Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: twilightsparkl on May 24, 2013, 04:51:52 PM

Title: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 24, 2013, 04:51:52 PM
so my friend came up with the idea i made the map.

unfortunately theres no lighting because i get a max patches error. playing with bots is no fun because they just fall off the cliff over and over again.

I did a qvis compile but you get high r_speeds even behind a wall, so its like the vis3 did nothing. i dont really understand whats so wrong since i dont get any errors. the map is ginormous though.

(http://i41.tinypic.com/fdumiq.jpg)(http://i42.tinypic.com/2ypf53k.jpg)(http://i40.tinypic.com/2mbpk6.jpg)(http://i40.tinypic.com/2zq5uo2.jpg)
(http://i44.tinypic.com/23jvyp.jpg)(http://i42.tinypic.com/2z9bbqc.jpg)


Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: RoBiNandL!nk on May 24, 2013, 05:00:03 PM
You should really get HR4 textures, it makes the game look a lot prettier.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 24, 2013, 07:05:36 PM
You should really get HR4 textures, it makes the game look a lot prettier.
this map is laggy as it is xD
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Rick on May 24, 2013, 09:23:53 PM
Upload the .map file, I'll have a look at what you've done wrong. By the way, this is your 4th beta map, I'd suggest not releasing anymore until you fix all the problems with these ones.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: ViciouZ on May 24, 2013, 09:36:50 PM
this map is laggy as it is xD

> 35k wpoly.

Yup.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: MaTzeMR on May 24, 2013, 11:59:12 PM
> 35k wpoly.

Yup.

(LIKE)
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: MaTzeMR on May 25, 2013, 12:02:23 AM
P.S.: Nice map anyway! Very much effort.

But try to keep the r_speeds under 1000 (epoly isn't that important).

Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Dirty_Taco on May 25, 2013, 02:13:43 AM
One way to solve MAX_PATCHES is by scaling your textures to higher values (i.e. 2 instead of 1). You should be doing this for wall/ground textures anyway.

When eR33t comes back this is our new match map.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Foxhound on May 25, 2013, 09:56:49 AM
off topic, but sparkle, do you play tf2 and use the tf2r.com website?

http://tf2r.com/user/76561198053745035.html
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Cameron on May 25, 2013, 11:01:45 AM
> 35k wpoly.

Yup.
lolwut.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 25, 2013, 03:38:06 PM
One way to solve MAX_PATCHES is by scaling your textures to higher values (i.e. 2 instead of 1). You should be doing this for wall/ground textures anyway.

When eR33t comes back this is our new match map.
Thanks, good luck hopefully you'll find some players.

Unfortunately I highleted everything and set brush size to 256 256. It still gave max patches.

I don't play tf2...paintball is about as violent as I go. tf2 maps might work in this game though.

I have no idea how to get the wpoly under 1000 I only used 16 steps for the cylinders. Unless I used blocks this map is fundamentally laggy.
I compiled using vis3 but it must be the worst compiler ever because standing behind walls has no effect on wpoly count.

Also it seems people on different computers get different wpoly counts, how does that work?

For Rick: I attached a map copy below, might be the wrong version but it should give you an idea. As for my other maps, there was nothing really technically wrong with them. I'm welcome to gameplay critism but from a technical standpoint there weren't any glaring deficiencies. That one map that was full of crap wasn't a proper release, it was sent as an attachment to a mapping question.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Foxhound on May 25, 2013, 04:28:47 PM
There already is a tf2 map in DP, 2Fort
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 25, 2013, 04:56:48 PM
There already is a tf2 map in DP, 2Fort

Never played it. A lot of servers just put the same maps as every other server, loop them over and over and never change their list.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: ViciouZ on May 25, 2013, 07:28:50 PM
Basically, while your maps are quite nice architecturally, you're really underestimating how restrictive mapping for a 15 year old game engine is. When I tried to compile your map, qvis3 crashed (probably due to the 18k numportals) and then arghrad predictably hit MAX_PATCHES. If you want your maps to be playable without lag you'll either have to find a game with a better engine, or massively rein in your expectations on what can be accomplished with paintball2.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Rick on May 26, 2013, 05:15:47 AM
Your map is HORRIBLY made. You didn't take anyone's advice besides how to use sky brushes. You're still using split, which is very evident. You're still overlapping. You're still clearly not even trying to get a hang of good techniques. I'm sorry I had to say it, but you're just chucking out maps everywhere that don't even NEARLY measure up against other maps. Seriously, take your time. LEARN things. DON'T use split. DON'T overlap. Ask questions! Listen to those who actually know a lot about mapping in Paintball!

