Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: RoBiNandL!nk on June 05, 2011, 08:21:50 PM
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Ehh This is my new map Sanctum:
It's small.
1 Flag per base + Mid flag.
Spawn with spyder chrome barrel and 100 hopper.
ScreenShots:
1st. Base
2nd. Mid
3rd. Low?
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Recorded a demo with some suggestions. Also recorded a demo with some game play, but it seems no team numbers are set on the spawns, so people spawn in the wrong bases - pretty much makes the map unplayable. I've removed the map from the beta server rotation for now until that's fixed.
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from screens rly nice. Im going to download it and i will give you feedback in the evening (:
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All in all, its a nice map with terrain, and i can't find wrong textures :)
The spawns are wrong, some red spawns are in the blue base or some blue spawns are in the red base.
One more pic:
(http://img26.imageshack.us/img26/7498/sshot0048.jpg) (http://imageshack.us/photo/my-images/26/sshot0048.jpg/)
Here is a wrong terrain-brush.
Gj
-Burnie
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Nice but small map. The build-up is a bit like sanctum_inner (but it's understandable :D).
I found some things you should change, too:
(http://img7.imagebanana.com/img/vkkuyibt/base1.jpg) (http://www.imagebanana.com/)
Red: Move the texture (both bases)
(http://img7.imagebanana.com/img/ozea42ar/base2.jpg) (http://www.imagebanana.com/)
Red: Rotate both brinks (both bases)
(http://img7.imagebanana.com/img/cc4v684t/base3.jpg) (http://www.imagebanana.com/)
Red: At the blue base there is a small overlap at the barrel
(http://img7.imagebanana.com/img/qklc0gz3/base4.jpg) (http://www.imagebanana.com/)
Red: Move the texture (both bases)
(http://img7.imagebanana.com/img/a0mt7l4s/base5.jpg) (http://www.imagebanana.com/)
Red: Move the texture a bit, too (both bases)
(http://img7.imagebanana.com/img/rncvriag/base6.jpg) (http://www.imagebanana.com/)
Red: Is it your purpose that the box is in the wall?
(http://img7.imagebanana.com/img/7f8dae09/sideway1.jpg) (http://www.imagebanana.com/)
Red: Is it your purpose that the vertical 'pile' is overlapping with the other 'piles'?
(http://img7.imagebanana.com/img/3xg51q4h/mid1.jpg) (http://www.imagebanana.com/)
Red: Here's a small 'wallhack', I don't know if it's necessary, but maybe you could make the wall a bit higher. :)
Green: The same as at the 6. attachment.
I don't know if you understand me, but I hope so. :)
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2. attachment: Red: Rotate both brinks (both bases)
As long as it doesn't have any coatings, it's aligned well. I think most of the wood doesn't have it in real life, so it's ok for me.
I'll have a look at the map after you've fixed the player spawns.
Online @ [OTB] Beta!
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Hahaha, sorry about the spawns jitspoe. I fixed almost everything that you guys posted. Here is beta 2 - skies fixed also.
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Looks pretty good. Much better than Cuso. :p
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Looks pretty good. Much better than Cuso. :p
haha thanks. Well the thing is, he never finishes his maps, so you look at more of mine.
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haha thanks. Well the thing is, he never finishes his maps, so you look at more of mine.
And Cuso is gross looking..
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I don't have the wall texture :( But on the other hand.. nice map
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Two more little things:
(http://img7.imagebanana.com/img/qzkel01l/sideway2.jpg) (http://www.imagebanana.com/)
Red: Move the texture a bit (only at the way to the red flag).
(http://img7.imagebanana.com/img/45tru5qt/base7.jpg) (http://www.imagebanana.com/)
Red: You have to rotate the texture here, too. You only did that at the other side from the wood (only at the blue base).
@ JUICEY: Watch my attachment for the wall texture. ;)
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there are 2 white fg's at the stick
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Checked it out, it's very small... Don't think the gameplay would be too great. Anywho!
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there are 2 white fg's at the stick
Yeah, that should probably be fixed.
There's a misaligned light under the ice.
You might consider adding a light source in the bunker behind the flag instead of a point light.
I put beta 2 up on the ev1 beta server. Let me know if you need the login.
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Beta3 - Enjoy. Next beta i will add the light source.
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Well done, but maybe you could add more ways to make the gameplay a bit better? :)
Some things you should change:
(http://img7.imagebanana.com/img/ex1uk93d/base8.jpg) (http://www.imagebanana.com/)
Red: You have to rotate the texture here and on the other site of the wood, too (only red base).
(http://img7.imagebanana.com/img/yr4ddx1w/mid_high1.jpg) (http://www.imagebanana.com/)
Red: It looks a bit strange. You should make a brush over it (both high ways).
