Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: deadfroggy on February 21, 2013, 02:57:11 AM
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I think the names been used before. Ill change it if it has been.
This map is meant for the mapping contest.
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3 flags - one in mid, one at each base
5 for base flags
bases are easy to find.
B1: basic shape of the map
B2: Added a couple things barriers, boxes etc
B3: Added Trees, grass and underground.
B4:Extended underground Gave it more of a abandon/destroyed look for the mapping contest.Took out mid flag didnt really want it.Fixed flames
B5:Lighting and a few extra things.
B6:added the things omni suggested.
B7: Changed the torches in the middle a little bit, Changed the base texture( because i thought metal walls in the middle of nowhere makes no bloody sense.) and.... rotated textures and stuff where i needed too.
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Looks fantastic ::)
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Always run a final compile to get full VIS and lighting, even if it's a beta map.
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map itself looks like excrement
other than that its great
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Sorry I didnt realise i didnt upload the map itself..
Anyway added the bunkers flags, bases still need to add abit more stuff. Im probably going to add a underground at some point.
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The name of your map file is
RockyRoad_beta2.bsp
There must not be any capitals in the name for Linux users
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my bedroom is bigger than this map.
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As omni said, use all lowercase for the mapname.
I'll have a look at the map later.
Renamed the map to rockyroad_beta2. Map is online @ [OTB] Beta! Let me know if you need the login for it.
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Uploaded beta 3. Fixed bunkers, trees , grass, annnnddd added a undeground tunnel. :)
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Beta 3 is online @ [OTB] Beta!
For the flames you can have a look at this and/or just copy the flames:
ftp://otb-server.de/pub/Maps/map/_flametest.map (ftp://otb-server.de/pub/Maps/map/_flametest.map)
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i did but they looked abit wierd when i ran a final compile..
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This map is very bottlenecked and linear. The underground path doesn't really provide any benefit. It has less room to move around, and it's slower, so you're most likely going to just get shot or let somebody run by and cap the flag before you get out.
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Next beta will have a extended underground i just wanted to start a underground
.
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i did but they looked abit wierd when i ran a final compile..
Did you try to copy them (2 brushes) from the .map file? The textures should be locked that there're no problems with the alignment.
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Froggy, you need to take more time with your maps. I once made maps to just release maps and they were sub-par. The bases are weak and way to open. The mid flag I don't see a point in having. The tunnel in the low is completely useless. Every map you make you need to try to improve it a lot from the previous. Scrap this map and make another. Take a look at maps like pbcup_renoir, mystique, ub_rooftop. Those maps all have great game play and have a ton of detail to make them look presentable. I'm not trying to bash you but you really need to just delete this map/start it over or just make a complete new map with more detail so it looks presentable.
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Did you try to copy them (2 brushes) from the .map file? The textures should be locked that there're no problems with the alignment.
I had the two maps open in the bsp, i selected the brush. then pressed ctrl + c then changed to this map. and press ctrl + v and they were white and transparent and the textures were missaligned..
Froggy, you need to take more time with your maps. I once made maps to just release maps and they were sub-par. The bases are weak and way to open. The mid flag I don't see a point in having. The tunnel in the low is completely useless. Every map you make you need to try to improve it a lot from the previous. Scrap this map and make another. Take a look at maps like pbcup_renoir, mystique, ub_rooftop. Those maps all have great game play and have a ton of detail to make them look presentable. I'm not trying to bash you but you really need to just delete this map/start it over or just make a complete new map with more detail so it looks presentable.
sorry about that i have a habit of doing things too small, too big or too complex.
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Hm...I'll have a look at it. You can also pm me the .map file.
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ill try again probably tommorow or the next day. have had alot of things on lately.
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I wanted to see what it would look like with a midnight sky and fog.
whats would be the _sun_angle and stuff best for midnight sky.
And how do you do fog.?
Uploaded beta 4:
Extended underground Gave it more of a abandon/destroyed look for the mapping contest.Took out mid flag didnt really want it.Fixed the flames
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For any sky, you can aim your crosshair at the sun (or, in this case, the moon), and type "angles" at the console, and it will output appropriate sun angles for you.
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Thanks Jitspoe.
I done a midnight one in my opinion it looks better for the mapping contest. but the flames look about wierd for it..
Heres the midnight one and the daylight for beta5
once i see which ones yous like ill put it in the first post.
Midnight
http://www.mediafire.com/?lba8lepfca770in (http://www.mediafire.com/?lba8lepfca770in)
Daylight
http://www.mediafire.com/?e31h3cmx1mlc8ww (http://www.mediafire.com/?e31h3cmx1mlc8ww)
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Did you add fog? I'm pretty sure that the transparent flame textures couldn't handle the fog settings.