Anyway, I kind of re-made one of the bases. It's attached. Have a look at it, especially at the bottom. (Ignore the unfinished top). I did most the things you did, apart from the water excrement you did that will cause extreme wpoly, without hitting 1.5k wpoly. (Yours was 9.5k).

Edit:
For Rick: I attached a map copy below, might be the wrong version but it should give you an idea. As for my other maps, there was nothing really technically wrong with them. I'm welcome to gameplay critism but from a technical standpoint there weren't any glaring deficiencies. That one map that was full of crap wasn't a proper release, it was sent as an attachment to a mapping question.
There wasn't any thing technically wrong with your maps? I'm not sure who is telling you that. I'll attach a map I've been working on, compare it to yours and hopefully you can see why I'm getting a bit frustrated trying to help you.
(Thread for the map I mention). (http://dplogin.com/forums/index.php?topic=25992.0)
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 26, 2013, 11:49:51 AM
Your map is HORRIBLY made. You didn't take anyone's advice besides how to use sky brushes. You're still using split, which is very evident. You're still overlapping. You're still clearly not even trying to get a hang of good techniques. I'm sorry I had to say it, but you're just chucking out maps everywhere that don't even NEARLY measure up against other maps. Seriously, take your time. LEARN things. DON'T use split. DON'T overlap. Ask questions! Listen to those who actually know a lot about mapping in Paintball!

Anyway, I kind of re-made one of the bases. It's attached. Have a look at it, especially at the bottom. (Ignore the unfinished top). I did most the things you did, apart from the water excrement you did that will cause extreme wpoly, without hitting 1.5k wpoly. (Yours was 9.5k).

Edit:There wasn't any thing technically wrong with your maps? I'm not sure who is telling you that. I'll attach a map I've been working on, compare it to yours and hopefully you can see why I'm getting a bit frustrated trying to help you.
(Thread for the map I mention). (http://dplogin.com/forums/index.php?topic=25992.0)
I know this map has technical problems I was talking about my other maps. What does your sewer map have to do with anything?

Anyway I'll probably redo the castles from basically scratch, and use octagonal towers instead of 16 sided towers. Just to be sure the reason you don't like the water is because its just a block that overlaps, right?
Also how does it handle func_trains in the vising process?

Anyway i deleted most of the castles and trees and other stuff including sand and water and I still get max patches.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Clipz on May 26, 2013, 12:53:37 PM
this reminds me of mario way to much...
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 26, 2013, 02:14:16 PM
sorry for saying vis3 is the worst compiler ever
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: BASEBALLDUDE on May 26, 2013, 03:05:31 PM
Once you get your wpoly under control, you might want to add a good lighting.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 26, 2013, 03:32:41 PM
Once you get your wpoly under control, you might want to add a good lighting.
i dont think i can, even with low wpoly i get max patches.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Clipz on May 26, 2013, 05:51:35 PM
This map has a ton of problems. Why the hell do you have the cliffs fall 20000000000 feet to die? The texturing inside the base is horrid. The rainbow bridges... this isn't mario. Do me a favor open the maps carpathian, pbcup_pforest, mystique, castle1, midnight and look at how much better looking they are. The looks of the maps are important and no offense this looks terrible. The flying things are IMO, terrible also. Take your time and make the maps look good before you release them. I once released maps quickly too the release them but they didn't look that good. I then decided to take my time with them and it made a major difference.

Don't take this as me saying you suck. Take it as constructive criticism... don't give up!
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 26, 2013, 05:53:23 PM
It looks terrible because of fullbright.

are the textures too repeated
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Clipz on May 26, 2013, 06:05:18 PM
It looks terrible because of fullbright.

are the textures too repeated

It looks bad because it is bad.

Listen to Rick, Myself, Jitspoe, Terrorist, Chef or Robinhood if we give you advice... its for the best.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 26, 2013, 06:12:37 PM
It looks bad because it is bad.

