Digital Paint Discussion Board
Development => Mapping => Beta / In-Progress Maps => Topic started by: omni on February 22, 2013, 06:43:16 PM
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2nd #Cuso| mapping contest
See Last Post For Download
Hello this is my entry for the #cuso| mapping competition first off here is some basic information about my map
Teams: 2 teams red and yellow
Flags: each team has one flag
Gamemode: CTF
Players start out with a low gun (ttracer, Stingray), some CO2, Black Hopper, and Little Ammo, there are no barrels.
Players can pick up better weapons in the middle of the park including 4 Spyders, 2 Autocockers and 2 Automags.
The Automags and the Autocockers are very hard to retrieve.
Each team has one flag and one base and some cover protecting it with bunkers ahead but you can see more from screenshots below or by downloading the map.
Thanks
:)
Edit: I have done a relight as the lighting was boring and plain it looked like I had not lit it, it will be up when it has finished compiling
Beta 2
I've already wrote a change log below so see that please if you're bothered. Note there are now 2 vm68's
Beta 3
Taking on board advice from people I have made the following changes.
- Removed Bunker it was bad looking and did not add to the gameplay
- Added water where bunker was
- Removed artificial lighting and lit the map properly
- Changed some barrel textures
- Took measures to reduce r_speeds but they have risen since relighting
- Added 1 chrome barrel
- Made it easier to reach higher places in certain cases
- A few minor texture adjustments
- Added destroyed walls at the base
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There was probably more but I cant remember
Beta 4
Ok so basically I just lowered r_speeds from last time from around 3000 to now about 1500 at worst by using hint brushes, i also moved the ladder to the side like jitspoe suggested.
That is pretty much it except everyone now starts with 20z of co2 already loaded.
Beta 5
Couple of minor things involving entity fixes they were messed up, also fixed a bug on one of the boxes.
I think this should be good enough to be released as a final if nobody has any feedback to give, all the help given is appreciated.
Beta 6
- Everything Chef-Killer Said Below
- Except one minor thing which i could not fix
Beta 7
-See Below (last post)
Beta 8
See Posts Below
Beta 9
Bugs Pointed out
Path To Mid
Map zip includes:
Map File - To see how it was made
Bsp File - To Play
Screenshot - Because this game needs mapshots
Mapinfo - For server admins
I urge server admins to give this map a trial period on there server even if it is just twice to see if people like it, please respect the fact i spent a lot of time on this and i think it deserves some playtime. If nobody likes it take it down, you never know.
Think That's All; Thanks
:)
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A nice sun lighting would look much nicer.
I'll have a look at the map later.
Map is online @ [OTB] Beta! Let me know if you need the login for it.
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@ Chef-Killer (or anyone who is going to give tips/advice)
Beta 2 will be up when it has finished compiling. I don't want you to review the map and then b2 come out straight after it fixing things you may have said so ill tell you what i have fixed so you wont have to do it twice.
Changed lighting to night time map
Moved spyders into the middle so there is more of a challenge to get them and placed vm68's in there old spot
Added ladders to a section (see pic below)
Made The bunker bigger
Removed boxes to help with wpoly which were at 3000
Added lights to where they were needed/ looked good
Removed things that were causes of high r_speeds
I think that's it, other than i fixed misaligned textures.
Hope this Helped
Edit: Spelling/Grammar Errors
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I don't know when I get enough time to have a detailed look of the map, but thanks anyway.
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Ok there is no rush the contest is not nearly over yet and i can always fix things myself, if you don't have time, don't do it I'm sure I can manage.
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Beta 2 is online @ [OTB] Beta!
Looks very good so far. It's mapped very well. Make sure to fix the backward DP logo with a texture size of -1.0.
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Thanks
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Looks pretty good overall. I made a demo last night but forgot to attach it. I'll try to remember to post it when I get home.
Key issues that I remember:
- Some of the railings needed clip brushes (near the entrances to the bunker in each base, specifically).
- Ladders look unreasonably large.
- Might want to mix the barrel textures up a bit so 2 side by side barrels don't blend together.
- Needs better sky lighting (lighting looks too uniform & doesn't match the sky).
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Looks good!
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Looks good!
Thank You
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this looks look a nice map. respect.