Edit: In my opinion the fog settings are way too strong. Look at the white trees. All in all I'd prefer a daylight version with nice sun lighting settings. You can try something like this:
http://dplogin.com/forums/index.php?topic=714.msg221412#msg221412
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Yeah im just teaking little things here and there with the midnight one atm.
when i pointed at the sun i got the angle but it didnt look right. usually its bright but it wasnt bright for some reason. there were no errors or warnings when i compiled the map. so i just left it for now. Ill try again this afternoon.
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You can post the map file here, if you have troubles with it. Make sure not to use the night sky texture when using sun lighting. The night sky texture doesn't light by default.
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I changed the density of the fog looks abit better now.
And Got the daylight one. Tell me what you think.
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Imo you should use the second one with sun lighting and without fog (with working flames). Only the sun angle doesn't fot the sky very well, but it's easy to change. If you want to use the midnight sky, try to replace the sun lighting with other lights, e.g. light textures. For me it's way to bright for a moonlight. But it's just my opinion. Maybe other players prefer the midnight sky.
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yeah ill just leave it as the one with sun lighting without fog.
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Map is online @ [OTB] Beta! Renamed rockyroad_beta5_b to rockyroad_beta5.
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Hey I felt I have something to say on this topic that may or may not benefit you in anyway. This is purely my recommendations and they are not the best for sure but I felt i needed to say them I'm not going to bring up misaligned textures or anything like that because im sure you can fix them.
Here Goes:
(https://dl.dropbox.com/s/jycpugk7unonw4k/df_face_1.jpg?token_hash=AAFOCFc4mBbtfN07doKZYEQWwR_EXDuSFCxPz_qW-0fxqw&dl=1)
In the parts highlighted i would like to see a different texture on the face on the rock in my opinion it looks more natural.
(https://dl.dropbox.com/s/kzymfnxrnnu1aky/df_face_2.jpg?token_hash=AAF2tBbPvCXlM5JPV2wFY8w4j-kB2zQGeHJmCEM9UyfSAw&dl=1)
And the same here.
(https://dl.dropbox.com/s/apzszhpprti702h/df_support.jpg?token_hash=AAG204qPymc9BwitJ4udWQoNW5cJ2BqW4ftEKDdm0fbkEg&dl=1)
On here I dont like the bridge because it isn't supported by anything and it therefore does not seem realistic, I think it would be better if there was a support or two here it may also slow down play and add cover for the basses which are very open.
(https://dl.dropbox.com/s/ammp8nnjlvjzx87/df_stuck.jpg?token_hash=AAG3LkS7OPQaCdkmm9yKOtQf_NSXdX_Eom4PUOeA2ZlyhQ&dl=1)
You can get stuck here very easily, just thought I would bring it to you're attention you may want to change it.
(https://dl.dropbox.com/s/og3bnrlcffhq26a/df_open_base.jpg?token_hash=AAGTybFuRW0Aux291tcAVByM34bWRtDNCuT2QERwkPg9pw&dl=1)
The base in the centre is very open; the area where the rock is is very compact it might be beneficial to move the rock into the centre of the base although I dont think a rock would suit that space well either.
(https://dl.dropbox.com/s/zffdurgz12apdy1/df_supports.jpg?token_hash=AAHfqqoXF2qGlvaAqDgPgtUc9QeaSvlxM494xG_kPUjzTw&dl=1)
I think you should add some supports here as if would then make it look more realistic, also maybe texture the walls differently because for me personally there is too much mud about.
Again these are just my opinions, I did not comment on game-play because:
A: Its such a small map it is really hard to change it without changing the dynamic of it
B: I dont know that much about it.
By the way love the torches
:)
Edit: I had to change one of the screenshots one did had the wrong link up.
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in all honesty thank you omni and i agree with you 100% and im going to do all that in beta 6.
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in all honesty thank you omni and i agree with you 100% and im going to do all that in beta 6.
Thanks, also you could make the beams look broken and destroyed to fit with the theme it will make the underground look abandoned-ish
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I will do that.
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Finally Got it to work a few things Stuffed up when i added the support underground
Anyway beta6 Uploaded in first post.
Added the things omni suggested.
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B7 is up thankgod. This is probably going to be a final. or next beta.
Changed the torches in the middle a little bit, Changed the base texture( because i thought metal walls in the middle of nowhere makes no bloody sense.) and.... rotated textures and stuff where i needed too.
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I've attached a demo with a bunch of revision suggestions. Uploading the map to the beta server now.
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Thanks for the feedback ill try to work on it tommorow.