Digital Paint Discussion Board
Development => Mapping => Beta / In-Progress Maps => Topic started by: prozajik on February 25, 2011, 08:33:29 PM
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Hey here is my second map :)
I have got the idea about making 3s+ map with mid flag after jimmys post in my thread about my last map :P.
So here we go:
Mode:ctf
Flags:2 Flags + 1 white flag
Teams:Red,blue
Cap:The most important thing is that the cap is on the high flag NOT the base flag :) (on the first screen there you can see mid flag + both high flags, for example red players have to take mid flag and jump on the red high flag to cap)
Gamestyle:I am sure i made that map unbasable and i hope that i made it uncampable :). I did just few tests on our private server (thx to ic3y :D) and it seemed to me like that but idk.
Screenshots:
(http://img573.imageshack.us/img573/285/paintball22011022602245.jpg)
(http://img163.imageshack.us/img163/1586/paintball22011022602250.jpg)
(http://img189.imageshack.us/img189/3503/paintball22011022602260.jpg)
Download:
http://www.edisk.cz/stahni/29527/bruno_b1.bsp_1.95MB.html (http://www.edisk.cz/stahni/29527/bruno_b1.bsp_1.95MB.html)
Known bugs:Too much of light and a bit wrong angle i would say
Wrong angle on the wood on the hoarding (fence) on the mid high
Weird hole near the entrance to low (entrance from base)
Enjoy and comment pls :)
Proceed to Beta 3 download (2.page 4.post)
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Compiling b2
Fixes:I hope sun angle
Rotated brush at mid high
Rotated 1 misaligned rock on mid high
Hole near low entrance
Some wierd looking brushes
Reduced light at mid low
More obvious cap
aligned rotated wood
aligned all crates
Added cap to 1. flag so now you can cap on both
Some more info:
White flag = 3points
High flag = 4points
Base flag = 6points
Just letting know that you dont have to upload b1 to otb beta ;)
And btw are the bridges missaligned? I dont know because i cant recognize it with my textures
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I believe it was Gama who made that comment, but never mind.
I'll wait for b2 to take a look on it
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Lol you are right it was gama sry :D
I was too lazy to check in the last thread.
Anyway i had b2 completed about 5 times but i always found some mistakes so now i am making probably last final compile in about hour i will upload map :)
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Bruno Vylizpic's Land (Beta 2)
Fixes:I hope sun angle
Rotated brush at mid high
Rotated 1 misaligned rock on mid high
Hole near low entrance
Some weird looking brushes
Reduced light at mid low
More obvious cap
aligned rotated wood
aligned all crates
Added cap to 1. flag so now you can cap on both flags
Less global light
Some improvments for easier jumps
Better shaped ice in mid low
Bugs:Forgot to add angle to spawn :/ i dont want to make sixth final compile it takes so long so i will fix it for b3 with other things you can find :)
Probably wrong aligned woods on bridges
Download:
http://www.edisk.cz/stahni/65845/bruno_b2.bsp_1.97MB.html (http://www.edisk.cz/stahni/65845/bruno_b2.bsp_1.97MB.html)
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Very good gameplay.
This map is "unbasable" and "uncampable" how proza said :P
Sweet jumps =D
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Very good gameplay.
This map is "unbasable" and "uncampable" how proza said :P
Sweet jumps =D
Well i believe it is campable somewhere but i didnt find it yet but yea its unbasable and that was my point and i am pleased you find the gameplay good :)
Have you tried double from 1. flag crate(that small one) and then to high(i have modified the rock so you can get on the top :) )? thats the coolest 1 i would say xD
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This map is "unbasable" and "uncampable"
oh no..
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oh no..
Shao dont cry! :D
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oh no..
ROFL shao xDDDDDD
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Shao will find a camperspot anyway.
No way to make a map without shao being able to camp on it :D
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lol shao will study the map 24/7 to find a Spot to camp. im sure.
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ye shao has nice aligned texture
and what about my map guys? xD
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pretty nice map :) but hate maps with midflag :D
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Maybe you can hate them but i wanted to create something original :D and here we go 3s+ map with mid flag
Thanks anyway :D
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Have you tried double from 1. flag crate(that small one) and then to high(i have modified the rock so you can get on the top :) )? thats the coolest 1 i would say xD
It was my idea :P
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It was my idea :P
Nobody care. Say something about the map.