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WAY TO PUT A DOWNLOAD LINK
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ftp://otb-server.de/pub/Maps/beta/corruo_b2.bsp (ftp://otb-server.de/pub/Maps/beta/corruo_b2.bsp)
noobs
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this looks nice a nice map. respect.
Thanks man
WAY TO PUT A DOWNLOAD LINK
Sorry
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ftp://otb-server.de/pub/Maps/beta/corruo_b2.bsp
noobs
god learn to link
ftp://otb-server.de/pub/Maps/beta/corruo_b2.bsp (ftp://otb-server.de/pub/Maps/beta/corruo_b2.bsp)
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To be honest, I didn't put the http://. Think it was automatic :/
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Should have this thing wrapped up in the next beta. I want to say thanks to everyone who has supported me that includes in1game not just on the forums on the development of this map.
Server owners: Could you update to beta 3 please if you have time
Thanks
:)
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To be honest, I didn't put the http://. Think it was automatic :/
thats cos you set it as a url not ftp :)
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I worked it out by myself sir, ;)
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...
- Added water where bunker was
...
- Took measures to reduce r_speeds but they have risen since relighting
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I guess because of the water reflection?
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I guess because of the water reflection?
I guess. But even before I added the water r_speeds were at 5000 on a qbsp fastvis rad.bat
And lowered to about ~3000 on a final compile. After I moved the sun angle from 75 to -30.
Edit: Does anyone with a lower-end computer who has played lag?
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I have a good video card and it lags. The r_speeds were close to 4000 and e poly was high as well. I'm guilty of not using hint brushes either but I'd suggest to :P
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I'd remove the water, since the r_speeds are already pretty high, and they effectively double with reflective water enabled. Also, water doesn't really make sense when there's ice in the middle. Wouldn't the water be frozen? :) It doesn't serve any gameplay purpose.
To reduce the r_speeds, there are a couple key things you need to do.
First, you need to bring the walls up or the sky down so they meet. I can tell from that first screenshot that there's a gap there, so basically different areas of the map aren't "sealed off". You can "see" over the walls, so the visibility will take that into account and not block as much stuff. The other thing you need to do is add some visibility blocking to prevent the super long sight lines. If you stand on the left side of your base, you can see all the way across the map to the left side of the other base, which means the vast majority of the map is potentially visible from that area, causing really high r_speeds. From the top-down screenshot, you can draw a line all the way from the upper left to the lower right. Also, if you stand on the right side of the base, the wall directly in front of you has a hole in it (where the ladder comes up). You need to modify that so that you can't see straight through it. You could just add another rock wall partway down behind it.
In the zip file you uploaded, the zip was named corruo_beta3, but the map was named coruo_b4 (1 less r, and a different beta number)
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Sorry for the late feedback. Here it is, since you want to do the final release soon.
The sun angle doesn't fit the sky, try something like "sun_angle" "90 -40". That would also help a little bit to get less shadows because of the high walls.
The chrome barrels are useless if all players start with steel barrels. I'd replace the with some more ammo items, maybe.
You added "trracer" "trracer" to one the purple player spawns. Delete that to fix the bad field warning while loading the map.
And some screenshots...
(http://www.otb-server.de/wbblite/attachments/3803.jpg) (http://www.otb-server.de/wbblite/attachments/3802.jpg)
Red: I'd lower the edge to the ground high of the corner.
Green: It would be cool if you can try to improve the alignments of these brushes like you did on the purple side.
(http://www.otb-server.de/wbblite/attachments/3805.jpg) (http://www.otb-server.de/wbblite/attachments/3804.jpg)
Red: I'd would align them that the black line of the texture is in the mid of the brush. Move the faces that the black line fits the black line of the other faces.
(http://www.otb-server.de/wbblite/attachments/3807.jpg) (http://www.otb-server.de/wbblite/attachments/3806.jpg)
Red: This one still needs to be rotated.
(http://www.otb-server.de/wbblite/attachments/3809.jpg) (http://www.otb-server.de/wbblite/attachments/3808.jpg)
Red: Misaligned.
(http://www.otb-server.de/wbblite/attachments/3811.jpg) (http://www.otb-server.de/wbblite/attachments/3810.jpg)
Looks a little bit empty. Maybe you could add the flag texture at the red (mid) or the green (left and right) marks.
