Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: cusoman on April 08, 2010, 01:59:01 PM

Title: Sassault IV - The Final Showdown
Post by: cusoman on April 08, 2010, 01:59:01 PM
Sitting in his room, with his head hung low
Staring at his screen, was an elitist show.
Heard the roar on vent, he could picture the scene
Put his head to the monitor, then like a distant scream
He saw one map, just blew him away
Had stars in his eyes, and the very next day

Found a mapping tool, on a download site,
Didn't know how to use it, but he knew for sure,
That one corded mouse, felt good in his hands,
Didn't take long, to understand.
Just one mouse, slung way down low,
Was a one way ticket, only one way to go

So he started mappin', ain't never gonna stop
Gotta keep on mappin', someday gonna make it to the top

And be a map-ping hero,
got stars in his eyes,
he's a map-ping hero,
It took one mouse,
Map-ping hero,
(stars in his eyes)
Map-ping hero,
(stars in his eyes)
He'll come alive tonight


Sassault IV - The Final Showdown

(http://i185.photobucket.com/albums/x23/cusoman/ss4_1.jpg)

(http://i185.photobucket.com/albums/x23/cusoman/ss4_2.jpg)

(http://i185.photobucket.com/albums/x23/cusoman/ss4_3.jpg)

(http://i185.photobucket.com/albums/x23/cusoman/ss4_4.jpg)

Features 2 flags per base, and sand ^^

DirtyTaco & Cusoman

******EDIT******
BETA 2 IS OUT: http://dplogin.com/forums/index.php?action=dlattach;topic=20432.0;attach=7467

Get it. ;)


********EDIT 2*************
BETA 3 IS OUT: http://dplogin.com/forums/index.php?action=dlattach;topic=20432.0;attach=8984

Get it :D
Title: Re: Sassault IV - The Final Showdown
Post by: pvtjimmy on April 08, 2010, 02:05:27 PM
epic excrement.
Title: Re: Sassault IV - The Final Showdown
Post by: Rocky on April 08, 2010, 02:12:17 PM
Looks cool
Title: Re: Sassault IV - The Final Showdown
Post by: T3RR0R15T on April 08, 2010, 02:35:48 PM
Online and in the rotation from: [OTB] Beta - 83.169.4.183:22222
Title: Re: Sassault IV - The Final Showdown
Post by: Viper on April 08, 2010, 05:03:21 PM
Looks good, but i miss a structure.. too many confusing ways which ends in another way
Title: Re: Sassault IV - The Final Showdown
Post by: Spook on April 08, 2010, 09:33:12 PM
epic excrement.
Title: Re: Sassault IV - The Final Showdown
Post by: Byz on April 09, 2010, 02:34:16 AM
Looks nice but I noticed 1 thing

Title: Re: Sassault IV - The Final Showdown
Post by: abnormal on April 09, 2010, 06:02:09 AM
cool one. Great job with the r_speeds. Fps is high ;), just on mid it's around 80, but it's ok. My pc sux.
Title: Re: Sassault IV - The Final Showdown
Post by: JeongWa on April 09, 2010, 06:59:41 AM
i like this map i want it on server
Title: Re: Sassault IV - The Final Showdown
Post by: JUICEY on April 09, 2010, 07:09:59 AM
this map is rlly nice. great job, and i love the mid speed theres 2 of em :)
Title: Re: Sassault IV - The Final Showdown
Post by: pvtjimmy on April 09, 2010, 08:54:16 AM
Online and in the rotation from: [OTB] Beta - 83.169.4.183:22222

i like this map i want it on server

 ???
Title: Re: Sassault IV - The Final Showdown
Post by: Chef-Killer on April 09, 2010, 08:56:06 AM
I believe this could be the best map you made the last time. It looks really cool, I should test the gameplay when i have enough time for it. The development from deathtrap to this map is very nice. Maybe some of the new ways are confusing, but most of them are very useful. I think you could add a way out of the water near the flag. Is there only one possibility with the ladder?

I hope you will allow me the following comparison. If not, I will delete the pics. I would like to see more maps like this, not always this maps with leaks, no lights,...

