Digital Paint Discussion Board
Development => Mapping => Beta / In-Progress Maps => Topic started by: 3lf on April 28, 2012, 12:04:05 PM
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Endless Cave with Two Ends
So, here is my second map
Beta 1
Max players: 8
Gamemode: CTF
Flags: 1 flag in each base
http://dplogin.com/forums/index.php?action=dlattach;topic=24763.0;attach=9263
Beta 2
Changelog:
Modified base
Added lights
http://dplogin.com/forums/index.php?action=dlattach;topic=24763.0;attach=9296
I thought I might aswell finish what I started so here is!
Beta 3
Changelog:
Started from scratch so basically everything has been modified
Download here (http://dplogin.com/forums/index.php?action=dlattach;topic=24763.0;attach=11950[)
I hope there are still people who have time to check out this map and point out bugs and glitches I didn't notice :)
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im confused by the map name
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Map is online: [OTB] Beta - 176.28.8.232:22222
PM me, if you need a mapchange login.
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im confused by the map name
What's wrong with an Endless cave that has two ends?
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What's wrong with an Endless cave that has two ends?
Map reminds me of shreds
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Yes, the mid part is a bit like shreds1.
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Well here is my small Chef-like feedback.
(http://img406.imageshack.us/img406/7955/sshot0002v.jpg)
Move it a little...
(http://img29.imageshack.us/img29/4299/sshot0001f.jpg)
This is too dark. I think the whole map is a bit too dark. But this tunnel is awful because of it. Put a light there.
(http://img152.imageshack.us/img152/4446/sshot0000f.jpg)
I think it will look better if you remove this face and make ramp a little longer.
That's all. Map is very small and I think it's good for 1vs1 matches only. With PGP. Nothing else.
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A few things:
The structure in the zip file should have a "pball" directory, not "Kopio pball". You have some hidden "Thumbs.db" files in there. The mapshots picture isn't really necessary for a beta map, but if you want to include one, it should 128x128. There are a bunch of errors in the console when you load the map. The map is way too dark (looks like you have your gamma and brightness settings cranked way up. You should work with the default settings).
I like that the map is pretty simple for new players, but has some trick jumps to get to higher ground. You might consider adding more paths to the base. It looks like the flags will be too easy to defend. You should also look into clipping planes to try to make more natural cave walls and have less stuff straight up and down with hard angles.
I've uploaded the map to the beta server. See PM for details.
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Map is very small and I think it's good for 1vs1 matches only. With PGP. Nothing else.
I totally disagree with you Makowiec
I haven't changed the default settings, but I will make beta2 properly lighted.
I will delete those bugs on the zip and try to make map more realistic
Thanks for your posts !
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Ok, made new beta
Beta 2
Changelog:
Renamed map to endless.bsp
Modified Base
Added lights
And made some minor bug fixes
I will put some images when I have more time
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Hm.. most of the important stuff was already posted.
In some parts the map is still too dark. There're areas where's just black.
It would be useful when players don't get blocked by these stalactites. Maybe make them "mist".
A few screenshots with holes and edges, you should avoid. Doesn't look good and isn't mapped well. As jitspoe already wrote, clipping planes will help you to create more natual cave walls properly.
(http://www.otb-server.de/wbblite/attachments/3214.jpg) (http://www.otb-server.de/wbblite/attachments/3213.jpg)
(http://www.otb-server.de/wbblite/attachments/3216.jpg) (http://www.otb-server.de/wbblite/attachments/3215.jpg)
(http://www.otb-server.de/wbblite/attachments/3218.jpg) (http://www.otb-server.de/wbblite/attachments/3217.jpg)
(http://www.otb-server.de/wbblite/attachments/3220.jpg) (http://www.otb-server.de/wbblite/attachments/3219.jpg)
It's ok for your second beta map. Try to improve the map that it will be something special :)
Map is online @ [OTB] Beta!
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Chef, which beta is online @ [OTB] Beta. And have you played beta 2.
Stalactites are solid in purpose, especially these two:
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Beta 1 and beta 2, renamed beta 1 to endless_b1. Let me know if you need the login for the beta server. Didn't had enough time to test the gameplay yet.
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I put this up on the beta server and we played it. I like the middle area. Lots of places to sneak around behind people. The bases, however, were too easy to defend. There are lots of paths, but they all funnel down to one way to enter the base area. That and you have to make it all the way around up the stairs to grab the flag. If a competent team is defending, you can't get the flag without first eliminating them.
I've attached a demo from the play test. It helps to review how other people play a map. PM me if you need the login to the beta server.
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Right now I'm busy with NoWay but I have some ideas for this map which I'd like to test, but anyways whenever I have some free time I'll try to finish this map too.
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Beta 3 is out!
As this game is still kinda alive I thought I might aswell finish what I started
Changelog:
Started from scratch so almost everything has been modified
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Ran around on b3 after we played on b2 yesterday.
Suggestions:
- I'd remove the rock the flag base is on (or adjust the slope on the rock so it can be walked up at any angle). Flags need to be really easy to grab in a combat scenario when you have to juke people and such, especially when there's only 1.
- Old bases looked better, but were too easy to defend.
- Not sure where all the spawn points are on this one, but in b2 you effectively had to spawn camp to wait for a flag grab. Would be good to make sure they're away from the flag.
- Some minor misalignments on the square lights (the vertical sides of them) along the middle.
- Might consider making some of the box jump paths more accessible to new players and not require double jumps.
- Maybe focus on creating a mood with the lighting. Right now it seems like lights are evenly distributed throughout the level and everything is kind of uniformly lit.
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This was actually more fun than I expected when we tried it on Social Saturday. One thing I noticed is that, on blue, you can basically just go forward and shoot into the red spawn almost immediately, which feels a bit unfair. Also not a fan of the way the flag rocks prohibit you from grabbing the flag easily from various angles (and can also ricochet you away from the flag if you try to move in fast).
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I've lost the .map file for this. Will have to see if it is worth it to decompile... might be faster just to start from scratch
Edit: Wow! 2012? thanks for reviving an old topic @Jitspoe!
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Not my fault you're slow at finishing your maps. :D