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It was my idea :P
Yes it was aveiro idea to modificate rock so you can jump to the top =P
As for the gameplay, I am still not sure if it is good that i added cap also to 1.flag i hope that the map wont become one round map because you will only go cap but as i said idk if it will happen or not
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Online @ [OTB] Beta!
I'll have a look at it later...
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Great map, looks like it will have lots of speed, usually an attraction towards the European matching scene and should eventually catch on here in the USA. My personal feedback.
1st screen shot (RaLFeedback001) -- Make the the wall texture or add another grass one coming down so it isn't a straight edge.
2nd screenshot (RaLFeedback002) -- Make all of the slanted planks thicker. They don't look that good and also some of them are misaligned.
3rd screenshot (RaLFeedback003) -- Make the wall longer so you can attach it to the side.
4th Screenshot (RaLfeedback004) -- Maybe instead of sky the whole way you could add some more rock so you cant see that section of grass. **EDIT ** You cant see it in my screenshot for some reason, but you can ingame
5th Screenshot (RaLfeedback005) -- You cant make that jump because the rock is too close to that lowered wall, move the rock back and it should be fine.
Other than those things you need to fix, the map looks great! good work.
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@RoBiNandL!nk
Didnt you posted comment to b1? I think i have alligened all the wood in b2 and i fixed that hole at scrn3.
Weird that on scrn4 you have rock that i added in b2 but on the other screens are bugs that i fixed in b2.
In b2 most of the bugs from screenshots are fixed expect scrn4 will fix that in b3 ;)
And also the wood is not thick enough? :D Shoudl i use 2px brush? I am using 4px now for it, that low jump you can make it if you turn your mouse twice while sliding (you just need to have more speed) then you can speed to the 1.flag i didnt want to make it easy so you can make it in every speed
Thanks for your possitive feedback glad that you like it :)
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As for my progress with this map.Aveiro gave me some ideas for jumps in the map so i will probably start working on b3 tomorrow + i will fix all the bugs you mentioned ;)
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Nice map prozajik :)
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nice map with nice name ;) gj prozo
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Thanks to all :). Its nice to see that so many people like my map :D
PS:The name was selda's suggestion :D
Bruno Vylizpic's Land (Beta 3) - download at the end
Fixes:Added angle to all spawns
Added ladder to mid so now you can circle from speed there
Added another side jump(there was side jump double from crate to wood to flag and the new one is on the other side)
Added wall to the high so now you cant see throw the sky
Added create near the sniper (way to cap when you succes the speedjump) so now you can crouch into there and you can better line (i wanted to use it before just only from base thats why it was so high but with that crate it still doesnt show such an advantage and is possible to line better from there )
Thats all :)
If you have any idea how to improve the map (some jumps etc) let me know i will think about it :P also if you can find any bugs let me know too
Download:http://www.edisk.cz/stahni/94034/bruno_b3.bsp_2.13MB.html
(http://www.edisk.cz/stahni/94034/bruno_b3.bsp_2.13MB.html)
Enjoy
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Ok, i'll check what i have to see on this one.
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Sorry for the late response.
Looks good. It's a very opened map though :)
Nice to see that you added the angle key to all player spawns. I would just add a few more player spawns, maybe 8 for each team instead of 8 for both teams. This would make the map and the gameplay more variable.
I think there're too many flags and bases in this map. Four flags and two bases should be the maximum without being too confusing. So I would do 1) one base and two flags for each team or 2) one base, one flag for each team and one mid flag for both teams. Newer players are already overtaxed with these two variants.
Otherwise it's like every new map. Very empty and lots of jumps. Somehow I miss good old maps like castle1, where tactic, recon and aiming was more important than jumping and flying from base to base.
(http://www.otb-server.de/wbblite/attachments/1597.jpg) (http://www.otb-server.de/wbblite/attachments/1596.jpg)
Red: Misaligned. I would use an other wood texture instead of this short planks for the "ramps" and the bridges. The short planks doesn't look that realistic.
(http://www.otb-server.de/wbblite/attachments/1599.jpg) (http://www.otb-server.de/wbblite/attachments/1598.jpg)
See the pic before. Misaligned, but I would use an other wood texture anyway.
