Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Rick on May 16, 2013, 04:29:31 AM
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This is a very early alpha version of the map, this is kind of what I am aiming for.
Subsewer:
Based in a sewer, fight for the control of flags and try to defeat the opposing team!
Teams:
2 Teams; Red and Blue.
Hopefully will be based around 2v2, or 3v3.
Screenshots:
Screenshot1: (Alpha1) (http://i.imgur.com/VXvJgIa.jpg)
Screenshot2: (Alpha1) (http://i.imgur.com/Hr4g2pQ.jpg)
Screenshot3: (Alpha1) (http://i.imgur.com/EECNZeS.jpg)
Ideas:
-A kind of "electrical room".
-Maybe some pipes on the walls?
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What I want from the community:
Been looking at Jitspoe posting inspirational pictures of sewers and the like and I really like the idea. Just have a jump around, suggest paths, suggest other things! Everything helps. What would you like to see added? What do you think doesn't work?
Thanks guys!
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Textures make it look sorta like an Unreal Tournament map.
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looks awesome. I wished every map had this kind of design. Did you run a high quality compile?
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Oh wow, this is already really nice looking.
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Please tell me why every bit of detial in your maps looks amazing.
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That looks nice, but you need to increase the ambient. How did you manage to get colored lighting anyway?
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That looks nice, but you need to increase the ambient. How did you manage to get colored lighting anyway?
reading tutorials will help :) And no he shouldnt increase ambient. Why should he?
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Looks good, but i don't have an idea what map it could be. The normal and the hr4 textures are the same.
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reading tutorials will help :) And no he shouldnt increase ambient. Why should he?
Because it's pitch black in places. I find that incredibly annoying. People just camp in shadows and the only way to see them is hoping their name tag will pop-up on screen.
As for colored lighting, I have the same problem as stated in this topic:
http://dplogin.com/forums/index.php?topic=16604.0
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That looks nice, but you need to increase the ambient. How did you manage to get colored lighting anyway?
I think you must have a display problem.
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Loving the 3.8k wpoly in the room with the detailed fencing :D I just hope you can finish the map without hitting some compiler limit...
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I think you must have a display problem.
Nope, I turned my brightness to max and it's still there. My gamma doesn't work however if it did it would just turn the pitch black gray and you still couldn't see anything.
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Nice Video Card :D ?
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@twilightsparkl: only place I could see that was actually pitch black, was the unfinished dead end at the "top" of the map. Screens?
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Textures make it look sorta like an Unreal Tournament map.
Never played it myself, but the wall texture will be changed to the hr4 version of the pball version. Currently I don't believe there is an official version of it, that's why I chucked it in with the subsewer textures. I think this is a compliment, so thanks :P
looks awesome. I wished every map had this kind of design. Did you run a high quality compile?
Thanks man. Nah, just a full compile. Why? :)
Oh wow, this is already really nice looking.
Thanks!
Please tell me why every bit of detial in your maps looks amazing.
I've been mapping since I started playing DP, I've learnt what looks good with what ;)
That looks nice, but you need to increase the ambient. How did you manage to get colored lighting anyway?
I don't think I'll be increasing the ambient. The only dark spot is the incomplete upper room. Using light entites. :)
reading tutorials will help :) And no he shouldnt increase ambient. Why should he?
Thanks. :)
Looks good, but i don't have an idea what map it could be. The normal and the hr4 textures are the same.
Yeah, it's getting harder to think of ideas but I think I'll be able to come up with something. Yeah, sorry about that! I was in a rush :P One of them will be fazed out anyway, just waiting on Jitspoe's hr4 version. :D
Because it's pitch black in places. I find that incredibly annoying. People just camp in shadows and the only way to see them is hoping their name tag will pop-up on screen.
As for colored lighting, I have the same problem as stated in this topic:
http://dplogin.com/forums/index.php?topic=16604.0
I think you must have a display problem.
I agree.
Loving the 3.8k wpoly in the room with the detailed fencing :D I just hope you can finish the map without hitting some compiler limit...
I know man, trying my best to get it down. Going to detail soon, should cut it down a bit. If I do run into an error, watch out for spam on facebook sir :D
Nope, I turned my brightness to max and it's still there. My gamma doesn't work however if it did it would just turn the pitch black gray and you still couldn't see anything.
Seeing as everyone else can see perfectly fine, I think it's just you unless you're talking about the unfinished/cut off up stairs, which is because it isn't finished.
Nice Video Card :D ?