All in all a great job so far :)
I'll upload the beta 5 to our beta server soon, that you can test the map and the gameplay online, if not done yet.
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I would like to make this a final if no-one has any feedback to give, I believe it is ready to be released now, all the help given to me is much appreciated.
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The new flags are looking nice.
What's the minor thing you can't fix?
The sun angle still doesn't fit the sky. Did you try something like "sun_angle" "90 -40"?
Two useless chrome barrels left. You can find them easy when selecting by value (edit>select>by value).
And some pics with easy and fast fixes.
(http://www.otb-server.de/wbblite/attachments/3958.jpg) (http://www.otb-server.de/wbblite/attachments/3957.jpg)
Red: Needs to be rotated.
(http://www.otb-server.de/wbblite/attachments/3960.jpg) (http://www.otb-server.de/wbblite/attachments/3959.jpg)
Red: I'd add clip brushes here. Same for the other base.
(http://www.otb-server.de/wbblite/attachments/3962.jpg) (http://www.otb-server.de/wbblite/attachments/3961.jpg)
Red: I'd move this a little bit like you did at the right side. Some for the other base.
(http://www.otb-server.de/wbblite/attachments/3964.jpg) (http://www.otb-server.de/wbblite/attachments/3963.jpg)
Red: Misaligned.
(http://www.otb-server.de/wbblite/attachments/3966.jpg) (http://www.otb-server.de/wbblite/attachments/3965.jpg)
Red: This edge is already fixed at the other base.
(http://www.otb-server.de/wbblite/attachments/3968.jpg) (http://www.otb-server.de/wbblite/attachments/39657.jpg)
Red: Maybe change some of the corners that the base doesn't look that boxy. Just an idea :)
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Nice one, omni!
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What's the minor thing you can't fix?
That was my bad, second to last pic' thought I couldn't fix it but i did in one base, anyway fixed now.
Here is the sun's angle at 90 -40
(https://dl.dropboxusercontent.com/s/z6h6vrrzjxa9zj6/sshot0108.jpg?token_hash=AAFTXfVGwRpFl4C3tFMJ2licyuGxnSnTXKcOlCywsy384w&dl=1)
And at the default angle
(https://dl.dropboxusercontent.com/s/0cj5hpztjj1lwlu/sshot0109.jpg?token_hash=AAFO8u50lERoT4gb7wper9aQbA8tIOQrACxSp5DtAZMQzQ&dl=1)
Also I decided to add Koth support because its not played enough, updated with new mapshot as well at the correct scale for a map-shot.
Suprised it got to b7.
File below, enjoy
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You have two folders with different b7 map files in the zip. Which one is the right? The mapshot is 800 x 600 px, but should be 128 x 128 px. I've attached the correct one, if you want to add it to the zip.
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It was the corruo_b7 folder, changed now, sorry for the inconvenience, and thanks for the mapshot and pointing that out.
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It looks really good :)
Here are some more screens:
(http://www.otb-server.de/wbblite/attachments/3970.jpg) (http://www.otb-server.de/wbblite/attachments/3969.jpg) (http://www.otb-server.de/wbblite/attachments/3972.jpg) (http://www.otb-server.de/wbblite/attachments/3971.jpg)
There is a complete one in the purple base and a broken one in the yellow base.
(http://www.otb-server.de/wbblite/attachments/3974.jpg) (http://www.otb-server.de/wbblite/attachments/3973.jpg) (http://www.otb-server.de/wbblite/attachments/3976.jpg) (http://www.otb-server.de/wbblite/attachments/3975.jpg)
It doesn't really matter, but there are different stones.
(http://www.otb-server.de/wbblite/attachments/3978.jpg) (http://www.otb-server.de/wbblite/attachments/3977.jpg) (http://www.otb-server.de/wbblite/attachments/3980.jpg) (http://www.otb-server.de/wbblite/attachments/3979.jpg)
1. Base: Stone and a ramp on one side.
2. Base: Grass and a ramp on each side.
(http://www.otb-server.de/wbblite/attachments/3982.jpg) (http://www.otb-server.de/wbblite/attachments/3981.jpg)
Maybe you can fix this black line (both bases).