Old:                                                                            New:
(http://i185.photobucket.com/albums/x23/cusoman/sshot145.jpg) (http://i185.photobucket.com/albums/x23/cusoman/ss4_4.jpg)

But I can't agree with abnormal. More than 6.000 wpoly and 22-25 fps in the mid area isn't good for me and I can say that I have much lags on an empty server. Ok, my pc isn't the best one :P Maybe the r_speeds could be reduced as great as possible, but it's definitely not perfect and easy to play for me though. I don't know exactly, but doesn't need those sand textures higher ressources because of the phong shading? If they do, you can delete the value, when it looks ok after deleting.

For the next beta i found two things you should fix. At first, please align your wood textures ;) You have to rotate lots of separat faces. And now the glitches!? There are very much of them. I am almost sure that the glitches come from your hint brushes. Do they do? I don't know how (and if) you use them, but if you do, note that only one face should be hint and the other ones skip. Maybe you did that, I don't know how to see because I am not interested in decompiling your map :)

And now a look into the .bsp ;) I would add more spawnpoints. There are only 8. Make 8 for each team and I'm happy. I am hoping that it cares you how I feel :P

Also I found a general question (has nothing to do with this map) where you could be able to answer. There are two flags for each team. I saw this in almost all newer maps and I also made it. A few years ago, you could count those maps on one hand. When I think about it, I always asked me, why? Yeah, it needs more teamplay, more tactic, etc. That's nice for matches etc. On the other side, it's just an easy possibility for very campable maps. Didn't you recognize, that the complete structure of the maps isn't made well (campable) and this is not an easy way to fix it, it's the only way? Maybe you could help my brain to understand it. At the monent I am dreaming about a nice looking map with good gameplay (without ice and multispeedjumps) and only one flag, wich is hard to camp because of many short ways though; a base with useful ways in all directions. Waiting for spawns and then grabbing the flag etc. needs also teamplay, tactic, etc. I believe it needs even more tactic, because you can't easily grab another flag if one is getting camped. But could those "dreammaps" work any longer? I didn't see one for a very long time...

Back to the map, it's very nice and you should develop and improve it. Maybe my feedback can help you.
Title: Re: Sassault IV - The Final Showdown
Post by: cusoman on April 09, 2010, 10:18:11 AM
I am going to fix up these errors and have a beta2 today:

Rotate Textures: I will do some of them but it takes too long so i will slowly change them through multiple betas.

VIS Errors: This is frustrating because these errors appeared in a earlier alpha and I had fixed them with proper hint brushes(skip on 5 sides).  I will just be more creative with hint brushes I guess.

r_speeds: Not sure how much more i can optimize the mid because its already hinted and has many natural VIS blockers ect.

@Chef-killer - You always have really nice in depth feedback :D  I find 2 flags moves pressure from base into the mid because if you fail to dominate mid you cannot properly defend 2 flags with numbers against you.

I will edit this post with beta2 :)

- Cusoman

***EDIT:
Alright here is beta2.  Really just a quick fix for the VIS errors.  Lowered the r_speeds by a small amount and fixed a few of the texture issues.  I added 2 spawns per side.

B3 to-do list:
-fix textures
-add 2 more spawns per side after watching game play and figuring out most used/fastest paths in and out of base.
-greatly reduce r_speeds in the mid
-lighting seems a little bland.  I will play around with shadows and maybe add some colored artificial lighting in the darker places.
-add clutter after watching game play

-Cusoman

EDIT 2:

I have not made an indoor map because they are prone to long narrow hallways and flat textures :D  Maybe I should try one....
Title: Re: Sassault IV - The Final Showdown
Post by: Chef-Killer on April 09, 2010, 11:28:49 AM
Yes, that's correct. But many maps have bad placed 2. flags and/or horrible mid areas :)