Listen to Rick, Myself, Jitspoe, Terrorist, Chef or Robinhood if we give you advice... its for the best.
Not liking rainbows and unicorns is more of a personal preference than anything else. That said the maps you mentioned look nice but they all tend to have the same theme. Playing the same thing over and over is okay but I want to try something new. Advice that I can agree with is solid, artistic or technical stuff like saying too many texture repeats, not enough contrast or using certain geometry doesn't look that nice but there's nothing I can do for you if you simply don't like the theme of my map, that's like saying my map I made in a jungle is bad simply because it is set in a jungle.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Clipz on May 26, 2013, 06:26:15 PM
No, anyone who plays this castle map will think its trash unless they are a newbie and have no clue what a good constructed map in dp is. I didn't say I hated rainbows or unicorns. We want DP to take steps forward and have APPEALING maps for NEWER players. A map like this looks like its from N64. This map is not taking steps forward. This is taking 1000 steps back. My maps are not perfect, they are not the best. But they are not from fairy tales. If you want the Rainbow bridges go for it JUST MAKE THEM LOOK BETTER. The flying unicorns..... What the the blue hell are those for. They fly into the castle and if you jump on them on the castle they stop.. how about making them go to the edge like it should be. Make it more appealing. The pillars look like excrement being all white.. try metal with a color outline from what base it is in. The rocks above the supports.. when the hell have you seen a rock ceiling or floor. The trees.. try using some models. The look horrible and unrealistic.

Anyways try fixing these problems. I promise you will be happier with yourself and will have a chance at seeing your maps played. Try using better textures!!!!!
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: JMR on May 26, 2013, 06:30:42 PM
Message removed.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 26, 2013, 07:21:32 PM
No, anyone who plays this castle map will think its trash unless they are a newbie and have no clue what a good constructed map in dp is. I didn't say I hated rainbows or unicorns. We want DP to take steps forward and have APPEALING maps for NEWER players. A map like this looks like its from N64. This map is not taking steps forward. This is taking 1000 steps back. My maps are not perfect, they are not the best. But they are not from fairy tales. If you want the Rainbow bridges go for it JUST MAKE THEM LOOK BETTER. The flying unicorns..... What the the blue hell are those for. They fly into the castle and if you jump on them on the castle they stop.. how about making them go to the edge like it should be. Make it more appealing. The pillars look like excrement being all white.. try metal with a color outline from what base it is in. The rocks above the supports.. when the hell have you seen a rock ceiling or floor. The trees.. try using some models. The look horrible and unrealistic.

Anyways try fixing these problems. I promise you will be happier with yourself and will have a chance at seeing your maps played. Try using better textures!!!!!

This is more of the kinda review I am looking for.
Quote
If you want the Rainbow bridges go for it JUST MAKE THEM LOOK BETTER.
The reason they don't look so great is I set the the texture scale to 256x256 only. I didn't know if putting it any higher was a bad thing. Let me know if I can set the texture scale to say, 2000.

Quote
The flying unicorns
I couldn't figure out how to add a delay so they have to go through the castle in order to hop on. In case your wondering, they stop because I enabled block_stops so they can't kill the player. Yes it would be much cooler if I figure out how to make them delay, that way I can just nest them on the edge for a bit and not have them clip through the tower.

Quote
The pillars
I was going for white pillars, it isn't what I wanted but that was the best texture I could find. Maybe with actual lighting it wouldn't look so bad, because I can see your point.
.
Quote
rock floor and ceiling
its medieval, they are glued together rocks anyway. Didn't they have stone ceilings in castles those days?

Quote
The trees
Aren't the best but I've seen worse. Like the oh so common lollipop trees found in many popular maps, including shock2. Personally I think lollipop trees are cute. As for models, whenever I go into a server they never work, I just see a 3d diamond shape, so I stay away from those. Mind you, if I've never been able to see a custom model on any server, and some of these servers are pretty popular, then I'm guessing some other people probably have the same problem as me. Even if it's a few people, those big pine trees are essential to the gameplay of the map and if I replaced them with models well, there's gonna be a few people wondering why that guy is standing in the middle of nowhere and why their paintballs are colliding with a gigantic invisible wall.

Same goes for textures. Half the time I just get a gray white grid thingy because either the server for some reason wont give or doesn't have the textures, though I dont know why they would host a map they don't have textures for. Whats worse is when they have dozens of HiRes textures all custom. By the time you enter the room the game is already half over. If I ever switch to custom textures it'll be good ol' 4kb 64x64 for me.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: ViciouZ on May 26, 2013, 07:38:32 PM
For delaying func_trains, select the path_corner you want them to delay at, and add a key "wait" with a value in seconds (milliseconds?).

