Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: deadfroggy on July 05, 2012, 09:58:49 PM

Title: New Map: xmts
Post by: deadfroggy on July 05, 2012, 09:58:49 PM
This is Mine and machamps map its a death match map. xmts= XMarksTheSpot.
it has
200 round hoppers
chrome barrels
Spyder SE/ autocockers in the middle
200 paintballs

ps : This is my first go at mapping be nice :P and give me some suggestions
Title: Re: New Map: xmts
Post by: blaa on July 06, 2012, 04:37:53 AM
 Looks horrible + you don't get to say when your map is finished and belongs to finished maps section.
Title: Re: New Map: xmts
Post by: T3RR0R15T on July 06, 2012, 07:35:49 AM
There are a few important things if you post a map here:

1. (The most important) The map must have no leaks. You wrote you fixed as many leaks as you could find. Thats good, but not enough. The easiest way is to map carefully, so you have no leaks and don't need to search it. I attached two screenshots with leaks, that i found in 10 seconds. You also can use the leak check in bsp to find them.
2. Make a final compile before you upload the map. At this step, have a look at the compile window. It says if the map has errors or leaks (warnings are shown but mostly not important). So your map has a better vis (better fps and no lags for some players) and it has light. If you have a sky, add sun light to the world spawn. It looks much better.
3. If you post the first version of your map here, rename it to xmts_b1.bsp (or xmts_beta1.bsp). The next versions should have the name xmts_b2.bsp, xmts_b3.bsp,... Each new version with a new number. If no one knows bugs in a version, the map is called final and you can rename it to xmts.bsp
Title: Re: New Map: xmts
Post by: Chef-Killer on July 06, 2012, 08:02:35 AM
Moved the topic to the mapping board.

At the moment the map is unplayable. I'll post detailed feedback and upload the map after you did the 3 steps T3RR0R15T posted.
Title: Re: New Map: xmts
Post by: deadfroggy on July 06, 2012, 09:31:54 AM
Yea ill fix it tommorow just i was raging like f*** at those stair because everytime i checked it there was something wrong with them.
I used the leak check thingy in bsp didnt do anything :/
+ i saw in the cmd window like
#######ERROR#######
there was a leak found
Something like that i didnt know if it was bs or it actually meant something but ty .
And ill do that with the xmts_b1..b2...b3 etc
Title: Re: New Map: xmts
Post by: T3RR0R15T on July 06, 2012, 09:56:23 AM
If you make a final compile and there is a leak error, it creates a *.lin file. Now go to "Leak Check" --> "Load Leak File" and choose this file. After that, have a look at the 3D window. There should be a new, yellow line. One end of it goes to a leak. But it shows only one leak. If you have more than one leak, you need to do it again.

Which version of bsp do you have?
Title: Re: New Map: xmts
Post by: deadfroggy on July 06, 2012, 08:15:39 PM
i use bsp quake editor i couldnt find a v1.0 or anything o i see the yellow line now but its F***ing skinny o well ill figure that part out now.
and i also got this error:
xxxxxxxxxxxxxxxx ERROR xxxxxxxxxxxxxxxxx
Loadportals: couldn't read c:\bsp\pball2\quake2\pball\mapfiles\xmts.prt
Title: Re: New Map: xmts
Post by: deadfroggy on July 07, 2012, 01:35:35 AM
I had no errors this time ok. I'll re upload it to the new version :P.
Title: Re: New Map: xmts
Post by: T3RR0R15T on July 07, 2012, 07:52:27 AM
Thats much better :D

You will find the bsp version if you go to "Help" --> "About...".
Title: Re: New Map: xmts
Post by: deadfroggy on July 07, 2012, 08:05:47 AM
thankyou im now making a better map and i just downloaded the one under "Downloads" and "Map Editors"
Title: Re: New Map: xmts
Post by: Chef-Killer on July 07, 2012, 08:19:28 AM
Looks ok for your first map and first beta.

All in all I think the map is too dark. The stairs are black. There're light texture, but they doesn't light.

