Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: twilightsparkl on May 11, 2013, 10:19:55 PM
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Just a small little indoor map I made. 2 bases CTF or TDM only. Lots of indoor passageways and interesting lighting. It's a small maze meant for 4-8 players. I also added a tad bit of ambient lighting but not too much so it's still dark in places.
(http://i43.tinypic.com/5ul9q0.jpg)
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A few things:
1) Always post your map as a beta version first, and give it an appropriate beta filename (ex: tslab_b1.bsp).
2) Your map appears to have a leak, so visibility and lighting are not working correctly. You need to fix that (probably an entity outside of the map).
3) Having one, small, entrance to the base is really bad for gameplay. It makes it way too easy to defend the flag. If you think it only works for TDM, then you should only include TDM support or improve the map so it will play better in CTF mode.
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ok thanks. It turns out there was an object floating outside the map I got rid of it. Unfortunately when I try to load a leak file the bsp editor crashes but I think the leaks are fixed for now. I don't have another player to test it with ATM but if it works for CTF it will work for TDM, right? I also added some more entrances.
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You have to specify which game modes the map supports in the worldspawn. I think if you click the [?] box on the entity window, it will tell you what values to use for each game mode.
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It turns out there is a typo in the help pop-up
"Add the options together for multiple modes (1-flag and 2-flag mode would be 8 (2 + 4)" I think they meant "6".
Anyway I think we're all set because its set to 5 now, which includes both CTF and TDM. One thing I'm confused about is DM, I assume if you want free for all DM you just set the max teams to something like 64? There's actually no option for TDM, just DM.
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there is a option for tdm isnt there? like 64 or 128... idk
but you don*t have to specify 64 teams. DM includes everyone has own team :)
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Values for #:
0 All game modes
1 Deathmatch
2 Single flag
4 2 or more flag mode (flag in base)
8 Siege
16 KOTH (king of the hill)
32768 Debug only
That's all that's listed on the help popup and in the entity website http://www.digitalpaint.org/v2/docs/ents.html#worldspawn
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just try it out :)
but i there are also other mains to make ur map be run in TDM. Such as mapinfo txt files. There is a tutorial somewhere on the forums.
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Can't test ATM because my game wont show up in the serverlist and people need to manually type my IP to connect to my server, but I think it will work.
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When you figure your stuff out, jitspoe usually uploads it to beta server, and you can ask him for login.
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The entity help is a bit outdated. I really need to put out an updated BSP package.
Since TDM was added later, any map that supports DM also supports TDM automatically. I think there is a gamemode value for TDM, though, if you want to make it TDM exclusive (no DM support). I can't remember the number offhand, though.
If you just need to test that your game modes are working, you can use bots ("addbot" at the console, then you can use "botcmd" to make them do things like join teams and such if you need).
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Thanks for the input. The spawns were definitely bugged and I fixed em.
The bots really helped. I can even morph gamemodes and make hybrid CTF-TDM.
The values of gamemodes are
64 PONG
128 TDM
Is the beta server password protected? Is that why I need a login?
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you can play TDM and CTF at one moment? sounds like a bug imo
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I really need to put out an updated BSP package.
What about this one?
ftp://otb-server.de/pub/BSP%20-%20Map%20Editor/BSP_setup.exe (ftp://otb-server.de/pub/BSP%20-%20Map%20Editor/BSP_setup.exe)
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you can play TDM and CTF at one moment? sounds like a bug imo
Not a bug, its really TDM but if you set the gamemode to the flag to 132 it still appears when you play TDM and you get 5 points for capping it.
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Are you sure you fixed the leak? The lighting still looks broken. Light should bounce off of the floor and reflect on the ceiling. The ceiling shouldn't be dark like that.
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Not a bug, its really TDM but if you set the gamemode to the flag to 132 it still appears when you play TDM and you get 5 points for capping it.
Nice never read anything about this before... And i read a lot of these tutorials and stuff :)
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Are you sure you fixed the leak? The lighting still looks broken. Light should bounce off of the floor and reflect on the ceiling. The ceiling shouldn't be dark like that.
Nope in most old 3d games thats how it is, since the light is too close the ceiling is much blacker than the floor...the lights are actually only about 1 pixel thick too. I ran the .bat files and "**leaked**" never popped up anywhere.
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Nope in most old 3d games thats how it is, since the light is too close the ceiling is much blacker than the floor...the lights are actually only about 1 pixel thick too. I ran the .bat files and "**leaked**" never popped up anywhere.
Are you using -bounce 0 or something? If the ceiling is close to the floor, it should actually make it brighter than if it was further away.
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Are you using -bounce 0 or something? If the ceiling is close to the floor, it should actually make it brighter than if it was further away.
Don't know what bounce 0 is, but in raw direct 3d mode when you add a vertex light, not lightmapping, if your too close to the ceiling the ceiling is dark and the floor is light.
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Quaek2 uses radiosity, which bounces light off of surfaces like what happens in real life, so light should bounce off of the floors and walls back onto the ceiling. The only time it doesn't is if the map did not compile properly (ex: leak), or if you compiled with parameters that disable the light bouncing (-bounce 0).
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You're right there was a leak I must have missed it. Oh wells. Uploaded with the leakless beta.
JIT you rock woohoo!