To get rid of MAX_PATCHES, you want to make those cliffs a whole lot shorter (and I don't mean just move the water level up), which will eliminate a _massive_ amount of useless texture surface area. This will probably also help the VIS compiler cope better.

To get VIS fully working, you need to detail everything in the map that is unlikely to obscure a player's view. This means basically anything that you can see around if you're standing about a metre away and facing it. Pillars, the weird wood bars on the ceiling, the fencing on the middle island, trees, everything like that. That should also help reduce wpoly a bit if you're lucky, on top of the gains you will get when qvis3 can actually cope with your map.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 26, 2013, 07:39:34 PM
For delaying func_trains, select the path_corner you want them to delay at, and add a key "wait" with a value in seconds (milliseconds?).

To get rid of MAX_PATCHES, you want to make those cliffs a whole lot shorter (and I don't mean just move the water level up), which will eliminate a _massive_ amount of useless texture surface area. This will probably also help the VIS compiler cope better.

To get VIS fully working, you need to detail everything in the map that is unlikely to obscure a player's view. This means basically anything that you can see around if you're standing about a metre away and facing it. Pillars, the weird wood bars on the ceiling, the fencing on the middle island, trees, everything like that. That should also help reduce wpoly a bit if you're lucky, on top of the gains you will get when qvis3 can actually cope with your map.

thanks, i guess i will have to part with the long cliffs, they added much artistic value.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: MyeRs on May 26, 2013, 11:00:14 PM
It looks bad because it is bad.

Listen to Rick, MyeRs, Jitspoe, Terrorist, Chef or Robinhood if we give you advice... its for the best.

Fixed.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: BASEBALLDUDE on May 26, 2013, 11:33:34 PM
Fixed.
no offense myres but not all of your criticism is constructive. too often, you make broad generalizations like "this map is awful" instead of specific criticism like "the lighting is too bright in the mid and too dark in the bases"
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Rick on May 26, 2013, 11:49:01 PM
I know this map has technical problems I was talking about my other maps. What does your sewer map have to do with anything?

Anyway I'll probably redo the castles from basically scratch, and use octagonal towers instead of 16 sided towers. Just to be sure the reason you don't like the water is because its just a block that overlaps, right?
Also how does it handle func_trains in the vising process?

Anyway i deleted most of the castles and trees and other stuff including sand and water and I still get max patches.

Your other maps most likely have technical problems if this map does. Do you use split in your other maps? I was providing my map as an example for which you can learn from. You can have technical brushes, if you know how to use them right.

Good idea, the less sides the better. I never even said anything about the water?
I'm not too sure about that, I have not really used func_trains, I'm sure Jitspoe will be able to answer this.

If you want to put trees in your map, try using the models like I did :) Look way better. Your map is still very complex, too complex for the compiler. (You need to try to avoid really open areas). That's why I only constructed the base, I can't really see the whole thing ever being able to compile.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: MyeRs on May 27, 2013, 01:11:19 AM
no offense myres but not all of your criticism is constructive. too often, you make broad generalizations like "this map is awful" instead of specific criticism like "the lighting is too bright in the mid and too dark in the bases"

Generalizations are the best criticism. It saves everyone time. It tells the mapper that the map is awful, therefore too many mistakes for 1 individual to point out. Thank me later.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: omni on May 27, 2013, 04:09:13 AM
Right now twilight I can see what you mean. This is something you have spent a fair bit of time constructing and you have put effort into it, so to see it hated and thrown away you feel like people are being nasty.

However

The amount of time that goes into maps like Carpathian, the really, really, well constructed ones is about a million times more than has gone into this one; be honest - how long did it take you? Was it months like some of the greatest maps.
Did you plan it? (Not have an idea in your head to go off, but actually sit down with pen and paper and draw?) When a mapper makes a map they see it as an achievement (or at least I do). So when they see a map like this (no offence) they know exactly how hard you have tried.

The community here is passionate, we don't want bad maps to be played, but they are. It's not that ou have bad ideas its just that you can't execute them. The lack of detail on the basses, the metals on the floor, (in medieval times they did not use metal) When you think of medieval you think of dark, old stuff. This seens more fantasy to me than medieval.

Don't take this personally, I believe your biased because you made this map yourself, but to the rest of the community who know what effort is... Basically you haven't on the grand scheme of things.