I'd also use a nice sun lighting for the upper floor, because you're already using a sky. Try to add something like this to the worldspawn:
Code: [Select]
"sky" "pbsky1"
"_sun_light" "250"
"_sun_angle" "198 -65"
"_sun_ambient" "30"
"_sun_diffuse" "60"

You also don't need a flag if there's no base and your map only supports the gamemode DM.

Nice to see that you added "angle" "#" to the player spawns.

Most of the barrels are well done, too. Just some of the top textures are misaligned and need to be fixed.

Some screenshots...

(http://www.otb-server.de/wbblite/attachments/3337.jpg) (http://www.otb-server.de/wbblite/attachments/3336.jpg)
Red: Avoid overlapping brushes to fix the different textures here.

(http://www.otb-server.de/wbblite/attachments/3339.jpg) (http://www.otb-server.de/wbblite/attachments/3338.jpg)
Red: Avoid overlapping brushes to fix the different textures here.
Blue: Cut out the blue area that all 4 corners are the same.

(http://www.otb-server.de/wbblite/attachments/3341.jpg) (http://www.otb-server.de/wbblite/attachments/3340.jpg)
Red: Avoid overlapping brushes to fix the different textures here.


(http://www.otb-server.de/wbblite/attachments/3343.jpg) (http://www.otb-server.de/wbblite/attachments/3342.jpg)
Red: Add clip brushes next to the light textures.
Blue: Rotate this face. Press "s" to open the surface settings, set a value at "R" and click "Apply Face/Brush" to rotate textures.

(http://www.otb-server.de/wbblite/attachments/3345.jpg) (http://www.otb-server.de/wbblite/attachments/3344.jpg)
Red: Rotate this, too.

(http://www.otb-server.de/wbblite/attachments/3347.jpg) (http://www.otb-server.de/wbblite/attachments/3346.jpg)
Red: Rotate this, too.

(http://www.otb-server.de/wbblite/attachments/3349.jpg) (http://www.otb-server.de/wbblite/attachments/3348.jpg)
Red: Rotate these, too.

(http://www.otb-server.de/wbblite/attachments/3351.jpg) (http://www.otb-server.de/wbblite/attachments/3350.jpg)
Red: Remove the edges.

(http://www.otb-server.de/wbblite/attachments/3353.jpg) (http://www.otb-server.de/wbblite/attachments/3352.jpg)
Red: Remove the edges, too.

(http://www.otb-server.de/wbblite/attachments/3355.jpg) (http://www.otb-server.de/wbblite/attachments/3354.jpg)
Red: Remove this edge, too.

(http://www.otb-server.de/wbblite/attachments/3357.jpg) (http://www.otb-server.de/wbblite/attachments/3356.jpg)
Red: Make the stairs a little bit more wide/narrow, that they fit with the wall and a player can't jump under the upper stairs.

(http://www.otb-server.de/wbblite/attachments/3359.jpg) (http://www.otb-server.de/wbblite/attachments/3358.jpg)
Red: Remove this edge, too.


