Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: ElimNator on June 20, 2011, 04:56:34 PM

Title: MistyCity
Post by: ElimNator on June 20, 2011, 04:56:34 PM
Map Misty City

Download:
 MistyCity_b1 (http://)
 MistyCity_b2
 MistyCity_b3 (http://www.soft-haus.com/jacob/blog/wp-content/plugins/download-monitor/download.php?id=49)

(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash4/264239_2039854486266_1541414237_2168211_8019144_n.jpg)
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash4/264239_2039854526267_1541414237_2168212_5534029_n.jpg)
(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-snc6/264239_2039854566268_1541414237_2168213_1612857_n.jpg)
(http://a1.sphotos.ak.fbcdn.net/hphotos-ak-ash4/263524_2039868326612_1541414237_2168221_6549526_n.jpg)
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-snc6/263524_2039868366613_1541414237_2168222_1853778_n.jpg)
Title: Re: MistyCity
Post by: payl on June 20, 2011, 05:22:52 PM
Epicly bad map!
1. Why you don't make beta before final?!
2.Wut? 13000 r_speeds?
3.Why in red base there are red walls while in blue base there are normal walls?
4.WHY EVERYWHERE DOORS? Doors ruin gameplay of maps!
5.Everyone could camp in their base, it's almost impossible to get other team flag.
6.This map is totally unplayable.
Title: Re: MistyCity
Post by: MyeRs on June 20, 2011, 05:37:55 PM
Epicly bad map!
1. Why you don't make beta before final?!
2.Wut? 13000 r_speeds?
3.Why in red base there are red walls while in blue base there are normal walls?
4.WHY EVERYWHERE DOORS? Doors ruin gameplay of maps!
5.Everyone could camp in their base, it's almost impossible to get other team flag.
6.This map is totally unplayable.

Couldn't of tried to be a little more polite about it, lol. It's clearly his first (or one of his first) maps he's ever made, and he put some effort into it. Most people are so excited after finishing a map that they want to release it, and to them it is good.

ElimNator: Don't release your first like 5 or so maps, wait till you improve your mapping skills otherwise most community members (as shown above) will tell you how bad it is. You should also ask other mappers for help so you can improve your mapping (if they are willing). Goodluck with future maps, but you should probably scrap this one.
Title: Re: MistyCity
Post by: payl on June 20, 2011, 06:23:17 PM
Couldn't of tried to be a little more polite about it, lol. It's clearly his first (or one of his first) maps he's ever made, and he put some effort into it. Most people are so excited after finishing a map that they want to release it, and to them it is good.
You are right, i was so happy after i created my first map (it was epicly bad map ofc). But i'm still sure, he should practice more before releasing map. And yeah, i wasn't really nice :-[ . But IMO newbies shouldn't really use forums, as they call me cheater, because i jump high and/or kill them... And this is just another example: He haven't ever made any beta... But he could read sticky topics, which says "Make some betas before final". And i'm sure somewhere is "doesn't publish ur first maps". If he could read... but no one except me reads stickies carefully. Anyway, as i said, i failed too, thanks MyeRs for not flaming once, i'll try to be nicer (at least) to newbies...


If i haven't rellased any map, it doesn't mean i haven't made some. I'm slowly planing to publish one of them (but i'm generally busy at other things). And maybe i'm not bsp master, but i know how to use it.
Title: Re: MistyCity
Post by: RoBiNandL!nk on June 20, 2011, 06:55:30 PM
Practice makes perfect. Keep working on bsp... Don't make structures like that. Just make stuff related to dp. Like the classic bunkers houses and such. ohh and guys guys.. stop trolling mkay?
Title: Re: MistyCity
Post by: ElimNator on June 20, 2011, 10:58:44 PM
Actually I know BSP quite well, I didn't make this map for game play, I designed it on what me and my bros like. (We had a blast on this map) I just though that I would share it in case there is some people who might like it.