Seriously take a step back, look at a well constructed map; look at yours there is a huge difference.

You idea may not be bad, your execution is and it shows this is what you need to practise on.

No hard feelings? :)

I don't plan at all (but it doesn't mean you shouldn't)
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Clipz on May 27, 2013, 10:00:16 AM
Fixed.

Forgot to add in the king of the world Myers.... I hope the community can forgive me!!
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Foxhound on May 27, 2013, 10:26:44 AM
what community?
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 27, 2013, 12:08:23 PM
Right now twilight I can see what you mean. This is something you have spent a fair bit of time constructing and you have put effort into it, so to see it hated and thrown away you feel like people are being nasty.

However

The amount of time that goes into maps like Carpathian, the really, really, well constructed ones is about a million times more than has gone into this one; be honest - how long did it take you? Was it months like some of the greatest maps.
Did you plan it? (Not have an idea in your head to go off, but actually sit down with pen and paper and draw?) When a mapper makes a map they see it as an achievement (or at least I do). So when they see a map like this (no offence) they know exactly how hard you have tried.

The community here is passionate, we don't want bad maps to be played, but they are. It's not that ou have bad ideas its just that you can't execute them. The lack of detail on the basses, the metals on the floor, (in medieval times they did not use metal) When you think of medieval you think of dark, old stuff. This seens more fantasy to me than medieval.

Don't take this personally, I believe your biased because you made this map yourself, but to the rest of the community who know what effort is... Basically you haven't on the grand scheme of things.

Seriously take a step back, look at a well constructed map; look at yours there is a huge difference.

You idea may not be bad, your execution is and it shows this is what you need to practise on.

No hard feelings? :)

I don't plan at all (but it doesn't mean you shouldn't)
Thanks. Personally I don't like Carpathian except I think the porn room is funny. I do like some of the other maps like green_park and eclissi. It took me a few days, I asked Clipz how long it took him and he said from a few hours to a few days. This map wasn't actually my idea my friend thought of it and I made it for him, with a couple things I had to change such as adding two rainbow bridges instead of one, a island in the middle and a crocodile moat. It is more like a fantasy setting but I don't believe I used metal for any floor?

Rick my other maps don't use split and such, they are tiny maps, you shouldn't make assumptions without actually checking them out first. My labryinth map had problems but jitspoe pointed them out and I fixed everything.

As for tree models no server I go on displays them properly, all I see is a 3d gray diamond shape. But shrubs load for some reason.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Foxhound on May 27, 2013, 01:12:07 PM
Eclissi is garbage. And if I think I know what greenpark is, that is garbage as well.

You don't like carp probably because you suck at it and its not on speed servers.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 27, 2013, 01:18:22 PM
Eclissi is garbage. And if I think I know what greenpark is, that is garbage as well.

You don't like carp probably because you suck at it and its not on speed servers.

i suck at carp but i think the graphics are boring also
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Foxhound on May 27, 2013, 02:40:54 PM
you call the anthills, the mid section, the houses, the spawn areas boring? that map has more going on it in less space than your whole map.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: RoBiNandL!nk on May 27, 2013, 03:16:34 PM
Carpathian is the best constructed map in DP. No arguments. I mean seriously.... it plays the best and it looks the best.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 27, 2013, 05:58:43 PM
you call the anthills, the mid section, the houses, the spawn areas boring? that map has more going on in less space than your whole map.
i meant the texture scheme is boring...also i dont like the gameplay its too confusing for me and the indoor areas are too cramped for my taste. also it seems like a chore getting to the enemy base and too hard and its too hard to defend both flags or cap a flag. this is just my opinion though
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Rick on May 27, 2013, 06:12:20 PM
Rick my other maps don't use split and such, they are tiny maps, you shouldn't make assumptions without actually checking them out first. My labryinth map had problems but jitspoe pointed them out and I fixed everything.

As for tree models no server I go on displays them properly, all I see is a 3d gray diamond shape. But shrubs load for some reason.
I very much doubt that you didn't use split in an earlier map, seeing as you're still doing it in this one. Prove me wrong? :)

Models (http://dplogin.com/forums/index.php?topic=14241.0)

Edit: Please look through that thread, I know the first link does not work anymore.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 27, 2013, 06:26:54 PM
I very much doubt that you didn't use split in an earlier map, seeing as you're still doing it in this one. Prove me wrong? :)

Models (http://dplogin.com/forums/index.php?topic=14241.0)

Edit: Please look through that thread, I know the first link does not work anymore.