Map is online @ [OTB] Beta! Let me know if you need the login to change the map.
Title: Re: New Map: xmts
Post by: deadfroggy on July 07, 2012, 08:34:10 AM
btw im working out the sunlight and stuff machamp did all that but anything with the bottom except for lights i did sooo.... ill fix it when i can :)
Title: Re: New Map: xmts
Post by: maCHAMPion on July 19, 2012, 12:11:53 PM
I made The Base Of The Top Layer. It Was Fine When i Finished It there Were maybe 1 mistake but it was fine when i put it up. I also need help using different Brush sizes i usally only use the tall brush... or defalt.
Title: Re: New Map: xmts
Post by: deadfroggy on July 20, 2012, 03:05:01 AM
go to the window that has something like a maths text book with squares or table w.e and click and drag that simple?
Title: Re: New Map: xmts
Post by: deadfroggy on August 15, 2012, 05:24:11 AM
Beta 3 is uploaded
Title: Re: New Map: xmts
Post by: gonass on August 16, 2012, 07:29:52 PM
I dont know if you meant for this, but you can't walk up the stairs without crouching.  Also not sure if anyone mentioned it yet.
Title: Re: New Map: xmts
Post by: deadfroggy on August 17, 2012, 03:34:08 AM
you sure its not beta 3? because i just tested the map and none of the staircases you had to crouch on i fixed that from beta 2.ill reupload.
Title: Re: New Map: xmts
Post by: deadfroggy on August 17, 2012, 08:09:34 AM
Beta 4 is uploaded.With better lighting, fixed stair cases,fixed texture missalignments and sun light in the top floor.
Title: Re: New Map: xmts
Post by: deadfroggy on August 18, 2012, 08:31:24 AM
b5 is uploaded
Title: Re: New Map: xmts
Post by: Rockyar_96 on August 19, 2012, 02:19:44 AM
well what has u been changed :) ?
Title: Re: New Map: xmts
Post by: deadfroggy on August 19, 2012, 02:54:01 AM
umm added boxes, cant remember anymore :D
oh yeah added autocockers in the middle because i thought whats the point of "x marks the spot" if theres nothing at the x. :)
Title: Re: New Map: xmts
Post by: jitspoe on August 19, 2012, 09:08:35 PM
I've attached a demo with some suggestions for revisions.  Biggest thing here is that you need to use a grid of 8 or larger to make sure your brick textures are properly aligned.
Title: Re: New Map: xmts
Post by: deadfroggy on August 20, 2012, 06:49:24 AM
Pft didnt take long :D. sorry about all the missalignments...
Beta 6 is uploaded!:)
Title: Re: New Map: xmts
Post by: deadfroggy on August 21, 2012, 03:28:55 AM
B7 is uploaded fixed spawns on the top of the map and put the X 's in the middle of the map lmao.
Title: Re: New Map: xmts
Post by: Chef-Killer on August 29, 2012, 05:58:21 AM
For the next beta you could align some more stuff.

Some players look in front of barrels or boxes. You might change the angle value here.

Scale down the texture size to 50% for the small boxes. You can do this with the surface properties window in bsp (select the brush, press S, change the SX and SY values to 0.5, click apply brush).

Align the light textures. Seems that the brushes are a little bit too big. Maybe use an other texture for the sides, only the front should light.

Beta 7 is online @ [OTB] Beta!
Title: Re: New Map: xmts
Post by: deadfroggy on August 30, 2012, 06:15:48 AM
uploaded b8
Title: Re: New Map: xmts
Post by: Chef-Killer on August 31, 2012, 09:31:20 AM
Looks better now.

Some light textures/brushes left at the stairs.

Did you already test the map online with a few players?

Beta 8 is online @ [OTB] Beta!
Title: Re: New Map: xmts
Post by: deadfroggy on August 31, 2012, 04:59:35 PM

Some light textures/brushes left at the stairs.

Did you already test the map online with a few players?

Beta 8 is online @ [OTB] Beta!
i tested it with some people and they find it a good map for dm and tdm
Title: Re: New Map: xmts
Post by: jitspoe on October 06, 2012, 07:23:38 PM
Another demo attached with feedback.

One thing I forgot to mention is that I would like to see more people start using more realistically sized barrels instead of the 7 foot tall ones (height 32, radius 12).

Are you planning to keep this a straight up elimination map?  I'm starting to think it could make an interesting centerflag map with more defined bases and a flag in the middle upstairs.
Title: Re: New Map: xmts
Post by: deadfroggy on October 24, 2012, 06:12:13 AM
Im sorry my computer i had the file on i lost it the .map file because something failed with the system and i had to recover it and it didnt have the file sorry. :P
Ill try to recreate it in a while.
Title: Re: New Map: xmts
Post by: Clipz on November 03, 2012, 11:38:13 AM
Download winbspc, decompile your old .bsp file to a .map file.
Title: Re: New Map: xmts
Post by: MyeRs on November 03, 2012, 11:58:35 AM
Im sorry my computer i had the file on i lost it the .map file because something failed with the system and i had to recover it and it didnt have the file sorry. :P
Ill try to recreate it in a while.

Don't try to recreate it.... it wasn't good. Just try to learn from it and make something better.
Title: Re: New Map: xmts
Post by: Rick on November 06, 2012, 05:03:17 PM
Don't try to recreate it.... it wasn't good. Just try to learn from it and make something better.

Exactly right.