Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: supertanker on June 13, 2006, 11:54:11 PM
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I personally think we need more high-tech maps.
So i've been working on one in the background, and yes, these are Creative Commons textures (From Tremulous)
Whatcha think?
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SWTNSXY
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I love it, you need to tie some paintball into it somewhere though, or make it seem like its futuristic paintball (lazer tag like), but yeah, I love the tremulous textures and the lighting in the halls makes it look really advanced.
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Looks too much like Tremulous. :P
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OMG! Advanced Dragoon spray!!! nade him!
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...Advanced Dragoons really cant spray...
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They can if you give them an autococker in an empty hall like that.
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Rofl
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rofl looks like trem so much. could see a turret and a tyrant right there =]
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I'm not sure if it's the textures or the lighting, but it's way too dark. I can barely make anything out.
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jits you need glasses. i love you.
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Lol. If you ask me this map is not suitable for paintball. It looks a bit too military bunker styled.
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Well, after you see this next sshot what do you think?
(http://i4.photobucket.com/albums/y124/supertanker13/bluebase1.jpg)
My rough-design for blue base. Took about an hour to detail.
(http://i4.photobucket.com/albums/y124/supertanker13/halwaynew.jpg)
a new version of the corridor
(http://i4.photobucket.com/albums/y124/supertanker13/redliteroom.jpg)
And some random room
Also, I will make the corridor a bit lighter next time...
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its looking good, gonna realease a beta anytime soon? I wanna check it out some more.
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Heh, i've only made 3 rooms so far...
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Wow, I can see it now. At work, all I could see was the lights, the middle of the floor, and a little bit of the light-colored textures on the walls. Everything else was black. Judging from the uniformity of the lighting, it's probably the textures that are too dark.
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You should hide a dretch somewhere in the map, have it hang from a ceiling somewhere :D
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And put a trigger_hurt 999 around it. :D
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Yeah. Um, probably not
anyways, i'm going to think up a totally radical new design for red base. The map will be in a general figure-8 design: the main corridor connecting the two bases, and a smaller corridor that loops around from one side to the ohter under the main corridor.
As for the textures, ill fix that :)
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I think that these textures take away from the look and feel of dp. Sorry. I just dont like it. Your forgetting that jumping/speed is a key part of dp's gameplay. From the looks of it, the whole map is flat, or uses stairs. No hills to get speed on, no crates to double jump. Its not dp. I don't like it. But that is gameplay wise. Graphic wise, it looks nice. But thats to be expected after all the hard work that jitspoe has put into the engine.
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Don't worry, there will be lots of ramsp in this level...
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When Will u send out the link to download this??? I want to try it out and im sure others are itching to have a fun lookaround of the place!
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Yeah. Um, probably not
anyways, i'm going to think up a totally radical new design for red base. The map will be in a general figure-8 design: the main corridor connecting the two bases, and a smaller corridor that loops around from one side to the ohter under the main corridor.
As for the textures, ill fix that :)
A figure 8 level would be cool, but maybe you could add secret passages or something leading to each other bases or something
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its a different idea from the maps we have now. change isn't to be afraid of :P
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its a different idea from the maps we have now. change isn't to be afraid of :P
lol
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A great looing map makes people think it will be BIG, not a small figure 8
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im terrible at tremulous just to let you all know =]
please dont bring it to a game im decent at
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Haha, you didn't do that bad, you were on Default's team, thus you couldn't be humiliated by getting killed by him.
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i deconned our base cause i ran in a giant circle and you banned me from the local ip :/
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rofl, I thought you meant after that. Yeah, you sucked at the beginning, you deconned everything so us aliens just swarmed in real easy and won, you didn't do bad later on when you played as me as a human though.
paintball2 could use some UT maps too, especially a remake of the CTF one with the two towers.
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FaceClassic? No. NO!
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YES!!! THAT'S IT!!! lol
I was just playing Sauerbraten and they remade that map for it, and it was awesome online.
Go with remaking the original UT one, not the 4 team UT2k4 one, that has horrable gameplay.
(http://img160.imageshack.us/img160/6443/screenshot48775662xn.jpg)
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No! NOOO! That would be the worst pball map ever.
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lmao, The ut map is called Facing Worlds and it is the best UT map evar! thx
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hey i only did good as a human cuz i was flying around with that jetpack healing the turrets and thats all i did
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Could you imagine Tremulous on that UT map... Dragoon jumping like 10 storries and ripping the head off of someone with a battlesuit.
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That might be a worse as a tremulous map than it would be a DP map.
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It was probably best as a Quake III map, invisibility hanging in the middle of the gap, had to strafe like hell to clear it.
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What the hell is with people and cube maps and stuff?