I had no reason to use split, I usually only use that when there are intersecting round shapes.

Also the link for models doesnt work, and if I supposed to download that in order for it to work why aren't they included in paintball.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Rick on May 27, 2013, 06:46:32 PM
I had no reason to use split, I usually only use that when there are intersecting round shapes.

Also the link for models doesnt work, and if I supposed to download that in order for it to work why aren't they included in paintball.

Alright, I guess I'll believe that.

If you looked through the thread like I said, you would've found ftp://otb-server.de/pub/ (ftp://otb-server.de/pub/). Oh look, the publisher is 'sk89q'. Hmm, if only I could find tree models by him... Oh look, in the same directory, there is a zip filed called 'sk89q_trees.zip' hmm. ftp://otb-server.de/pub/sk89q_trees.zip (ftp://otb-server.de/pub/sk89q_trees.zip)

If you mean 'Why aren't they included in the installation?' It's simply because Jitspoe does not want to make the installation package any bigger then it needs to be. We have thousands of maps in this game, there is only 10? 15? included in the installation. Yadda yadda.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 27, 2013, 09:00:00 PM
Alright, I guess I'll believe that.

If you looked through the thread like I said, you would've found ftp://otb-server.de/pub/ (ftp://otb-server.de/pub/). Oh look, the publisher is 'sk89q'. Hmm, if only I could find tree models by him... Oh look, in the same directory, there is a zip filed called 'sk89q_trees.zip' hmm. ftp://otb-server.de/pub/sk89q_trees.zip (ftp://otb-server.de/pub/sk89q_trees.zip)

If you mean 'Why aren't they included in the installation?' It's simply because Jitspoe does not want to make the installation package any bigger then it needs to be. We have thousands of maps in this game, there is only 10? 15? included in the installation. Yadda yadda.

Yeah but when you download a map that actually works. Downloading models in a map doesn't seem to. I doubt the average player after seeing a diamond shape would be inclined to search the forums, find that topic, and still continue after seeing the first link is dead.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Rick on May 27, 2013, 09:26:25 PM
Yeah but when you download a map that actually works. Downloading models in a map doesn't seem to. I doubt the average player after seeing a diamond shape would be inclined to search the forums, find that topic, and still continue after seeing the first link is dead.
Any good quality server will all ready have these models. It seems that YOU can never do anything wrong but everything else can.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Clipz on May 27, 2013, 09:47:14 PM
Twilight just accept what rick is saying to you. I've been in your place before where I think my maps the best because I made it. Everyone says mystique is my best map which I don't. I like ps1 and wmv better but everyone else doesn't. Clearly if the community and experts on mapping all highly disagree upon things its because they are usually correct. Every time I've released a map I try to make it that much better looking. When i first started my maps were garbage (dof, bridge, waffle... i started to learn more made TLC, CCC Mystique and Eclissi) The first three sucked but I LOVED them.. oh because I made them, now I look how bad they are. I loved TLC, CCC, Mystique was ok and Eclissi is a hit on the pubs along with CCC and TLC. I've made nonturno.. which is basically another shazam. I then decided to take my time, I detailed the excrement out of rallyr_b1 and alot of players love it. Its a simple map with good flow and looks great. I've made ps1 (Still think its my favorite of all my maps) I made WMV, which looks great but plays bad. The moral of this post is NOT EVERY MAP YOU MAKE IS GOOD. You personally like it because YOU made IT. I've had the same problems, then I realized.. I needed to listen and work HARDER!
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 27, 2013, 10:25:08 PM
Any good quality server will all ready have these models. It seems that YOU can never do anything wrong but everything else can.

then how come all of the servers i go to rarely have them. when i do see a tree its leaf textures are not transparent. and i only go to popular servers since there are hardly ever any to choose from.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Rick on May 27, 2013, 11:28:58 PM
then how come all of the servers i go to rarely have them. when i do see a tree its leaf textures are not transparent. and i only go to popular servers since there are hardly ever any to choose from.
I'm not sure what servers are out there now, but OTB/Supermans/CP etc should all have them. They aren't transparent because the server musn't of had the .txt file. By popular servers, I mean OTB/Supermans/cP/Arctic.. I don't know whats currently there.

