Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: Makowiec on March 28, 2010, 01:37:05 PM

Title: New map: helm_b1
Post by: Makowiec on March 28, 2010, 01:37:05 PM
I got the idea to make a big siege map :D. Such big carnage xD. I started to do a map. Work is still in progress. I have only one question. Is it good idea?? Screenshots album:

http://yfrog.com/6gsshot007jx (http://yfrog.com/6gsshot007jx)
Title: Re: New map: helm_b1
Post by: T3RR0R15T on March 28, 2010, 02:03:11 PM
It leaks and has no light. Please change that before u release a beta.
Title: Re: New map: helm_b1
Post by: Chef-Killer on March 28, 2010, 02:07:30 PM
Idea might be interesting, but you have to work a lot on it.

The map leaks, there is no light and the map is very open (=high r_speeds=lags). Also all wood and box textures are misaligned and the flag is very campable.

I also would delete the jail spawn, because i hate jails. If you want to have it, you should add "forcejail" "1" to the worldspawn.

And it should be "givebarrel" instead of "give barrel", there is a space too much.
Title: Re: New map: helm_b1
Post by: Makowiec on March 28, 2010, 02:43:45 PM
and the map is very open (=high r_speeds=lags)

what should i do with this? and sorry for my bad english. I'm using translate.google.com for help xD
Title: Re: New map: helm_b1
Post by: Chef-Killer on March 28, 2010, 03:24:14 PM
It is almost impossible to fix it without a general remake, don't make your map so big and so open. This game can't handle it. At the moment this map is realy emtpy. If you add things and details to it, the r_speeds will get higher and higher.

But first of all, fix the leak and add lights (sunlight) as T3RR0R15T said.
Title: Re: New map: helm_b1
Post by: Byz on March 28, 2010, 04:01:24 PM
Looks like a LOTR map from css
Title: Re: New map: helm_b1
Post by: Makowiec on March 29, 2010, 08:45:55 AM
ok, ill try to fix it. i can make map little less. I don't want to add a lot of details
Title: Re: New map: helm_b1
Post by: Makowiec on March 29, 2010, 08:59:46 AM
I can't add light:

(http://img90.imageshack.us/img90/991/errorml.jpg)

What's happening??
Title: Re: New map: helm_b1
Post by: Chef-Killer on March 29, 2010, 12:04:01 PM
Hehe, too big and too open too ;)

This topic could help you. It's not completed, but it show you the most important solutions for some different errors.

http://dplogin.com/forums/index.php?topic=13055.0
Title: Re: New map: helm_b1
Post by: Makowiec on March 29, 2010, 03:17:50 PM
Quote
If you have a lot of open areas in your map, you will likely get this error.  You should try to avoid open areas because the brush's textures are big and 'patch hungry.'

I do not force it. If you want this project, you can download new version :D. select only that, I started the project :D
Title: Re: New map: helm_b1
Post by: Chef-Killer on March 30, 2010, 01:59:09 PM
The main reason for the max_patches error were the leaks.

You should realy learn how to avoid this overlapped brushes. It makes me sad to see those weird and horrible mapfiles.

Renamed the mapfile to beta, fixed the leak, and some other small things, but I didn't fix the bad brushwork, because it would be easier to remake this map than fixing all brushes...:D

The fastvis export works fine now, but I won't get the time to test the final compile. Maybe it works fine too or you have to scale up some visible textures. Just test it and post here if you have problems.

Also the base was not siege. A siege base should be between the offensive and the deffensive team. And why did you use a func_water entity? Don't know if it works in this game, but it's useless in your map, so I revert it to the world :)

Btw, i am not interested to continue the map ;)
Title: Re: New map: helm_b1
Post by: Makowiec on March 31, 2010, 07:49:36 AM
thx very much :D
Title: Re: New map: helm_b1
Post by: theSYNDIKATE on April 01, 2010, 03:34:48 PM
Looks like a great siege map once completed.

I would look forward to playing on it.