Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: Clipz on December 29, 2012, 10:17:00 PM

Title: IN PROGRESS: WMV White Mountain Valley
Post by: Clipz on December 29, 2012, 10:17:00 PM
Two Flags Per team. Spawn with Carbines.

Beta 1:  Htpp://clipz.viciouz.co.uk/maps/wmv_b1.bsp
 (http://Htpp://clipz.viciouz.co.uk/maps/wmv_b1.bsp)

Beta 2:  Htpp://clipz.viciouz.co.uk/maps/wmv_b2.bsp (http://Beta 2:  Htpp://clipz.viciouz.co.uk/maps/wmv_b2.bsp)


(http://clipz.viciouz.co.uk/screenshots/sshot0170.jpg)

On Cap, Looking at flag one.

(http://clipz.viciouz.co.uk/screenshots/sshot0171.jpg)

2 path looking at flag one (left) and flag 2 (right)

(http://clipz.viciouz.co.uk/screenshots/sshot0172.jpg)

Speed side looking to low and high.

(http://clipz.viciouz.co.uk/screenshots/sshot0173.jpg)

Low mid looking towards blue base

(http://clipz.viciouz.co.uk/screenshots/sshot0174.jpg)

Low from 2 path side.

(http://clipz.viciouz.co.uk/screenshots/sshot0176.jpg)

Mid high looking speed path.

(http://clipz.viciouz.co.uk/screenshots/sshot0177.jpg)

Mid high looking to two path (left) Ramp to cocker over the low (middle) and speed path to the right through that opening.

(http://clipz.viciouz.co.uk/screenshots/sshot0178.jpg)

cocker over the low, the middle in the previous SS.

(http://clipz.viciouz.co.uk/screenshots/sshot0179.jpg)

Mid high will be a bridge the flags indicate blue side and white indicates middle. Just a way to know which side your on and I thought it looked cool.

(http://clipz.viciouz.co.uk/screenshots/sshot0168.jpg)

Self Explanatory in the secret room if you can find it.

(http://clipz.viciouz.co.uk/screenshots/sshot0169.jpg)

My over all favorite thing in the secret room.

Im going to fix the map up and flip it. Once I do that I'll release a .bsp file. Till then enjoy the last SS, because quite frankly its the truth and its funny!

 


Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: jitspoe on December 29, 2012, 10:33:39 PM
The flags in glass boxes might cause a problem if I ever implement HUD icons to help newbies find flags.
Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: Chef-Killer on December 30, 2012, 05:08:30 AM
I'd avoid the different rock textures in ss 5,6,8.

For the flag as team indicatots you could use the flags as a func_model entity like I did for discovery.
Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: Clipz on December 30, 2012, 01:23:44 PM
My map editor (quark) doesnt seem to have a func_model. Any chance you could toss it on a .map file and I can copy paste it over?
Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: jitspoe on December 30, 2012, 02:20:32 PM
Can you not just create an entity and change the classname?  Also, you could probably add it to whatever the entity definition file is (.qrk?)
Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: BASEBALLDUDE on January 17, 2013, 09:29:01 PM
This seems like a good map. How many maps have you made, Clipz? Like 10 or something?
Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: Rockyar_96 on January 18, 2013, 07:43:21 AM
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Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: Clipz on January 25, 2013, 09:46:21 AM
This seems like a good map. How many maps have you made, Clipz? Like 10 or something?

I've made way more maps then 10, some dont even exist anymore. I've also made over 100 maps for quake2 jump mod.


UPDATE: I'm hoping this map will be released in beta form tonight/tomorrow.


Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: Clipz on January 25, 2013, 01:52:41 PM
Beta 1: Htpp://clipz.viciouz.co.uk/maps/wmv_b1.bsp (http://clipz.viciouz.co.uk/maps/wmv_b1.bsp)

Also download this texture: clipz.viciouz.co.uk/files/switzsnowfull.zip (http://clipz.viciouz.co.uk/files/switzsnowfull.zip) put it: C:\Games\Paintball2\pball\textures
Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: deadfroggy on January 26, 2013, 04:30:08 AM
Do "_sun_angle" , "174.067 12.5739"
to get the right angle look at the sky and type angles in the console.

Plus i found some problems. If you would like to know them because one of your maps you said something like you didnt want to know so im just checking.
Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: Clipz on January 26, 2013, 09:50:24 AM
I know there is still problems. I just wanted to get a beta out for it.
Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: Clipz on January 26, 2013, 10:48:59 AM
(http://clipz.viciouz.co.uk/screenshots/sshot0192.jpg)

Mid High

(http://clipz.viciouz.co.uk/screenshots/sshot0193.jpg)

Mid high again

(http://clipz.viciouz.co.uk/screenshots/sshot0194.jpg)

Mid low


Title: Re: IN PROGRESS: WMV White Mountian Valley
Post by: Chef-Killer on January 28, 2013, 11:24:57 AM
Did you run a final compile? The r_speeds are very high all over the map.

Why didn't you use the switzsnowfull texture of the pball textures?

I'll have a look at the map later.

Map is online @ [OTB] Beta!
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Clipz on January 28, 2013, 01:16:10 PM
Yes i did use a final compile. I used the switzsnowfull texture out of that folder because that's where it was located on my computer.

I've re-lit and fixed quite a bit since then. I plan on releasing beta 2 soon.

