Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: Dirty_Taco on May 03, 2006, 01:13:55 PM
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looks sexy
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A bit dark, but the style is interesting.
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keep it up, nj.
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*hopes he gets more than 20 fps here*
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80$ will buy you a good enough gfx card to get 300 fps anywhere... save some up ;)
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Looks good, but how are the r_speeds? The sky lights look really nice, but I still think crate-mounted light fixtures look silly. Not that the light positioning is bad; they just shouldn't be in crates.
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I think you should get rid of all those crooked crates in the main base, your style is not wanted. :) Also, why did you trash the elevator??? its something np pbcup map has ever had!!
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They don't have to be on the walls. You could have some kind of a lantern sitting on the crates instead of embedded into them. I'd just like to see future maps have a little more believability to them.
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For all you people who look at the sshots and think something is missing from the map....THERE IS NOTHING missing... DT just has not gotten to making that part of the map. now stop saying theres stuff missing
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The center of the map and the opposing base are missing!
On a serious note: The back path that leads to the water should be made a lot shorter than in the original Renoir. The only purpose I've seen that path serve is getting newbies lost (or they just camp there and nobody ever comes). Oh, and before you do it: don't go all crazy with the water features. Keep it clean and simple (one body of water, like the original), so it works well with reflective water and doesn't rape everybody's framerate.
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kill the digital divide.!!!
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What, like put candy back there? I'd go if there was candy...
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Looks good, but DT base looks to open, kinda to big the base?
Looks good other wise.
-Termin8oR
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That crate serves a purpose which you'll find out when you play the map.
Something that your mates are known as handling it good. (the jumps) :P
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Nice
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Nice Pics, Looks way better. Great Job DirtyTaco.
-Termin8oR
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You're teh uber mapper ;D
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v-nice dt
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looks so good that i'm disappointed because i know that i will never be able to make a map like this, so keep going and great job.
.. waiting for the beta :)
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wait untill it clears out a full pub!!!
love you dt.
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*seriously considers buying a gfx card.
it looks nice thus far, like to see how it plays too, graphics arn't everything boys and girls
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You'll want to be careful in the middle area. Individual boards like that may not have high r_speeds in a secluded hallway, but if you have that kind of detail all over, a lot of people are going to be complaining about poor framerates. What are the r_speeds like currently? You should include them in your sshots.
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wasn't this topic for DT's map :p
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mmmm cant wait to play.
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Making them detailed doesn't remove the polygon counts. :)
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Looks like you stole my transitions between grass and and stone floor. Do it again and I'll cut your meddling head off.
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ugh nice one
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ugh nice one
*omfg* *lmao* u ar3 teH pr0-mApp0Rz DiRdyTaKo
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Who the hell said anyone could remake my map?
You have a warrant for your arrest in Atlanta, Georgia now, btw.
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ugh nice one
*omfg* *lmao* u ar3 teH pr0-mApp0Rz DiRdyTaKo
wtf
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Looking Great. Cant wait to play.
-Termin8oR
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Why dont you use that metal texture, it looks awesome with that.
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That map's geeting really really sweet. :D
Maybe you should re-do about half of the current often-played maps!
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Yeah What bit said.
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I've actually wanted to do that, but I'm going to wait until the new map format gets implemented.
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I've actually wanted to do that, but I'm going to wait until the new map format gets implemented.
When is this going to happen? Approximatly?
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Wow
Coming along great Dirty_Taco
Keep up the Great work!
-Termin8oR
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When is this going to happen? Approximately?
Depends on what people vote for. It will take a while to implement, though, in any case, so probably not for a while.
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O_o
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Looks like really high r_speeds to me :)
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so what jits is trying to say is that i will get an average of 3 fps on that map..?
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what the intercourse dirty....nice nice nice ...still love u :)
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it does look pretty though
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Might just be this monitor, but the shadows outside look a little dark for that sky. Not too dark to see, but just a bit unnatural looking.
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Nice. You should be a couple tipped over pillers in the middle.
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Don't encourage him to make the r_speeds/vis times higher than they already are! ;)
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Woot! I broke into your mom's cellar and found your map hiding place DT -- I hope you don't mind if I steal a copy! :D
It was really cool, but I got very bugged by these. (http://img232.imageshack.us/my.php?image=sshot0000xw.jpg) Crates are NOT supposed to be mounted INSIDE concrete. It just isn't... supposed... to... be... that... way...
(By the way, check out DirtyTaco's author search on my site to download the beta :))
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Bug the thought is that the concrete was put around the crate. I could scale the texture down if its that much of a nusince. Technically the map is supposed to be in private beta at the moment, but i guess it doesnt really matter. I wanted to get all the bugs fixed and then release it without a public beta. Either way, i've already identified around 4-5 things that need to be fixed. We'll probably be beta testing this map (getting organized via IRC) today tomorrow and sunday (hopefully).
Yes, I saw the effect you were trying to create, but it just didn't look too realistic, because the texture is cut off unnaturally by the flat concrete. I don't really care, it was just seemed a little odd to me.
