Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: aircrew on July 24, 2011, 04:42:36 PM
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Hey, hi, hello!
It´s been raining here in the Czech republic so guess what, yes, I have made a map. It´s a jump map, as name says. I think that´s a long time since last decent jump map was released. I know jumping isn´t for everyone, but advanced jumpers could have a fun with this. Map isn´t so hard but it´s not easier version of dopjump either.
The map is divided into four parts, differentiated by colors.There are four levels in each colour, that makes 16 levels. Level design is pretty simple, but it´s ok for jump map I think.
I am really curious in what time best jumper can beat this, so I call a little challenge. Fastest jumper, proven with demo will be immortalized in map forever, dunno how yet. Maybe I will give him also my new car, not sure. Let´s say you have a week :) My time was about 12 minutes, but I don´t jump that much these days.
Have a nice play, AirC
(http://img196.imageshack.us/img196/8111/paintball22011072421453.png) (http://imageshack.us/photo/my-images/196/paintball22011072421453.png/)
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Oh, a jump map.
Map looks good for a first beta, just some general stuff without screenshots.
I'd like to see numbers of the levels. Maybe you could add brush work numbers in a wall of each room or you could add a message while teleporting the player.
Add worldspawn keys for a jump map, too. Might be "gamemode" "1", "maxteams" "4", "team1" "red", "team2" "blue", "team3" "purple", "team4" "yellow".
Add "angle" "#" to all info_player_deathmatch entites and all misc_teleporter_dest entities, that players don't look in front of a wall after spawning/teleporting.
Delete "message" "AirCjumps \nby Aircrew" from the info_player_deathmatch entitiy (-1360 3216 104) and delete "targername" "t8" from the misc_teleporter_dest entity (776 2024 88) to fix the warning while loading the map.
The lighting looks bad like it does in your other map. Use nice sun lighting settings (worldspawn), maybe something like this:
"_sun_light" "250"
"_sun_angle" "72 -25"
"_sun_ambient" "30"
"_sun_diffuse" "60"
Map is online @ [OTB] Beta! Renamed it to aircjumps_b1.bsp.
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I found dem hairy ballz quite offensive.
Nice map tho, again.
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I am really curious in what time best jumper can beat this, so I call a little challenge. Fastest jumper, proven with demo will be immortalized in map forever, dunno how yet. Maybe I will give him also my new car, not sure. Let´s say you have a week :) My time was about 12 minutes, but I don´t jump that much these days.
12 minutes? I'm gonna download it right now and finish in 12 seconds! :P
Good to "see" you again ;)
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The map is hard! My feedback for now would be that the ice needs its own texture or something similar.
My best time so far is 3:58 (fov 140, location: maps/jump/aircjumps.bsp).
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The map is hard! My feedback for now would be that the ice needs its own texture or something similar.
My best time so far is 3:58 (fov 140, location: maps/jump/aircjumps.bsp).
Didn`t know its u luum;)
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Added the map to the rotation on my jump server. Renamed to aircjumps_b1.bsp also. Looking forward to trying it out tonight after work! :D
3:58 playing in q2jumpmod or in DP????
Edit again: What textures do you use for the wall. I played it last night in my server and it didn't have them. They look just like normal textures from the pball folder to me.
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Asphalt_b_1 from regular CTP pack. Come on guys I wanna see some time battles :) But luum´s time is pretty good.
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Thanks aircrew. Is LUUMs time in dp or in q2jump mod??? I beat it last night in about 25 minutes in my jump server. ( I know it's slow first try =p). Some people were saying they could do it in 5 min on jump mod server, but 20 min in normal dp server.
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I don´t play q2jump mod much but I don´t think there is such a difference between them, is it? :) Luum´s time is played in dp anyway..
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There is no big diff between mod and normal. You just see the teleporters in mod and that could help you maybe, but not for 15min :D
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Hmm seems as though my server already has all the files... Is the map looking for
textures/ctp1/asphalt_b_1.jpg
Or
textures/CTP1/asphalt_b_1.jpg ??
Aren't the physics a bit different in q2jumpmod?
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I´ve got a texture in textures/CTP1 and it works for me..Oh, really? Anyway it´s made for dp so I´d like to dp recorded times. Any progress in yours? :)
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The problem when running a linux server is that it is case sensitive. I will load the map again tonight to see.
No I haven't made any more progress =p. I've only played the map one time so far. Maybe I will try again tonight. I don't think I will beat 4 minutes though. :'(
Edit: Just played it again and it took 16 minutes =p. So I'm getting there. And Aircrew: The map is looking for "ctp1" when it should be looking for "CTP1". Could you please change this in your next build. Like I said above Linux servers are case sensitive.
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Everything should be lowercase to make things consistent with case-sensitive OS's.
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I don´t think it´s a big deal. We all should care about more important stuff instead of this.
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Let me quote something for you here:
Capitalization is the difference between "I had to help my uncle Jack off a horse" and "I had to help my uncle jack off a horse".
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Yep, that´s the same..
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Yep, that´s the same..
(http://assets.diylol.com/hfs/b26/deb/f63/resized/trumped-meme-generator-not-sure-if-trolling-or-just-stupid-ef5e0f.jpg?1303872423.jpg)
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<byz> lol this map is too easy it is made for beginners
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Except that this map is too hard for a new player, where's the problem with it? On the one side everyone cries the game is dying and there're more players leaving than joining. But on the other side, easier maps for beginners or average players that would attract new and more players aren't wanted? Sry, I can't see the point of this. It's the same with non-jump maps.
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I am just sick of these clever comments which you, big committee members write everytime you don´t have anything more important to do. No matter if you attach cool image, jimmy. Go and do something useful instead of this.