Btw. I noticed that most/all of your maps are outdoor maps. Could you imagine to make an indoor map?
Title: Re: Sassault IV - The Final Showdown
Post by: ip0d on April 09, 2010, 12:56:02 PM
I have waited 1 year for this
Title: Re: Sassault IV - The Final Showdown
Post by: Riddick on April 09, 2010, 03:27:37 PM
yea cuso's next project is a barnyard theme
Title: Re: Sassault IV - The Final Showdown
Post by: JeongWa on April 09, 2010, 04:01:54 PM
JImmy i mean on all match server for get it x') not only on otb beta
Title: _
Post by: Dirty_Taco on April 09, 2010, 05:17:36 PM
Post removed
Title: Re: Sassault IV - The Final Showdown
Post by: Rocky on April 10, 2010, 03:09:49 AM
Okay okay this is enough i cant take it no more ! meddling cuso u stole my map !?!?!?? i mean WTF DUDE i HAD THIS EXACT SAME MAP THEN I SEE THAT SOMEONE STOLE IT FROM MY DESKTOP AND IT WAS U ? MAN OMFG
Title: Re: Sassault IV - The Final Showdown
Post by: Viper on April 10, 2010, 04:20:26 AM
JImmy i mean on all match server for get it x') not only on otb beta

try newmap beta/sassault4_b1 / b2 on otb match servers newcigarette.
Title: Re: Sassault IV - The Final Showdown
Post by: JeongWa on April 10, 2010, 04:48:58 AM
OK thanks
Title: Re: Sassault IV - The Final Showdown
Post by: CheMiCal on April 10, 2010, 03:25:17 PM
and on FR4G servers u gotta type beta/  first
Title: Re: Sassault IV - The Final Showdown
Post by: Promaster on April 10, 2010, 04:14:12 PM
this map makes me dizzy just by lookin at it
Title: Re: Sassault IV - The Final Showdown
Post by: RoBiNandL!nk on April 20, 2010, 10:41:57 PM
finally!!!! ffs!!! took you and dt only 3 years!! Good map. Can't wait to play.
Title: Re: Sassault IV - The Final Showdown
Post by: selda on April 26, 2010, 09:49:23 AM
ONLINE:
-[4fo] Speed server
-[4fo] Private server
Really nice map  ;)
Title: Re: Sassault IV - The Final Showdown
Post by: Bix on April 26, 2010, 08:51:39 PM
Looks good Cusoman. Interested to see how it will actually play once people start to match on it.
Title: Re: Sassault IV - The Final Showdown
Post by: cokecola on April 27, 2010, 08:08:26 PM
Yea cusoman it is very good keep making them
Title: Re: Sassault IV - The Final Showdown
Post by: jitspoe on May 18, 2011, 11:25:26 PM
This looks like another map you had in beta, but I can't remember the name of it.  Now it's bugging me.  I guess that one needs to be removed?

I didn't look at this one thoroughly, but it has a lot of the same issues:
- The water feels out of place and is just an annoyance.  I don't think it adds anything to the map.  People just splash through it repeatedly in the middle, and it sucks if you fall down in the base.
- It would be nice if there was a ladder up to the bridge near the base and some other paths could stand to be more new player friendly.
- Plank textures don't really make sense when there are multiple planks on a single board, plus some of the sides need to be rotated.

New to this map:
- The ramp jump to the post thing you can climb is kind of annoying - really easy to just hit your head.
Title: Re: Sassault IV - The Final Showdown
Post by: cusoman on December 28, 2011, 08:21:17 PM
The mapping craze continues!

I had partially completed a beta 3 of this awhile back.  Fixed it up the last few days. It has good solutions to a lot of the issues brought up back when it was released.  I like how it turned out because I didn't have to change much.  The little changes add up :)

I'm looking to finish this as well, so any feedback is appreciated :)

Enjoy!

