Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: shofixti on June 26, 2006, 06:48:41 PM
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welcome to the shofixti mapack, a full 5 new levels for DP2.
first part one, 2siege.
(http://www.pb3d.ahost.ro/Shofixtimap1.gif)
my first attempt at converting a map, an oversized castle map called 2siege, the middle still needs filling, and spawn zones are all messed up, but other then that its done.
some time this week, i will release part2, Cave
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The textures look really dark. Is there even a ground? I can't tell. It looks solid black. You also need to add some lighting (which will probably make it even darker).
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forts look pretty sweet man.
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ty. i dont understand the darkness, my original file looked nothing like that.
i think that maybe it was some setting in worldcraft, the darkness-lightness setting, but so far i'v had no improvments.
i'll keep at it and post later.
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updated now.
also, im working on the lights, should be dont tomorrow.
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use the dp textures, there hi-res and look kick-ass
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:o :o :o holy crap! THATS REALLY GOOD but :'( u need more items in the middle
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I'd say it's okay... I can't imagine the gameplay being good with that large open space in the middle, even if barrels etc were stuck in there. I think it would be better if there were a couple paths between the two castles as opposed to a large box.
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ok, here's whats planned for the rest of the maps:
1: 2siege
2: Cave
3: Aztec (not based on CS)
4: Moon (Russia try's to take the US flag in a paintball game)
5: the Town (level created by PB3D fans, goto http://www.pb3d.ahost.ro/fourm/viewtopic.php?p=98#98 (http://www.pb3d.ahost.ro/fourm/viewtopic.php?p=98#98) to get your own place(will take longer to publish, as is still in development))
PS: the approach in 2siege is a little diffrent, but i have tested it alot, and it plays pretty well.
i'm off for today, tomorrow i'll populate the middle, and add some lighting.
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whats cave?
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ummm.... a forest?
you'll just have to wait and see what lies in the cave.
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Post removed
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arg, hows Inca then?
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azcatek
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ok, heres the updated version:
(http://www.geocities.com/miked54321/Shofixtimap1.1.jpg)
(http://www.geocities.com/miked54321/Shofixtimap1.2.jpg)
(http://www.geocities.com/miked54321/Shofixtimap1.3.jpg)
known gliches:
some bad texturing in front of the entrance to the main building,
a hole in one of the ramps/cover
and overall horibleness associated with my levels.
its not the best... but then again its only my 2nd real map ever made.
have fun.
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Its looking really good, reminds me of some Quake2 rail castlemaps, which is good.
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You still need to light it. Since it's an outdoor map, you could use sun lighting pretty easily. You might have to add some lights inside of the castle.
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ok, i'll get on that ASAP.
1 problem i am having tho, is the red team spawns OK, but yellow will spawn in red, or yellow bases, i cant figure it out, my info_player_deathmatch on both sides are perfect, with the teamnumber set and the team set to 1, or 4 respectivly.
could i have some help here?
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textures look horrible. :(
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ya... thats what i get for making them myself
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Yeah the textures don't go together well, however it looks like the castles are well made. I dont know if you are going to add this or not but there needs to be alot more things outside of the castle for it to be even playable.
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WHY OH WHY CANT THIS BE AS EASY AS 3DGS!!!!
i cant figure out lights, i just want a simple sun, but it ruins the entire map if i so much as think about it (the computer MUST know my thoughts)
PS: i left the outside open on purpose, it seems to play well, even if its diffrent.
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If there's only 2 teams, the teamnumbers should be 1 or 2
Wordspawn:
"team1" "red"
"team2" "yellow"
Entities:
"teamnumber" "1"
...
"teamnumber" "2"
As for the sun, try putting this in your worldspawn:
"_sun_diffuse" "96"
"_sun_ambient" "32"
"_sun_light" "255"
"_sun_angle" "195 -70"
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Post removed
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no, sry but i want my map to be my map, no matter how horrible it is.
anyway, its compiling now, so i should be able to post some new screenies soon, also, i fixed the spawn points, and it works fine.
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sry to double post, but whenever i calculate with qvis, it just gives a send-dont send error, and no lights come out.
any help?
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Which qvis are you using?
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Final compile, and final compile high quality, if thats what you mean.
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Nice! ;D
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shof, the reason you have your spawn problem is because the yellow team (even though it is the 4th team) is only the 2nd team on the map, therefore, you have to make the info_player_deathmatches for yellow team "2" instead of "4"
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ty, your info came a little late, but thanks anyway.
we just had a 7 player LAN game over here, and this map played great! i wish i could make it look better, but i guese its not all importent.
anyway, heres the next version:
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again, sry to double,
but *sob* i cant convert cave! its way too huge for worldcraft or BSP to handle, ending in either a crash, or cropped levels. so unfortunatly, cave *sob**sob* my best level, will never reach you at DP2.
heres some screens anyway at what could have been...