If you're talking about mine, I run a gtx670 :P
@twilightsparkl: only place I could see that was actually pitch black, was the unfinished dead end at the "top" of the map. Screens?
I agree.
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Thanks man. Nah, just a full compile. Why?
Because it looks awesome :D
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Never played it myself, but the wall texture will be changed to the hr4 version of the pball version. Currently I don't believe there is an official version of it, that's why I chucked it in with the subsewer textures. I think this is a compliment, so thanks :P
Yeah I like it =p.
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screenshots:
(http://i39.tinypic.com/34j9emq.png)
(http://i41.tinypic.com/efj7ld.png)
(http://i42.tinypic.com/dzb7cy.png)
What is the ambient set at anyway?
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I can see everything fine, yes, there is a shadow.... It's not like I could sit in those spots and be covered by pitch black.
It's definitely you.
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no problem there. is your monitor or graphic card or even your eyes :P
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Not even black for me. I get light shadows there.
I reckon since theres not many good DM maps out there you could also make this DM map aswell.
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I like the look. Using subtle colored lighting (shot 2) to indicate team areas could work really well -- enough to let you know where things are, but not so glaring that it breaks the immersion of the map.
I few suggestions:
- Maybe lower the guard rails so it doesn't look like they're designed for 12 foot tall giants and that you can crouch under them.
- Add a very small light value to the white light texture so it looks like it's emitting light, rather than a white box with a light source near it.
As far as the layout goes, I kind of picture the catwalk being a central location -- perhaps 1 of 2 middle paths. Maybe you could have a control room as an alternative path. I think having unique visuals for each path makes maps easier to learn and recon.
So, just an idea for a layout:
From the base, 2 paths out, paths join into an area where they can overlap, then split again to the catwalk and control room middle areas.
To the base, maybe you could have an additional high path (pipe or vent) that would let you drop in near the flag.
Just some ideas... take 'em or leave 'em.
I was going to ask about the HR4 textures (I was hoping to check this out with the HR4 textures I had done, but it meant copying them over to your texture directory), but it sounds like this is just a temporary thing?
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I like the look. Using subtle colored lighting (shot 2) to indicate team areas could work really well -- enough to let you know where things are, but not so glaring that it breaks the immersion of the map.
I few suggestions:
- Maybe lower the guard rails so it doesn't look like they're designed for 12 foot tall giants and that you can crouch under them.
- Add a very small light value to the white light texture so it looks like it's emitting light, rather than a white box with a light source near it.
As far as the layout goes, I kind of picture the catwalk being a central location -- perhaps 1 of 2 middle paths. Maybe you could have a control room as an alternative path. I think having unique visuals for each path makes maps easier to learn and recon.
So, just an idea for a layout:
From the base, 2 paths out, paths join into an area where they can overlap, then split again to the catwalk and control room middle areas.
To the base, maybe you could have an additional high path (pipe or vent) that would let you drop in near the flag.
Just some ideas... take 'em or leave 'em.
I was going to ask about the HR4 textures (I was hoping to check this out with the HR4 textures I had done, but it meant copying them over to your texture directory), but it sounds like this is just a temporary thing?
Thanks :)
-Yeah, haha. I'll give it a shot when I get some time.
-Ah, I totally forgot. Very easy fix ;)
Yeah, I pictured the catwalk being the central location too. Yeah, a control room is a pretty cool idea.
I like 'To the base, maybe you could have an additional high path (pipe or vent) that would let you drop in near the flag.' that idea, the first one is growing on me! When I get time, I'll try drawing up a design of some sort.
I'll quickly fast vis with the pball texture. One sec!
Edit: Attached
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I wish I knew why the forum attachments sometimes fail to download like that. I can't get your file. :\
Edit: Fortunately I own the server and could download the file manually.
I was actually referring to the other textures, since I haven't done the wall one yet, but I already copied them over to take a look at it -- looks good.
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Subsewer Alpha 2
Changes:
Just some little things!
Download:
HERE (http://www.2shared.com/file/bwF6h5nr/subsewer_a2.html)
(Download button is near the bottom)
(DO NOT DOWNLOAD ILIVID)
@Jitspoe:
When trying to upload this I received an error:
"The upload folder is full. Please try a smaller file and/or contact an administrator.".
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Yeah, I increased the size of the upload folder. Guess we've hit 2 gigs already. :\
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Yeah, I increased the size of the upload folder. Guess we've hit 2 gigs already. :\
oh wow.
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Yeah, I increased the size of the upload folder. Guess we've hit 2 gigs already. :\
Ah! Thanks for that.