Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: supertanker on May 29, 2006, 06:54:46 PM
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Outdoorz2 is going to be my third map when its done. It is like a really really really small Brainstorm (1024x1024). It has two bases, connected two ways: the sewer pipe (I still need some inspiration, I don't want it to just be a straight pipe to the other base) andn the outside area.
The 'wall' makes a natrual ramp to get up to the top of hte base, and there is also the wooden ramp. Underneith the base is the sewer pipe.
Screenshots http://paintball.levelzone.net/?q=node/14
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3rd pic was broken. But looking good so far. Congrats. All good maps start from little Idea's.
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It looks like you're getting the hang of mapping, which is good, but you're using existing Paintball2 maps as inspiration, which is bad. Quite frankly, all of the paintball2 maps are extremely dated, poorly built, and/or unrealistic and unimmersive. I would suggest looking at more current-gen games and real life for inspiration. For example, nobody in real life would make 7 foot thick pillars out of planks. It just doesn't make any sense. Sure, it's in paintball2 maps all the time, but we need to move away from that. Try making things that resemble plausible real-life structures. Look at some pictures of real paintball bunkers. Look at architecture drawings. Get your inspiration anywhere but existing paintball maps. Brainstorm was made 8 years ago (yikes, scary to think about now...). We need to move on to better things.
I'm not writing this to attack your map. I see a lot of potential in your mapping abilities. It's just going to take a bit of work. I want to see paintball maps on par with (or better than) this (http://dpball.com/forums/index.php?topic=1576.0) some day: url=http://dpball.com/forums/index.php?topic=1576.0
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okay. i have been thinking the same. and Im coming up with some new realistic designs that I have played on/with in real paintball.
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I'm going to add detail, LOTS and LOTS and LOTS and LOTS and LOTS and LOTS and LOTS of detail, after I get the basework done, and change textures, modify layout, etc...I've been mapping for years (since I was 12, no less!) but I haven't used many modern editors...
Anyways, the first public beta is here:
Download Link (http://paintball.levelzone.net/?q=system/files&file=outdoorz2_pbeta1.zip)
(Barely any detail/lighting yet, and I know the bunkers should be lower)
Plus I have FINALLY got the hang of ArghRad, so sun lighting looks fairly nice (sorta...)
I've never actually played real paintball though...
Hopefully when you release the new map format I can still use GtkRadiant to map...
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A map doesn't have to have lots of detail to look realistic, and on the flip side, just because a map has lots of detail doesn't make it realistic.
As for the new map format, it will more than likely use GTKRadiant as a base for the editor.
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YAY!!!!!!!!!!!
And I will have more ... realistic supports soon
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Outdoorz Public Beta 2 is out:
http://paintball.levelzone.net/files/outdoorz2_pbeta2.zip
Enjoy, and there are no 16 foor supports today...
Note this a version that has not been through Arghrad, to save time and size. Final will be arghraded
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Comments...I must have comments!!!
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Post screenshots.
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I downloaded the map and took a look at it. From what I can tell without actually playing a match on it, it should be a good map. It seems to be very anti camper, the few camper spots there are seem to be placed so that someone always has a chance to sneek up on you. I'm not so sure about the flag bases, if I were you I would change that a little because it seems too bland. Looks good though, keep it up.
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Good, because personally I hate snipers :)
I will upload more recent shots in a while...
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No lighting? The ladders are really huge. The textures along the edges of the base are misaligned. It still looks very simplistic and unrealistic.
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Ladders are much smaller now...
I fixed some of the textures, and fixed some more random bugs I found.
I cannot seem to think of anything else to put in the map, I seem to be having a case of Mapper's block.
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If you have a new version ready, I can put it up on the beta server for testing and feedback.
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Um.....what is the beta server?
anyways: third beta
A couple things are changed. First, I bothered to spend an extra ten minuts and run it through ArghRad for lighting. It is a bit darker overall, which I like.
Second, the area under the bases are totally redone. Now it looks like a sort of cave underneight each one. Area around the bases are redone as well.