I actually stole the map from a server (I think it was a -ch1ll- pub) at around 3:00 AM CST or so. I'll remove it if you'd like, so that you can release your public beta once everything is fixed. So far, only 1 person has downloaded it, so it should remain moderately unseen :D
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The r_speeds were better than I expected in the base, but they are pretty extreme in the outdoor area. My older machine, which usually handles pb2 pretty well, was struggling out there, and that's without any other players/entities around. I think it's going to be unplayable on many people's computers. The r_speeds could probably be vastly improved with just a few key vis blockers. The problem is everything is exposed, all the way into parts of the base. I noticed when on your boarded ramp, you could stand in one place and get 800 r_speeds, then move over an inch and they'd jump up to like 2200, even though I could not see any additional polygons.
As for the crate in cement... isn't that a metal texture? And, whoa, bug, what video card do you have? That texture filtering is trippy!
The broken bricks look good, but they seem out of place. The map has an overall medieval appearance, and then there's just this random chunk of modern brick in there. It just looks inconsistent. A stone texture would fit better, but then it wouldn't line up with your brushes.
I really, really dislike the fact that a trick jump is required to obtain the second flag. Especially when it's worth more points than the main flag. Competitive play should be about strategy and teamwork, not jumping sk1llz. Not that the jumps are difficult. They're just a nuisance. They're something that could potentially cause you to lose the game because you screwed up on a stupid jump. If you just throw in a simple ladder or box pile at the access points -- something a little slower, but accessible to everyone, it would take care of that.
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Wow
Getting better
Great Job
-Termin8oR
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To Jits:
My PC is utterly pathetic. I have to tone every setting down to lower than the lowest of the low to get 15fps. Now you understand why I was pressing for money so bad so that I could get a new PC? :D
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What purpose do they serve, though, really? If everyone can do them easily, then it's really no different than a simple ramp or ladder. If not everybody can do them easily, then it gives a significant advantage to the team that can, regardless of their organization or teamwork. I would prefer that tournament-level play like PBCup emphasize teamwork over individual skills, and the maps should reflect that.
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i would have to agree with jits.
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DT IM NOT THE BEST AT THIS BUT PUT THE LIGHTS SOME WHERE ELSE NO IN BOXES AND IF KEEP IT THERE CHANGE THE LIGHTING TO WHITE I LOOKS NASTY!
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I agree with most of you Dirtytaco but this:
...so if you're trying to do the harder trick jump outside of the base you'd better hope your teammate is distracting anyone camping in the base.
So well, your teammate is distracting them but what if you simply cant do that jump? Your teammate cant distract them for very long time, so the enemy comes and begins shooting your mate and if he dies your practically dead too because you who are still trying that jump or falling down, will get shot from the back.
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mind making a demo of the jumps then?
I still can't do the one over the barrel :(
and I think many players need some hints on how to approach several of the jumps in that map.
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Sweet that would be cool.
And i cant wait to play final version.
-Termin8oR
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I don't see how trick jumps have any relation to teamwork. They are very individual skill oriented. They can be practiced individually and executed individually. You don't need any kind of team to do them. Requiring trick jumps to get to a flag seems very unprofessional, really. Have you ever seen CAL have maps that require the use of physics exploits in the game to obtain more points? What about a BF2 map that has a capture point that all but the most skilled players have difficulty accessing?
All I see this doing is increasing the gap between skill levels, and making the map potentially less fun for everyone. I have a hard time believing your comment about castle1. With as much as you've practiced it, that back door jump is probably just as easy as running up a ramp, so it's not like it adds much of a challenge to you in that respect. All it does is restrict the number of opponents that can use that path, making it easier for you to beat them. Also not challenging, and unless you like easy wins, not as fun. Even with castle1, though, the trick jump isn't required to get the second flag.
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... and completely ignored my points about the trick jumps. Sometimes I wonder why I bother providing feedback.
A couple more things: the texture on the side of the big railings in the base needs to be rotated. The clip brush by the back entrance has a nasty habit of launching you into the hallway if you're going too fast, making it hard to land on the ledge to the flag unless you're moving very slow.
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So you're going to leave them in there for your own selfish desires instead of providing a logical argument?
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unplayable for me :(
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I get a very steady 100+fps @ 1024x768, but then again i'm not running a MX440 either.
Very playable for me...at least by myself...but i'm used to playing with my...um...never mind.
Good job DT.
I don't like the "special" jumps at all, but the second flag is so close to the first that I don't see it as an issue. The jump inside the base is so easy I wouldn't even call it a jump. Its is practically a ramp to the flag. I can barely do the jump in the backdoor hall, I can't even come close to doing the long jump, and not even close to the mid box jump. I think that's all of them, right? Four ways to the second flag?
Like I said...I don't really care for them fancy jumps only because I can't much do them. It's not for lack of trying either. There are jumps i've tried hundreds upon hundreds of times and just can't do them.
I think the map will be a great match map. Would be a great pub map too if these people would get a PC built in the last decade.
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Cool. Very nice.
-Termin8oR