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unneeded post, but i guess im going to say what i think it is.
cube maps are a hard design to actually make a good map so it gives the creator more pride in making a map that people enjoy
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...I don't really think that's it. They're made so often because they're easier to make than complex maps. But, they often play much worse.
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You dont even need a map editor to make a cube map, jsut open word pad, throw in a few lines and voila, you have a box-like map. :)
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I probably don't need to say that would be the most booring map ever.
Actually, did you know that compilers have a much harder time to work with box maps? editors don't like them. Also, they are not really easy to make because of the fact that it takes up a lot of editor RAM. I don't know why but it does.
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Actually, they are easy to make. you.... they are 6 brushes...
dont confuse easy to make with easy to complie.
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Easeir than that: 1 brush and the hollow button.
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I love oddjob.bsp, so I payed everyone to make maps just like it.
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Actually, they are easy to make. you.... they are 6 brushes...
dont confuse easy to make with easy to complie.
are we reffering to maps from the game Cube or just cube shaped maps?
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Cube isn't that great, Cube 2: Sauerbraten pwnz.
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OOOOOOOKAY then, so yes we all hate and love cube, we now know
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I think people are confusing "cube maps", as in maps made for the Cube engine with "box maps", the maps that are just one big box with some stuff scattered around in it.
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I think people are confusing "cube maps", as in maps made for the Cube engine with "box maps", the maps that are just one big box with some stuff scattered around in it.
they are DEFINATELY confusing them, that cube map is not a box map, it would actually be a cool pball map, but it would no doubt lag a LOT
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how would a "cube" map lag any more than if it were clipped? If the "cubes" were clipped, wouldn't it lag more?
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they only lag if your graphics card sucks. also, the map is really big, and we all know huge pball maps with tons of stuf in them lag a lot, they do at least in my case
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Then the problem isn't that the map is a "cube" map, its that its too large?
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yeah, you could imitate the map and make it as a paintball map, it just would be laggy due to the size
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its actually not that large, and could be downsized. It doesn't need to be a huge open box with the land and towers floating in it, it would only need a small space below and to the side of the ground to fall and die, and it would need to have two spots carved out to make room for jumping off the top of the tower without touching invisible walls, that's it. The shazam maps are probably larger than a decent port of this map would be.
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good point, guess it just lags for me since my graphics card is a piece of junk
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Well I actually have been working on this map a bit
I've been trying to correct the problem that the entire map is too large (ie, the player looks dwarfed) so i've been trying to scale it down without killing my layout.
Anyways, here is one of the revisions....
http://i4.photobucket.com/albums/y124/supertanker13/sshot011.jpg
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Looks really great!
I'm kinda impressed!!
Good Job on the map. Maybe you can release more screenies?
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bitmate, just get tremulous. Thats all he's doing is basing it off trem. looks horrid in dp compaired to trem anyways.
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And I dont think the gameplay would be very good. Seems to me it wont have to many space to move around.
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I dont like those shots, i'd get stuck a lot walking backwards. :P
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Clip brushes.
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I'm ALWAYS putting clip brushes in my maps from now on.
"Won't have any space to move around" well yes but the main corridor is large enough for 6 people to fit side-by-side and some rooms will be rather large.
This one, for example. I cannot decide if I should detail it more or just throw in some high-tech boxes. Its fairly large at the moment...
(http://i4.photobucket.com/albums/y124/supertanker13/sshot018.jpg)
You know, guys, you could at least wait until lI release a beta before you go on and on and on about how the gameplay will suck. You can't judge gameplay from pictuers of a few select areas of a map.
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Wow, you actually pulled off getting those textures to work well in the map, very good job. It'd be cool to see some trem maps remade for dpball, of course edited to have ramps and such for dpball gameplay. Who wouldn't want to play paintball in a freaky warehouse like place that looks like that in real life?
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I've taken too much inspiration from Halo and Halo 2, as you can see in the lights. I love using that white texture.
The yellow...dooorish thingy was an idea I borrowed from the Pillar of Autumn. I'll add a couple of accent lights above it. I've been compiling the map with -chop 16, which is how the lights are so smooth.
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looks really nice keep up the good work
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its tremulous. looks horrid in dp if you ask me. And wont play well.
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Lol, DT is right, DT maps do rock. This map is looking really good as far as being detailed so far, can't judge the gameplay until its released though.
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Looks really good, nice work :).
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this wont play well in dp. at all.
sure it looks good, but its just stealing content from other games and saying its ours.
the equivalent of eminem taking 50 cent's lyrics, and saying it sounds better cause its his voice. or something.
seriously, terrible map just ripping off trem.
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Tom...don't speak of things you know nothing about. Go back to your room.