Also I don't think your encouraging new members...
Title: Re: MistyCity
Post by: blaa on June 21, 2011, 04:52:33 AM
 You see, there are thousands of map for DP and there are so many maps that are crap :). Yours is one of them. Don't feel bad about it, if you feel you have it in you to create a good looking map with good gameplay then keep trying. If not, noone cares.
Title: Re: MistyCity
Post by: T3RR0R15T on June 21, 2011, 05:24:11 AM
Is it a final or will you work on it?
Title: Re: MistyCity
Post by: ElimNator on June 21, 2011, 12:46:37 PM
I will still work on it, Ideas for better gameplay?
Title: Re: MistyCity
Post by: Chef-Killer on June 21, 2011, 01:10:10 PM
You added lots of nice ideas, but I guess the map is too much opened for this game. Without changing the structure to avoid such big and opened areas there're probably not enough possibilities to reduce the r_speeds to make this map playable sometime. I think it's a good learning project for you. You shouldn't put too many expectations in this map, though.

Btw, it looks like you didn't run a final compile.
Title: Re: MistyCity
Post by: jitspoe on June 21, 2011, 03:18:26 PM
Has it been fully lit and vised?  It doesn't look like it from the screenshot.
Title: Re: MistyCity
Post by: Narga on June 21, 2011, 03:27:59 PM
I think these are the nessesary compilers. Correct me if I'm wrong.

QBSP for testing your map.

VIS/RAD for testing your lights and making the lighting realistic. It also vises your map which reduces  r_speeds. Having high r_speeds is bad, which is why vising is important.

Final Compile This is what you use for seeing what the final map will look like.

Final Compile (high quality)  Same thing as Final Compile but with higher quality.

I'm not sure what the rest of them do. But I'm working on a map and I used it to test the compilers. I hope this doesn't screw up my map.
Title: Re: MistyCity
Post by: MoHawkBoy on June 21, 2011, 03:35:03 PM
that's an awesome map
Title: Re: MistyCity
Post by: HaRmonY on June 21, 2011, 03:41:44 PM
i like the Idea of Map.
But u can't play this map without laggs <- r_speeds
Maybe edit the lightning a bit that we can see more.

For better Gameplay u should make another way to the other site or making a low-way.
Title: Re: MistyCity
Post by: Rockyar_96 on June 21, 2011, 04:17:23 PM
If he run a final.compile - export the r_speeds will be only half of the original ones. Maybe it´ll be better then.
Title: Re: MistyCity
Post by: ElimNator on June 21, 2011, 05:17:05 PM
OK, thanks Ill do some fixing.
Title: Re: MistyCity
Post by: HaRmonY on June 22, 2011, 08:56:39 AM
and rename this map to mistycity_b1. And name your next version of it with that fixes mistycity_b2 :)
Title: Re: MistyCity
Post by: jE on June 23, 2011, 06:51:04 AM
I really like the map, but  some more lights and maybe some new paths would be useful.
The flags are too hidden imo, first time i had to walk around a little to find them.
With some work on it, this map should be fun to play....at least in pubs
Title: Re: MistyCity
Post by: ElimNator on June 23, 2011, 12:09:04 PM
Any specific ideas of how to make this map better?
Title: Re: MistyCity
Post by: Chef-Killer on June 23, 2011, 01:04:23 PM
Make betas, reduce r_speeds, add lighting, fix warnings and errors, try to avoid open areas, run a final compile, maybe reduce the fog a little bit, maybe replace the brush trees with tree models, ...

I think that's all for now. First of all, the map should be playable somehow. Trying to improve gameplay, details, alignments and stuff like that can be done later.
Title: Re: MistyCity
Post by: ElimNator on June 23, 2011, 10:34:57 PM
Ok, I uploaded a Beta_3.
I have some probs:

1: When I use tree models the transparency doesn't work, the branches have all black where there should be nothing.