- Cusoman (and DirtyTaco ;) )
Title: Re: Sassault IV - The Final Showdown
Post by: Foxhound on December 29, 2011, 01:08:20 AM
don't see much of a difference except you added a ladder in case you fall off by one (which i dislike, i feel like if you fall in you should be screwed) and that shrine by 2. oh and the ramp by fd.
Title: Re: Sassault IV - The Final Showdown
Post by: coLa on December 29, 2011, 12:54:01 PM
We matched on it the other day. Can't say I had any complaints about the map. Hopefully you don't ruin it.
Title: Re: Sassault IV - The Final Showdown
Post by: Dirty_Taco on December 29, 2011, 02:02:16 PM
Yeah I got to match on it too... 5on5. I like it, I just think there are too many routes.
Title: Re: Sassault IV - The Final Showdown
Post by: Foxhound on December 29, 2011, 05:55:06 PM
the map i just downloaded was different then the one we played i thought..
Title: Re: Sassault IV - The Final Showdown
Post by: Chef-Killer on January 01, 2012, 06:51:22 AM
Glad to see that you're also working on this older map again. Cool map, too :)

The biggest problem for me is still the mid area. I've lots of troubles with lags there, I don't have on other maps with around 3.000-4.500 wpoly. I'm not sure why, it's the same with the ice mid of prolandr (around 500 wpoly). Maybe it's a problem with my old pc. Normally I play with around 30 FPS on most of the maps. In the mid of this map I've around 12-16 FPS with reflectivewater and around 18-22 FPS without reflectivewater.

The improvements I could figure out are very nice and helpful.

Most of the plank textures are still misaligned. Might be easier to use a different texture for the single boards like jitspoe already mentioned.

I'm wondered, that no one mentioned before, that the barrels are too big. So the alignment of the top and bottom textures doesn't really fit.

If you climb up the ladder between the flags too slow, you can get blocked at the top of it. Would be cool if you could add a ladder clip brush there.

Map is online @ [OTB] Beta!
Title: Re: Sassault IV - The Final Showdown
Post by: cusoman on January 02, 2012, 05:20:44 PM

The biggest problem for me is still the mid area. I've lots of troubles with lags there, I don't have on other maps with around 3.000-4.500 wpoly. I'm not sure why, it's the same with the ice mid of prolandr (around 500 wpoly). Maybe it's a problem with my old pc. Normally I play with around 30 FPS on most of the maps. In the mid of this map I've around 12-16 FPS with reflectivewater and around 18-22 FPS without reflectivewater.

Compare b3 to b2, and you may find your fps slightly higher.  I used lots of smart (and dumb) func_walls to help stop the triangle breakup, but the impact was rather minimal.  My testing only showed a 5-10 fps increase, and about a 500 wpoly decrease. Based on what you said about your computer, the fps increase for you would probably only average around 1-2 :/  The only way to improve this would be to take out the water (which I won't do :P ) or change the layout (which I also won't do :P )  Buy a new computer!

I will look into fixing all the texture errors for the next beta (or final) and I will see what I can do about fixing the fps in the mid :)
Thanks for all the feedback!

- Cusoman
Title: Re: Sassault IV - The Final Showdown
Post by: jitspoe on January 03, 2012, 10:34:01 PM
Just out of curiosity, why are you so dead set on using water in this map?  It looks really out of place, in my opinion, and it sounds really annoying every round as practically every player splashes through it in the middle.

The improvements are good, but it's still easy/annoying to hit your head on the bottom of the pole ladder thing, especially since that's now about the only place you can fall through to the water under the base, so not only do you miss the jump, but you have to make a 30 second detour.  Seems like that pit is there just to add unnecessary frustration.

Edit: Also, not a fan of the fact that trick jumps are required to get to the second flag.  It just seems like an unnecessary widening of the gap between new and skilled players.  Veteran players can just skip across while new people get stuck in the water.
Title: Re: Sassault IV - The Final Showdown
Post by: Rick on January 06, 2012, 04:00:17 AM
Just out of curiosity, why are you so dead set on using water in this map?  It looks really out of place, in my opinion, and it sounds really annoying every round as practically every player splashes through it in the middle.

Cuso use LAVA!
Title: Re: Sassault IV - The Final Showdown
Post by: jitspoe on January 29, 2012, 10:52:10 PM
Deathtrap was the name of the other one!  I must have missed chef-killer's post, but it popped up in rotation on the beta server.  I guess that one's dead now?