(http://www.otb-server.de/wbblite/attachments/1601.jpg) (http://www.otb-server.de/wbblite/attachments/1600.jpg)
Red: I don't like this hard edge. Looks ugly and should be removed.
(http://www.otb-server.de/wbblite/attachments/1603.jpg) (http://www.otb-server.de/wbblite/attachments/1602.jpg)
Red: There's a small hole :)
(http://www.otb-server.de/wbblite/attachments/1605.jpg) (http://www.otb-server.de/wbblite/attachments/1604.jpg)
Red: Misaligned. See pic one.
(http://www.otb-server.de/wbblite/attachments/1607.jpg) (http://www.otb-server.de/wbblite/attachments/1606.jpg)
Red: Misaligned. Move the faces a little bit or choose an other wood texture, too.
Green: Add clip brushes here, that the window can't block you.
(http://www.otb-server.de/wbblite/attachments/1609.jpg) (http://www.otb-server.de/wbblite/attachments/1608.jpg)
Note that there're lots of newer player around, which can't do a double jump and doesn't have a double jump script. Try to make your maps possible for those players, too. They don't need all jumps, ways, etc. but the most important ones should be possible for them.
Red: Make this brush a little bit bigger, that's easier to jump on the left brush.
Blue: Add a small box or something else where you can jump on here, that you don't need to do the other jump.
(http://www.otb-server.de/wbblite/attachments/1611.jpg) (http://www.otb-server.de/wbblite/attachments/1610.jpg)
Red: A horrible looking edge, you need to fix.
(http://www.otb-server.de/wbblite/attachments/1613.jpg) (http://www.otb-server.de/wbblite/attachments/1612.jpg)
The same like 2 pics before. Newer player don't need all jumps, but this way should be possible. The way on the opposite side is ok as an advantage for jumpers.
Yellow: Lower the brush a little bit, that it's possible to jump on it after standing on the box in front of the wall. Make sure, that the next step is remain possible.
Blue: Slope this wall, that you could use this way with less speed.
(http://www.otb-server.de/wbblite/attachments/1615.jpg) (http://www.otb-server.de/wbblite/attachments/1614.jpg)
Red: Misaligned, see pic 1.
Blue: Add a clip brush here, that you can't hit the ladder from below.
(http://www.otb-server.de/wbblite/attachments/1617.jpg) (http://www.otb-server.de/wbblite/attachments/1616.jpg)
Red: The transition from the ground to the ice looks strangely
(http://www.otb-server.de/wbblite/attachments/1619.jpg) (http://www.otb-server.de/wbblite/attachments/1618.jpg)
Red: Fix this hole/edge.
Yellow: Rotate the texture in this corner (90°) like you did on the right side of this window.
Blue: Misalignment, see pic one.
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I've attached a demo with suggestions and uploaded the map to the beta server. PM me if you need the beta server login.
Map looks good, r_speeds are pretty good, sky borders need work, and there need to be some more newbie-friendly paths.
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sorry for long time absence but i dont have much time nowadays. Tho i have laready fixed all bugs from chef expect the wood problems i will probably fix that for beta 5 now i will focus on fixing the gameplay problems and making newbie paths ;)
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So i recently picked up where i stoped (didnt have much time because of school, etc), but i didnt have a mapfile so my friend converted it for me from .bsp. Now, the problem i have with it, is that it says there are leaks, even though i am sure in the original file there were not. Also, if i try to find these leaks with the help of .lin file, it usually gets me to an empty space or i cant find any leak there.
If anybody could help me out with it, find leak or tell me how to locate them better, that would me most appreciated.
PS:I tried manully looking up the leaks, as well as using leak check which helped me locate 1 leak following a "leak line" but the line doesnt change even though i am sure i fixed it.
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So I just had a go and there are many leaks :) Just follow this...
1. Compile
2. Load Leak (pts)
3. Fix it
4. Compile it again
5. Stop Leak (pts)
6. Load Leak (pts)
7. Fix it
8. Compile it again...
etc.
As the leak check was working for me.
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What do you mean by "Load Leak (pts)"? I can only use .lin or .por as Leak File extensions.
And I know there are many leaks :), probably because i compiled it from bsp (i even had to re-apply all noclip brushes).