Nobody is saying that the content is ours, and trem is GPL, so it's free (as in freedom) to use the textures, there just needs to be a readme/GPL file that goes with the map. This isn't ripping off of trem, its using trem's excelent textures to create a really nice looking warehouse/industrial environment. As for it not playing well, WTF? How are you so dumb? There have been no screenshots of the actual map layout, and the screenshots posted are of unfinished areas. You can't judge it until you actually play on it silly.
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i agree with tom on it not playing well, it just wont. CAN YOU DRETCH IN DP? NO. gg.
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whats a dretch again?
is that the little spider
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ya spook, lol
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ok yeah we cant run and hide on the ceiling in pball :/
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...unless you make everything a LADDER.
Even then, you can just look at walls.
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And if you're just looking at walls...then EVERYONE will get accused of wallhacking! oh my! lol
Yeah, trem map layouts wouldn't work at all, but some of the designs in them (like the staircases and overhanging pipes) would be really cool if there is enough room to still be able to strafe jump around in the map. It would also need some ramps or boxes.
Its not a trem map just because it has trem textures though, so you can't assume anything until we get to play it or some layout pics are posted. I could redo midnight with tremulous textures and it would still play the same...other than that it would be super hard to see everything in.
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How about you release the map then let people play and see how it plays in pb? looks real good either way.
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the gameplay would be a little weird, but it still looks great, kinda like a Halo look since thats where you got some of the layout ideas probably
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I'd like to see a FEAR map re-made for dpball myself. Probably either Cafeteria or Asylum would play the best in dpball. The textures would of course have to be GPL ones, but it could just be made using the standard textures and still look good.
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it would be easty to make the SCARED 3D shoter level as pb, but it would be pretty complicated
http://www.brackeen.com/home/scared/index.html (http://www.brackeen.com/home/scared/index.html)
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it would be easty to make the SCARED 3D shoter level as pb, but it would be pretty complicated
http://www.brackeen.com/home/scared/index.html (http://www.brackeen.com/home/scared/index.html)
It would be both easy and complicated? Those maps wouldn't be fun at all, its just a labyrinth with doors all on the same level. It sort of reminds me of a school, but a school map would be much cooler because of all the objects in schools (desks, chairs, gym's, weight rooms, pools, locker rooms ;), cafeterias, utility closets, stairs, elevators, offices, band rooms, etc...)
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I hate "door-land" levels.
This is getting to be more and more complicated. I still haven't decided on the layout. I'm currently working on a room that has a section of the roof caved in, and i'm trying to make effective looking debire on the floor that you don't get stuck on.
I'm going to try and make lots of height differences, most of my maps have lacked this (except maybe for an underground path or something)
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How can you say a map won't play well just because of the textures it's using?
That last screenshot is too dark. It might just be that the textures are too dark. The giant fan with foot-thick blades looks bad. I'd work on that or get rid of it.
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Probably work on it, then.
Oh, THATS why everything looks so different than what you tell me. My gamma was waaaaaaay up there.
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it would be easty to make the SCARED 3D shoter level as pb, but it would be pretty complicated
http://www.brackeen.com/home/scared/index.html (http://www.brackeen.com/home/scared/index.html)
It would be both easy and complicated? Those maps wouldn't be fun at all, its just a labyrinth with doors all on the same level. It sort of reminds me of a school, but a school map would be much cooler because of all the objects in schools (desks, chairs, gym's, weight rooms, pools, locker rooms ;), cafeterias, utility closets, stairs, elevators, offices, band rooms, etc...)
i never said you SHOULD make a level like the ones in that game, im just saying it would be simple, and boring . . .
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Don't worry, i'm not going to anyways.
Lets see...I've hit a bit of a blocker trying to decide what to put in the next room without making r_speeds in excess of 1200.....
i'm trying to think of a cool design for red base that has fairly low polys but looks good.
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so you just want a room that makes you go faster?
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I like the look. I realize DP has its own thing going, but you can set folks at ease who cross over from other games by putting some familiar texture types in there.
To me it looks more like what I think of when I think FPS. Besides, if paintballers had the budget wouldn't they want some place that looked that cool?
That idea of a school map reminded me...Did any of you all play the anti-grav giant house map on some of the UT servers? You could float over the giant toilet, etc.
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Yeah. Quake and UT are big in variety of maps where you're tiny, check out the Q3 mod "Padmod (http://www.worldofpadman.com/)", its pretty well known for all of the neat easter eggs in it.
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Levels where you are tiny are pretty cool. We need more tiny player maps on pb
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I've been working like mad on a couple of new rooms.
First new room: my most detailed yet.