I removed the center passage, it was sorta redundant.
And I modified the bunkers, now its a bit easier to shoot out without hitting the bottom.
http://paintball.levelzone.net/?q=system/files&file=outdoorz2_beta3.zip
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You really need to add some alternative paths to this map. 1 path maps simply aren't as much fun if there's more than 2 people on the server. Also, when you jump up on the wall ledges, you can see through the sky to other areas of the map, effectively making a wallhack built in. Brainstorm suffered this problem as well. You should model after the good parts in maps, not the flaws. ;)
Another minor suggestion would be to put a grass texture on that ramp at the front of the base, so it's a little more obvious you can go up that way.
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Um...I didn't know you could get up on the walls....
Look UNDER the bases for the alternative path :)
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Any New ScreenShots?
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Um...I didn't know you could get up on the walls....
Look UNDER the bases for the alternative path :)
Wow, somehow I completely missed that -- I thought it was just a cave area under the base that went nowhere. Something's funky with the ladders, though. I'm not sure what -- going up them didn't seem to go smoothly. I think the ladder clip brushes are too thick on the outside areas -- it seems like you're far away from the ladders when climbing them.
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I'm ArghRadding it as we speak for the final version. As for the walls, how on earth did you get up there?
Changelog:
Final version
(Bugfix) made walls higher, so no more getting on top and being cheep tricks
(tweak) changed texture on front of base to make it more obvious you can walk there
(bugfix) made ladder brushes thinner
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heh i donno if this is serverside or clientside, but i was running the map on my cable server, not that the connection matters, and i spawned in reds base....may wanna take a look at that.
Overall its a decent map, not very good for matching on, but its good for a newcomer to DP mapping. I would definatly take a look at some of the pbcup_maps if you're looking for ideas. DirtyTaco is a great mapper when it comes to modernizing the maps for the almost evolved form of gameplay which we are starting to experience more and more with the further development of the game. but yeah..nice pubbin map, reminds me of like pwa/brainstorm/ub_cliff2k4 all together in 1 and maybe a little palmtreea :-)
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I'm ArghRadding it as we speak for the final version. As for the walls, how on earth did you get up there?
Here's a demo. Also, you need to give your map a title, "message" key in the worldspawn. And we need to give this some play testing before you release a final version.
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After playing this map for the first time yesterday, I logged in to address the problems with spawns and wall walking wall hacks. But these have already been talked about.
I will say that you'll need to either add some more equipment/supplies or have people spawn with some. Maybe give people a 100 ball hopper and 50 paintballs or whatever, but it looked like it could get nasty with people grabbing it all up.
Otherwise, looking pretty good. Looks like a good camper map for me. ;D
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Sorry, ive been a bit too busy to map lately....
JOE: I will look into the problem, I probably have a red base spawn without the teamnumber key/value pair set
Hobo: Equiptment spawns will probably work, but I will probably have mostly lower-power guns in the map. Don't want a sprayfest.
Jitspoe: Message key I usually do last, and as for play testing...i'm on dialup so its a bit hard with many people.
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Ooooooooookaaaaaaaay...I finally manged to transfer all my stuff to linux.
So...this map is just about ready for release I beleive. R_speeds I managed to keep low (I hit 130 fps with a 32 meg vid card) and it works fairly well. I just have to get it compiled.
This map will probably be open-sourced.
Oh, and to solve the wallhack problem, clipbrushes on all the areas up there...
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Okay, finally got the stupid thing to work with transferring to a new computer and all
http://levelzone.net/outdoorz2_final.zip
Any other bugs? Comments?
Didn't have time to include the .map file, so if you want to see the map source, either decompile it or email me for the .map file
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Looks like most of the issues have been fixed on it. It should make for a decent 2v2 map. Only comments I have are that the low path will probably be a lot slower, and you should just name the map outdoorz2.bsp instead of outdoorz2_final.bsp. (All non-final maps should have a _beta* or _b* extension and the final map should just be the mapname.bsp).
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Exactly what I was trying to make a point of with his construction map on the other thread.