this map. It looks awesome.
I'm just saying your map may not be used in matches, tournaments and other stuff.
It's a great map, looks amazing. I was just saying it may not be used all the time in every pub, and stuff.
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-remove some clutter and add few little humps. Makes the gameplay more interesting.
I understand that as making the gameplay faster with strafejumps, rather than a slow gameplay where you take cover behind the clutter. For example here:
(http://img61.imageshack.us/img61/3615/barrens9.jpg) (http://img61.imageshack.us/i/barrens9.jpg/)
Do you think it'd be better with some kind of humps instead of boxes? IMO it's a lot harder to take cover behind humps. Sure, it would make it easier to escape if someone is chasing you but is that the point of a DM map? Or did I just misunderstand what you meant by removing clutter and adding humps? I can't really imagine the gameplay with 12+ players and fast jumps in such small space. Could you give me some examples of where the humps would be better instead of clutter?
Also, I changed some barrels' color to purple/yellow/blue, should be more balanced now. I added two small lights to the middle tunnel, as well. Do you think it's too bright now?
(http://img230.imageshack.us/img230/2467/barrens8.jpg) (http://img230.imageshack.us/i/barrens8.jpg/)
Thanks for the feedback, waiting for more.
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I don't think he meant to put the humps in the same place as the removed clutter - for example on the first screenshot in the above post, if some crates were removed and the steps were changed to a ramp, gameplay could be faster. But yeah, just add some terrain, and maybe wall features :)
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Ok, i will make my self bit more clear. Your first screenshot is good example: lots of boxes, few are unnecessary. You think you can go from between, but the hole is just too small and you can go from there and you have to go around them. It often starts to annoy (atleast it annoys me :p) and when you suddenly get stop between the boxes and you thought you could go between, it makes you more vulnerable. It takes your concentration away and you can get shot. so, take few boxes of for more space to strafe/jump. Keep it so you can't strafe non-stop around the map, but you still can take some speed.
For hump, rocks, ramps whatever you want to make. I mainly meant that they are there for you to pick speed and get over some clutter. They dont need to be 45° ramps, where you fly to the top of the map, just some small ones. Also if you get stuck in 1v1 situation, they come more interesting when you can avoid shots by taking a jump from a ramp or dj from a small crate.
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Ok, I understand what you meant better now, I'll try work on it.
I was intending to add more stuff to the walls but I though I might just post the _b1 on the forums before doing something like that since I figured I would be told to change some stuff, maybe even a whole route.
Thanks for the good feedback, keep it coming.
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Why not change all barrels' colour to white/pink? These are always placed in mid area on most of 1-flag maps, they give much less advantage.
Other than that, I think map looks great for DM from screenshots.
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Well, for now they're in different colors, it doesn't look THAT bad, I'll let it be for now. I'll think the details when I have the rest of the map as I want it to be, currently working on making the gameplay more dynamic.
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i thought most of the map was good. but as explained above a bit to much clutter. its a good choice of terrain aswell although in the caves maybe a harder surface instead of sand? just a thought.
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ROFL wizzi kid whys u have post in every topic ?
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He was giving his opinion on my map. I'd rather read his posts trying to contribute even a little bit than your "ROFL XDXDXD" with no real content at all.
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i had a valid point to make. i post where i want to i did not know their was a restriction.
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Yeah, there is already a forum-troll roster, but you can tryout next year, just make sure at all times you are the last to post in every thread.
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Finally I got enough time to work on my map, list of things I tried to fix:
Added some lights to the middle tunnel
Changed barrels to multiple colors
Changed texture in the big tunnel (didn't really find any texture fitting better, let me know if you have a texture in mind)
Removed some clutter, added some ramps (fallen barrels, sand humps) to make the gameplay a bit more interesting
and yeah, that's it. Didn't add any more details since I might have to remake something, I'll add more eye-candy in the later phases of the map.
Attaching _b2 to the original post.
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Screenshot 1: The sand on either side looks really weird. It looks way too solid and rocky.
Screenshot 2,3: No matter what I did, I couldn't figure out how to reach those high spots. Maybe it's just me, but those jumps (with ramps like in Screenshot 1) aren't really working too well.
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much better
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I took a look and here's what i think:
-The ground texture in the big cave look funny when it's metal. I'd use concrete to make it look better and more realistic
-1st sshot, misalgined'
-2nd sshot, this hump has odd shadows
-3s sshot, at the green square, make a ramp/hump so you can jump to the red circle jump. Also make some humps where the green circles are.
Well, that's all i can think at the moment. Hope it helps!
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Thanks JeeJee and musickid999, I fixed most of the things you pointed out, and some other stuff too. Expect a new beta to come in a few days, please do post if you have any ideas to make the map better.
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Well, bad luck, I accidentally my bsp folder, lost the .maps and everything. I won't be finishing this map.
I'll start working on a new map soon, though. I'll take notice of what the few of you pointed out, I hope my next map can be a great success.
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Post removed