(http://www.otb-server.de/wbblite/attachments/3984.jpg) (http://www.otb-server.de/wbblite/attachments/3983.jpg)
There is a hole behind the barrels. It's not visible for the player, so i would close it (both bases).
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Thanks for the feedback, I missed out removing the chrome barrels in the last beta. Did everything that T3RR0R15T said, the error on the second to last post was created because the tip of the brush hit the skybox.
That's about it, file below.
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(http://www.otb-server.de/wbblite/attachments/3978.jpg) (http://www.otb-server.de/wbblite/attachments/3977.jpg) (http://www.otb-server.de/wbblite/attachments/3980.jpg) (http://www.otb-server.de/wbblite/attachments/3979.jpg)
1. Base: Stone and a ramp on one side.
2. Base: Grass and a ramp on each side.
There is grass now, but not on the ramp and the ramp on the other side is still missing.
(http://www.otb-server.de/wbblite/attachments/3986.jpg) (http://www.otb-server.de/wbblite/attachments/39851.jpg)
(http://www.otb-server.de/wbblite/attachments/3988.jpg) (http://www.otb-server.de/wbblite/attachments/3987.jpg)
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Played this on the beta server a bit (it's up on the ev1 beta server, by the way). I enjoyed it. It's nice to see some of the lower end weapons getting some love.
I've attached a demo just so you can get some reference from another player's point of view -- might give you some ideas on things to improve. Overall, I don't have any major complaints, but you might consider trying to make some areas flow a little better.
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The gameplay on this map is actually really good. I enjoyed playing it.
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Thanks for the feedback, I was actually considering coming back to this map, I will start work now when I have time.
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my only worry was that I thought people didn't like it
It won the mapping contest, and more than half of the community said they like it. That's usually a good sign.
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Second place :D
People often say nice things to be nice even though it does not help. Most people commented on aethsetics, not gameplay as it is hard too/ they haven't played it, and I didn't think the gameplay was too good.
Aah maybe it's me being miserable. Can't check the demo yet as my internet is playing up but I will do later.
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People often say nice things to be nice even though it does not help.
In real life, that's true. But in this community, we're pretty honest when we don't like something.
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Pretty Much All wrapped up for beta 9;
After seeing the demo there seemed to be lots of areas where you would get stuck or lose momentum. I think ive fixed most of that i presume that's what you meant by 'flow'.
Before I release it I wanted some opinions on the screens below, should i include a pathway in that area. Right now on the side paths they seem to be very isolated from the centre.
(https://dl.dropboxusercontent.com/s/fk9jxkoxht32syc/sshot0164.jpg?token_hash=AAFqm__0UexiBbxG3iBG4hdjzvDegxU9YHyrFTbFKm3jiA&dl=1)
(https://dl.dropboxusercontent.com/s/79c530mag8g74q1/sshot0165.jpg?token_hash=AAFn7bUZtszjsQNeIHA8FIH5T_qG40s7rizBvc-kmXGPww&dl=1)
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Nice map Omni! Hope to play it!
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Adding a path to connect the center would probably be good, assuming it doesn't cause issues with too much visibility and higher r_speeds.
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I released a new beta of this map over a month ago, please take a look some time, this map has taken almost 8 months to complete, I think its because I just update the original post instead of making a new one and people don't see it, please review the newest beta. Thanks
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You should make a new post each time you upload a beta so ppl notice it.
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Yeah I'll have to start doing that In future.
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Uploaded beta 9 to the beta server and attached a demo with feedback.
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O.k so new beta:
I changed the walls to look more like man made ones, since natural walls aren't perfectly straight, this means that it looks better now, the walls also are 'split' by a metal because otherwise its just one huge as wall and it does not look right, almost every texture changed and a few additions to game-play. Thanks
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Sorry for the late reply. I've put this up on the beta server and played it a little bit. My main complaint is all of the cut-in-half textures. For example, you have metal strips along the stone block wall, but the blocks texture would look a lot better if it were aligned with the metal (either make the metal 1 block thick, or move all the blocks above it so they line up with the edge of the metal. There are a lot of wood plank textures on bunkers that are cut in similar manners. I could put together a demo pointing them all out if you'd like, but I figured I'd go ahead and give some quick feedback just to post something...