2: (From a dif map) I can see through the sky even though I have nodraw checked in.
(http://www.soft-haus.com/jacob/blog/wp-content/uploads/2011/sshot007.jpg)
(http://www.soft-haus.com/jacob/blog/wp-content/uploads/2011/sshot008.jpg)
Title: Re: MistyCity
Post by: Aveiro on June 24, 2011, 04:47:17 AM
rename to EpicCity
Title: Re: MistyCity
Post by: Rockyar_96 on June 24, 2011, 04:55:27 AM
where is the download-link?
Title: Re: MistyCity
Post by: Rick on June 24, 2011, 05:06:11 AM
where is the download-link?

On the first page. intercourse.
Title: Re: MistyCity
Post by: Chef-Killer on June 24, 2011, 08:41:14 AM
Download doesn't work for me :-\

1. Seems like you doesn't have the script for the tree. Make sure the map will download it aswell ("requiredfiles" "###" in the worldspawn).

2. Logical, if there's something that's higher than a wall in front of it, you can see it in real life, too. Just making the wall higher would be the most easy way to fix this.
Title: Re: MistyCity
Post by: Rick on June 24, 2011, 10:48:16 AM
:/
Title: Re: MistyCity
Post by: ElimNator on June 24, 2011, 11:31:02 AM
rename to EpicCity
Why?


Download doesn't work for me :-\

1. Seems like you doesn't have the script for the tree. Make sure the map will download it aswell ("requiredfiles" "###" in the worldspawn).

2. Logical, if there's something that's higher than a wall in front of it, you can see it in real life, too. Just making the wall higher would be the most easy way to fix this.
Now dose it? and thanks Ill do this.

But I don't think it will fix this:
Quote
1: When I use tree models the transparency doesn't work, the branches have all black where there should be nothing.
Title: Re: MistyCity
Post by: Chef-Killer on June 24, 2011, 11:39:57 AM
If you want to use a sk89q tree model, you need the script sktrees1.txt, otherwise you'll get a tree with black surfaces. So I guess you don't have this script. Requiredfiles only handles the ingame download, if the server has that file. You can grab it here:
ftp://otb-server.de/pub/sk89q_trees.zip (ftp://otb-server.de/pub/sk89q_trees.zip)

The download still doesn't work for me, hm...
Title: Re: MistyCity
Post by: HaRmonY on June 24, 2011, 11:58:21 AM
for me the download works.

ElimNator, maybe you upload it on file-upload.net or uploaded.to for give the Tester of you Map some altneratives to that Attachment.

(sorry for my eng :o)
Title: Re: MistyCity
Post by: ElimNator on June 24, 2011, 04:53:22 PM
Try this link:
http://www.gamefront.com/files/20477891/mistycity_b3.bsp
Title: Re: MistyCity
Post by: Chef-Killer on June 25, 2011, 06:47:51 AM
This one works, thanks :)

What did you change? It looks like the map still isn't final compiled without errors or warnings (no VIS, no lighting).
Title: Re: MistyCity
Post by: ElimNator on June 25, 2011, 01:09:36 PM
I added a down way to get to each others flags. And fixed the doors for better game play.

I can't do a final compile. It just make every thing black.
Title: Re: MistyCity
Post by: payl on June 25, 2011, 02:32:04 PM
I can't do a final compile. It just make every thing black.
Maybe add light?
Title: Re: MistyCity
Post by: Chef-Killer on June 25, 2011, 05:07:37 PM
Lol payl, that's a good idea :D But seriously, you've already added sun lighting settings for the outdoor area. For the new way you need to add texture lighting or something else. There're a few nice lamp textures.

After that you can try to run a final compile, because a map without final compile is always unplayable.

Make sure that there're no errors and/or warnings while compiling. If not, fix them or tell us what error you get.
Make sure that your numportals are lower than 10.000. If not, detail stuff like boxes, barrels, trees, tables, chairs, etc. that doesn't block VIS.

If you have troubles while compiling, post the compiler message here.