PS:To check in extend, when you loaded leak check file, there was a line, which led from one spawn to corner of low entrance (in the same base)? Because i think i fixed that one but Leak check is still showing to me as if there was a leak (at least I hope i fixed it lol)
(http://www.q3.cz/images/87leak1_1.png)
How is there a leak?
PPS:Using OTB BSP version, because the "normal" or "clear" version crashes everytime i try to load .lin leak file (Program stopped responding).
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Total leaks found: 9
All fixed, sent it to you on skype:D
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OMG, I just realised what i was doing wrong,.... I was loading .lin file from the old folder from the "clean" instalation not from OTB instalation... srsly :D
Well, anyway, many thanks to JMR for fixing all the leaks, i will get on with working on the map and will try to get to final release :)
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Beta 4 out, will deal with details later, leaving right now for Croatia for a week ^^, feel free to test it out, i will respond to all comments when i get back cya
removed
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Bruno Vylizpic's Land (Beta 4) - download at the end
Fixes:
Everything that was said before (misaligned textures, added some ramps)
Removed cap from 2nd (higher) flag
Made ice transition smoother
Bugs:
I am sure i missed something, there are many bugs from compiling it from .bsp to .map. For example: walls which you can walk through or wall brushes moved by 1 px, so you can get stuck if you walk close to it.
Download:
http://www.edisk.cz/stahni/06068/bruno_b4.bsp_2.31MB.html (http://www.edisk.cz/stahni/06068/bruno_b4.bsp_2.31MB.html)
http://uloz.to/xsqjK7Pv/bruno-b4-bsp (http://uloz.to/xsqjK7Pv/bruno-b4-bsp)
Enjoy
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would appreciate upload to OTB/arctic so we can finally test gameplay :), ty
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I will put it in dp-ger.de Server rotation at evening.
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Beta 4 is now online @ [OTB] Beta!
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thanks guys! :)
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This is a nice map bwahahahaha :D
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This is a nice map bwahahahaha :D
Thanks! Glad you enjoy it.
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Found some bugs.
When you do jump from blue side to red second.
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Found some bugs.
When you do jump from blue side to red second.
Thanks for the catch, fixed in next beta.
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Thanks for the catch, fixed in next beta.
May I ask why is it only on one side? :D
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May I ask why is it only on one side? :D
Just wanted to make one side special ^^
Honestly, i have no idea, there was like 8 or more "walls" like this, it happened after i compiled .bsp to .map, also a lot of edges were missaligned and you could get stuck there because their brush was changed by 1 px.
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I've attached a demo with some feedback.
Biggest suggestions:
- Try to make the map a little more accessible for new players.
- Avoid areas where you can see the map through the sky.
- Pick a grass texture that's not quite so green. The red rock and green grass have a pretty harsh, unnatural contrast. The new grass1_4 might work in this map.
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The map's up on the beta server. After playing it for a bit, I don't really like the way the base is set up. It's pretty much all trick jumps and you end up having to back track to get back to it if you're too close.
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It's fun, but the problem is that the n00bs wouldn't like it due to the skill level it takes to pull of some of those jumps.
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Played this a bit a couple weeks ago, I think. Some feedback:
- The ladders to the white flag can't be climbed up on the actual rungs of the ladder. Seems only the sides are set up as "ladder".
- Why do you have to jump up to the ladders in the first place? Why not just make them go all the way to the ground so new players can get up there? Jumpers will be able to snag the flag quickly anyway. I don't see why you're deliberately increasing the skill gap.
- While it's possible to get up to the flag from the left side without trick jumps, it's not very intuitive (have to jump back and forth), and you can't really make out the platforms from below.
- Middle flag REQUIRES a trick jump (and an awkward one at that, since there are bumps around it) from the mid platform.
- Bridge away from flag just sort of... deadends into a rock. Seems like this should be a straightforward path that leads out ward (and also have a path that gives you access to it from the other side).
- Lots of places where you can see through the sky along the edges.
- If you don't know how to move on ice, you can get stuck on the low path.
Try this: Pretend you're playing the game for the first time. Don't strafe jump/ice skate/double jump, etc. Just move forward and press jump at most once every second. Can you navigate the map and get all the objectives easily?
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- If you don't know how to move on ice, you can get stuck on the low path.
While you are at it - I really like the map but there is one low-jump that only works from red to blue, but not the the other way around. Pretty much gamebreaking. Shown in demo.