(http://i4.photobucket.com/albums/y124/supertanker13/newcoolhall1.jpg)
I re-did the fan room, including the fan itself.
(http://i4.photobucket.com/albums/y124/supertanker13/newcoolfan1.jpg)
And, for kicks, a view of the new room in the editor.
(http://i4.photobucket.com/albums/y124/supertanker13/coolnewroom2editor.jpg)
Navigating is hard even without being in combat, clip-brushes are definitely going to be needed in this level.
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I like the ceiling lights.
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wow. is all i can say
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All it takes is inspiration, practice, and patience.
Inspiration is from half-life and tremulous.
Practice is from several years of making high-tech maps
Patience...is something we all seem to run out of when we need it. Just kidding. Just stick with it and eventually it will look good.
Should the ceiling lights be more than 4 sided per tube?
Hmm....now I just gotta decide what will be in the NEXT room. Oh well, I have all the time I need...
You can't see it in the shot, but the ceilling above the player's position is "damaged", as well as the center pipe. But I can't seem to make effective looking wreackage.
It sure looks odd to see the pictures of the room at first (completely empty) and to see it now.
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<3
You're my hero.
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Very cool. R_speeds?
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I like what i see, just keep in mind to let enough space for jumping.
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I know. Right now I'm just doing the rough designing.
That last room has an R_speeds of 700 wpoly
fan room is about 600 wpoly
blue base is about 600 wpoly
corridor is about 500 wpoly
I have no func_areaportals yet.
Any way to make effective steam with the quake2 engine?
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You can use the chainfist smoke entity -- that's what's used for the smoke grenades. It tends to kill the framerates on crappy computers, though, so I wouldn't advise it. There's also a way to do global fog. Search the readme for "fogd"
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...how does the chainthing work?
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You have to set up a timer and a tempent target entity. I can't remember offhand what the actual entity name is. Then you set the type or style or whatever it is to the number of the chainfist smoke temp ent.
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oh I remember that. I thought it was red, green, and blue sparks only though?
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http://www.gamedesign.net/node/32#target_temp_entity
Edit: This thread should help, too: http://dpball.com/forums/index.php?topic=1771.0
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It's going to need clutter in the end as well.
Clutter in the end will ruin the whole sci-fi look
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Unless it's.... sci-fi clutter. Yes, even in the vast depths of distant outer-space, people still leave junk lying around.
I don't know if it's necessary or not, but I'm sure a little cover here and there wouldn't hurt.
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Lol
I have some nice sci-fi box textures from trem as well, and I'll think of some machines and stuff to put in the middle.
And yet another screenshot
(http://i4.photobucket.com/albums/y124/supertanker13/redroom1.jpg)
And yes, I know it is dark. It is suppsoed to be.
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The sky looks bad with everything that dark. I would reccomend making it just a ceiling, or at least a night sky if it's going to be that dark.
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no eiiii, an evening sky...
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adds contrast.
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Just make the sky the orange sunset. It would go good.
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I recommend a redish-orange mars sky, like in Doom!
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Yes, that would be the orange sunset, or it would at least look similar to a mars sky
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Aside from the lights and sky, the entire right half of the image is black on this monitor. This kind of lighting will put some players at a significant disadvantage.
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turn up your gamma :)
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Its some tremulous textures, they'd look awful with the gamma up. They naturally look like that.
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Jits, something is wrong with your monitor. :/
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I'm not sure that he literally means that its black, but it is extremely dark there. Tremulous approved dark, but definitely not dpball approved dark.
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Lots of people have monitors that are even darker than mine. I think TinMan said airtime2 was too dark for him to see, but it looks plenty bright on my monitor. The other problem with dark maps is that it makes people crank their gamma/brightness way up and the whole game ends up looking like crap.
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I found out that airtime2 looked bad for 2 reasons:
1. laptop, had bad backscreen lighting
2. ati radeon IGP 320m video card sucked
XD
And yeah, true that about dark maps looking bad with high gamma, I run trem at full gamma, but on my LCD it still looks very dark, so its not ugly looking...just dark.
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It's just one small dark area, can you boost the light in that area without creating more light enities? Or just brighten those red lights?
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Easilly. But I don't want a bright red room. That would look REALLY bad.
I made a map for another engine that was bright red
every user on the forums complained so I had to make them dimmer.
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umm just found this topic and wanted to bump. I would really like to see this map finished i think it would look really good
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Corporal please don't revive threads. This one is almost a year old. Just leave the oldies be next time.
And I doubt this will ever be finished or released considering the maker has not been on in almost a year.
Last Active: September 25, 2006, 10:10:37 PM
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doh ok then :( but this map looks like it would have been really detailed.
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and really copied.........