(http://img7.imagebanana.com/img/nkl4vez9/mid_high2.jpg) (http://www.imagebanana.com/)
Red: It looks a bit strange, too. You should remake the hole area (both high ways).
It's nice, that you added a 'high way' over the sideway. But it's a bit hard to get there (maybe I just took the wrong way, I got there by DJ on the box).
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Interesting map. I'd like to see it with KOTH, would be fun :)
I'll post my feedback based on b3, but uploaded only b1 and b2 to our beta server, because b3 isn't lighted. I'll also try not to post stuff that other people already mentioned (whether if it's already fixed or not).
Add "message" "###" to the worldspawn.
Nice to see that you added "angle" "#" to the player spawns. But you don't really need to add it to the flags :P
Playing this map in different gamemodes (e.g. elim) crashes the server. If your map doesn't support different gamemodes (like this map; only "gamemode" "4"), don't add "gamemode" "#" to specific entities (especially for player spawns). Adding it to the worldspawn should be enough then.
The barrels are too wide, use a diameter of 48 units for them.
At the end one more screenshot for you.
(http://www.otb-server.de/wbblite/attachments/1977.jpg) (http://www.otb-server.de/wbblite/attachments/1976.jpg)
Red: Add a clip brush here.
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Was away for a week or two. Will get back to it.
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Was away for a week or two. Will get back to it.
Sounds good. I hope you read the feedback we gave. :)
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So how would i do multiple gamemodes in worldspawn would it be two different entries in gamemode 4 and gamemode 16 or would it be gamemode 4,16 ?
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Don't they add? Think it's 20, never made a map though.
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Don't they add? Think it's 20, never made a map though.
Yes, its 20.
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yes its 20 and when u want to use some spawns only for one mode add "gamemode" "#"
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Yes, thx. I forgot to write it.
You need to set the gamemodes, which the map should support in the worldspawn.
You can also add the gamemodes to the spawn, base and flag. If you don't add it to them, they are active/visible in all gamemodes (which the map supports). If you add a gamemode, they are only active/visible in this gamemode.
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How do you make a certain gamemode "default" so you don't have to say something like newmap propaint1 ctf or what-not.
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I'd only add gamemodes to spawns, flags, bases, etc. if they shouldn't be supported in all gamemodes the map supports. Otherwise it's kind of useless and can end up in problems like the server crash I've already mentioned.
Most of the time the server starts the maps automatically in CTF. However, in order to be sure you should create a mapinfo file for your map. Example:
[mapinfo]
minplayers 6
maxplayers 16
supports 1FLAG CTF PONG
default CTF
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B4... fixed some stuff.. don't quite remember what.
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(http://img101.imageshack.us/img101/1894/sanctumb4feedback.jpg) (http://imageshack.us/photo/my-images/101/sanctumb4feedback.jpg/)
misaligned
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Good work on the most important stuff :)
You might consider adding a light source in the bunker behind the flag instead of a point light.
I'd prefer this, too. The lighting without any source looks a little bit strange.
Cool, you added KOTH. Also add a hill entity around the pillar, that the players can move a little bit. Otherwise it's too easy to kill the people who is sitting at the flag.
Add "message" "###" to the worldspawn.
The barrels are still too wide, so the top and bottom textures are misaligned. Use a diameter of 48 units for them.
Oh, and I agree with Chucki. The boxes that are cut off by the wall are looking bad.
Online @ [OTB] Beta!
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Put it up on EV1 beta. For the next version, you might want to increase the lighting quality so you don't have such visible jaggies around the center flag post, etc.
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There is no invisible light source behind the bunker, there is a light on the floor of the bunker, the rest just looks strange. I Think my barrels look good and they're exactly in the grid so i can move them around easier.
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B5 added some stuff. Final soon?
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Sadly you removed koth :'(
For the lighting I'd use a "_sun_diffuse" value between the values for the "_sun_light" and the "_sun_ambient" (30-300). Most of the time 60 is a good value for this.
If you don't want to make the barrels smaller, you need to scale up the top and bottom textures of them. It looks very strange at the moment.
Three more screenshots with small and fast fixes.
(http://www.otb-server.de/wbblite/attachments/2064.jpg) (http://www.otb-server.de/wbblite/attachments/2063.jpg)
The func_wall overlaps with a normal brush here. You might want to delete the normal brush.
(http://www.otb-server.de/wbblite/attachments/2066.jpg) (http://www.otb-server.de/wbblite/attachments/2065.jpg)
Seems like this hole isn't fixed completely.
(http://www.otb-server.de/wbblite/attachments/2068.jpg) (http://www.otb-server.de/wbblite/attachments/2067.jpg)
A small misalignment. Move it a few units.
Map is online @ [OTB] Beta!
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Sorry I didn't get around to looking at the latest beta until now. I think this could be a pretty good map with a few tweaks - mostly to making more area on the hill to the flag accessible. I've attached a demo. Uploading to the beta server now.