(http://www.geocities.com/miked54321/Shofixtimap2.1.jpg)
(http://www.geocities.com/miked54321/Shofixtimap2.2.jpg)
(http://www.geocities.com/miked54321/Shofixtimap2.3.jpg)
(http://www.geocities.com/miked54321/Shofixtimap2.4.jpg)
(http://www.geocities.com/miked54321/Shofixtimap2.5.bmp)
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nice and why wont it work becuase its to bIg!?
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on bsp try exporting as a "fast preview" and see if that works
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it wont open the .map at all, its an export from 3DGS. when i import to BSP it crashes, and when i import to worldcraft, it cuts of at a certian point ruining half my level.
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Maybe you can remove some parts of the map and compile it :)
The screenshots look pretty good, so I want to see these rooms and halls and whatnot.
RELEASE IT!
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we'll youll just have to wait for PB3D now wont you?
sry, but i'll get to work on inca/azatek/jungle WHATEVER its called, tomorow.
as for cave, unless a new editor comes out, or something like that, you wont find it in DP.
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Quake2 has a +/-4096 limit in size. Does your map go beyond that?
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try doubling that.
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try making it into two maps?
This makes me agree on the suggestions for a q2/q3 compatable map format, there are huge Q3 defrag maps.
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http://forums.gamedesign.net/viewtopic.php?t=50246
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I love it, they totally bash on Valve.
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what does this mean for us? could i use that compiler and still work on DP2?
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You can make pretty big maps in 8192 units. It's just a matter of using the space wisely. I thought Quake3 had the same limits, but maybe not. The big problem with the limits isn't the compiler, but the network protocol. In all honesty, I don't think maps that big are really necessary. Unless you have like 64player servers, people will get bored running around on something that massive.
What's an example of a massive defrag map?
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Jits, look up some of the "race" maps, they are huge, some are just empty halls that stretch for a long long way and then the defrag timer runs till you get to the end, and some you actually have to make large strafe jumps from platform to platform repeadedly for the length of the map.
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Can you give me the filename of one?
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offhand I know of xcm_tricks2 (http://lvlworld.com/comments.php?id=1653) which may be over the Quake 2 boundaries, but there are larger ones, I just don't know my maps very well, there's so many defrag maps out there. A good source for most of the common ones that you'll see on servers are here: http://defrag.own-age.com/maps/ , its most of the original ones
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Ok, now back on topic, I wont be working on this map pack due to other computer work related to paintball.
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ok, im addicted to mapping... soooo im scraping all my plans and just letting my inner mapper flow... or, in other words, im working on another map:
Splatport: (ok, horrible name, im open to suggestions)
the map is based in an airport, with planes such as pictured below, all fully open, and playable in.
i dont have that much done, but for now post your thoughts/ideas.
EDIT:
no textures yet.
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:o :o :o :o :o :o :o :o :o :o :o :o
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Ok, I don't think the whole converting map formats thing is working out very well. I checked out 2siege, and it had a lot of problems. Pretty much none of the brushes are aligned. There are gaps all over the place. This will cause all sorts of problems, from leaks to poor vising. It doesn't look like you even ran VIS. Take a look at the upper floor in the bases, for example. You walk up the stairs, and the floor doesn't cleanly meet the stairs. There's a small gap. There's also a gap along the middle of the floor. When you run vis, nothing can be hidden upstairs, because things can be seen through the gaps. The floor is also super-thin. I don't think an inch of stone would hold up very well. There are also gaps in the walls and other things, and even on a high-end system, the framerates are mediocre because the whole map is being drawn at once. I'd imagine it's completely unplayable on lowend systems.
Finally, the textures: you need to figure out a way to put them somewhere besides the "bad" directory. Also, you've used some paintball2 textures and included them in the bad directory. This really defeats the purpose of using textures included with the game. a) People will have to download them even though they already have them, and b) high-res texture packs won't be applied to them, because they're in a different location.
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ty for the input, yes due to deleted brushes i dont hink it worked out, all the same i was surprised it worked at all.
as for the textures, i could use a tut on how to use them properly, without setting all textures on every brush (believe me, after an export there are ALOT of brushes)
hopefully my next map will turn out better, i decided the airport idea wouldent work due to brush problems (small brushes tend to get deleted) so i'm going to do something simpler, but at the same time diffrent.
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well if u ever make another map like this and have a airplANE BETTER BRUSHES AND windows IN THE PLANE
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>:(
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i never planned on not having windows...
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In BSP there's a way to select by texture. You could select the bad/texturename and replace it with the pball/texturename. Heck, you could even open the .map file in notepad and do a seacrh/replace for bad/ and replace it with pball/ or whatever texture directory you want to use.
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TY, i'll look into that.