BETA 2: http://clipz.viciouz.co.uk/maps/wmv_b2.bsp (http://clipz.viciouz.co.uk/maps/wmv_b2.bsp)

- I changed the lighting. (Thanks deadfroggy)
- Alligned the heights of the snow in mid high.
- Added more natural sunlight to the mid low.
- Fixed some more minor texturing.
- Fixed hole in mid high red side looking into low.

Unless someone has some more ideas I'm going to add the secret room to red side and add barrels and plant life and release it as the final map.

I've beta tested and matched on this map quite the amount so far. Most everyone loved it. I put more time into this one then I have with recent ones. Mystique is still probably my best map I really liked tlc alot to but I think I might like this one better.

I put together a demo explaining the map for newer players, hope it helps. http://clipz.viciouz.co.uk/maps/wmvb2.dm2
 (http://clipz.viciouz.co.uk/maps/wmvb2.dm2)


Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Chef-Killer on January 28, 2013, 02:57:13 PM
Not sure when I get enough time to look at the map, but I would't do a final release that fast. The map is published for almost 3 days, not 3 weeks or 3 months.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Spook on January 28, 2013, 04:43:33 PM
Good to see maps still being made for this game.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Chalk on January 28, 2013, 09:31:39 PM
I'd like to see a little more effort put into these maps before they are even put on the forums for feedback. New players come here, see abhorrent maps (such as the map present in this thread), and deem that this game is not worth the download.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Rick on January 29, 2013, 12:08:43 AM
Quality>Quantity.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Clipz on January 29, 2013, 12:25:55 AM
Rick no need to comment I'd love to see you make maps.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Rick on January 29, 2013, 12:35:36 AM
Clipz, it's obvious that you peaked when you made Mystique and copied TLC from another game. Everyone sees it, you're just going downhill.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Clipz on January 29, 2013, 07:18:37 AM
I don't understand how this one is "bad" though.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: deadfroggy on January 29, 2013, 08:11:21 AM
well ill look at it later because i found about 10 missaligned brushes in the first 10 minutes for the beta 1...
i found it a great map except got abit lost on low a couple times. could be good if you gave it theme and detail. like putting new things in it that are original . instead of copying & using ideas from other people maps. make yours unique. just my opinion (no offense, and you dont have to do what i said).
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Clipz on January 29, 2013, 02:40:17 PM
Spook just hooked me up with some models im going to use in mid. I didn't copy any ideas from anyone's map either. There are a few misaligned textures in mid.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: deadfroggy on January 30, 2013, 02:20:05 AM
sshot1:missaligned

sshot2:missaligned

sshot3: I don't know if you're going to raise it to make it the same height and i think you should extend that to the end..

sshot4:Wrong Tex..

sshot5:Missaligned

sshot6:i think you should make this like sshot7.

sshot7: for sshot6

sshot8: I think you should Extend it so you can walk up it...
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Clipz on January 30, 2013, 04:51:56 PM
I like the water how i have it, if you fall in there that's your own darn fault go around to get up.

Its minor misaligned excrement you have presented me with some ill fix others just are not worth it and will have no effect on game play.

SS #3 i did on purpose so you could land there. The wall one ill fix and the one under the ramp im almost 100% sure is a quark problem because its not like that in the .map.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: CheMiCal on January 30, 2013, 06:32:53 PM
i think it's a good map to intercourse around on, since this is what the matching scene is like nowadays. i think most of clipz's maps are good and i enjoy seeing fun maps be released.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: CheMiCal on January 30, 2013, 06:34:47 PM
i got to play with nischmole, you jelly?
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: deadfroggy on January 31, 2013, 05:39:10 AM
i had a couple more but cbb
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Rick on February 18, 2013, 08:03:32 AM
Went through it a few minutes ago:

-Very boxy
-Paths are just thrown everywhere
-All of the 'wall cut outs' are square with a face of metal... Chuck some broken walls, or some supports or just something on them.
-Mid is, uh, not even sure what that is. Looks like something that came out of Unrated's excretory opening.

Not sure about match wise, but thats my opinion.


ALSO:
Code: [Select]
[url=http://clipz.viciouz.co.uk/maps/wmv_b1.bsp]Beta 1![/url]
Code: [Select]
[url=http://clipz.viciouz.co.uk/maps/wmv_b2.bsp]Beta 2![/url]
Your links seem to be intercoursed.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: jitspoe on March 02, 2013, 02:22:53 AM
Some general stuff:

- The map doesn't have a consistent theme to it.  Every corner you turn, it has a different texture set.  It doesn't feel like a location - just feels like a bunch of textures thrown together in a way that doesn't makes sense -- grass and water in one area, snow and ice in another, and all sorts of different rock types that you wouldn't see adjacent to each other in reality.
- There is more than one water plane visible, which causes issues/poor performance with reflective water.
- The lighting isn't right.  Everything is fairly uniformly lit with some discolored/overbrightened reflective lighting.  You probably need to set appropriate sun lighting angles and use the .wal and palette files from the BSP pack.
- The flags on the pillars will be problematic if I ever add UI elements to help people locate flags in maps.  I would take those out and just make some nicer looking pillars instead of a gigantic block of wood.
- The map feels kind of awkward to navigate.  You constantly have to worry about falling into the water in the base area, and some of the paths have abrupt angles that don't flow well.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: RoBiNandL!nk on April 02, 2013, 01:36:08 PM
-Very boxy


All of Clipz maps' are boxy.
Title: Re: IN PROGRESS: WMV White Mountain Valley
Post by: Clipz on April 02, 2013, 05:52:25 PM
All of Clipz maps' are boxy.

Atleast some get played :)