Any who, anything I try to do to help you, you seem to throw "no ways mannnn, your wayzz are totes not azz good as minee. i Be mapping thrwew da heart, ya here???" back into my face. No one can say I didn't try. Good luck with mapping, I hope you improve for your sake, and the communities.

P.S Thanks Clipz.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: RoBiNandL!nk on May 28, 2013, 10:09:17 AM
Personally I was like him earlier when i first started mapping... but then i figured out my maps weren't good because no1 was playing them. It just takes time.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Clipz on May 28, 2013, 10:53:25 AM
Twilightsparkl: We may come off rude to you... but trust me we just want to help you become the best mapper you can become!

You're welcome Rick.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: RoBiNandL!nk on May 28, 2013, 11:28:00 AM
Twilightsparkl: We may come off rude to you... but trust me we just want to help you become the best mapper you can become!

You're welcome Rick.

I think most types of criticism from the internet or via reading will come off rude to people. You just need to keep working on mapping to when you won't need any more criticism and people will just say "Great Map."
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Spook on May 28, 2013, 12:05:24 PM
DP is pumping out more horrible maps per week than ever before. Keep up the good work.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Clipz on May 28, 2013, 12:38:31 PM
DP is pumping out more horrible maps per week than ever before. Keep up the good work.


Almost as bad as italy. :D
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 28, 2013, 12:45:24 PM
I'm not sure what servers are out there now, but OTB/Supermans/CP etc should all have them. They aren't transparent because the server musn't of had the .txt file. By popular servers, I mean OTB/Supermans/cP/Arctic.. I don't know whats currently there.

Any who, anything I try to do to help you, you seem to throw "no ways mannnn, your wayzz are totes not azz good as minee. i Be mapping thrwew da heart, ya here???" back into my face. No one can say I didn't try. Good luck with mapping, I hope you improve for your sake, and the communities.

P.S Thanks Clipz.
Although I don't agree with all of your advice, over half of it I do, I don't know why you keep saying that. As for the tree models I don't know what the deal is, ever since I've been playing paintball I havent seen one working tree model. The closest I've ever seen is a tree model but the leaves werent transparent and looked horrible and were black rectangles. So if it is a server issue, I only go to servers that have people in it, and these servers are pretty much the only ones availiable every day, like Speed USA and such. So if servers such as these dont have it, thats a problem. If they do have the trees then there must be something wrong with the game or something. Has anyone else had this problem or has
everybody just downloaded the trees manually at the forums, because I don't really see that happening for most people. That would be like everytime theres a new map you have to close the game and download it from the forums and manually put it in your maps folder.

What's wrong with Italy?
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: RoBiNandL!nk on May 28, 2013, 01:22:54 PM


What's wrong with Italy?

Gameplay, 1 side has a speed jump to cap the other base is easily campable... The list could go on for days of "whats wrong with italy?"

nothing against spook though. haha
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Spook on May 28, 2013, 01:30:23 PM
I didn't design it  :D
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 28, 2013, 01:32:53 PM
Gameplay, 1 side has a speed jump to cap the other base is easily campable... The list could go on for days of "whats wrong with italy?"

nothing against spook though. haha

Why is there a server called Italy 24/7? Even though I have had fun playing I wouldn't want to play that map 24/7.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: RoBiNandL!nk on May 28, 2013, 01:50:39 PM
Because some speed server kid... Anyone can make their own server, i could just make a server right now and do 24/7 oddjob... that doesn't mean anything...
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 28, 2013, 02:39:07 PM
Because some speed server kid... Anyone can make their own server, i could just make a server right now and do 24/7 oddjob... that doesn't mean anything...
Which begs the question, are there any good non-symetrical CTF maps?
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: RoBiNandL!nk on May 28, 2013, 05:14:36 PM
The answer is no. Look at all the SYMMETRICAL maps in the game.. there's about 10 good ones. look at all the non-symmetrical maps there's about 10 of them out there period and they're all horrible. People can't even make good symmetrical maps, why would people be good at making non-symmetrical maps?
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Narga on May 28, 2013, 05:58:17 PM
There already is a tf2 map in DP, 2Fort

I think I do remember a map with a similar name, but I don't remember it resembling TF2's 2fort though.

I have been thinking about a Team Fortress mod for Paintball 2 for a while, I think it would bee interesting to play Team Fortress with paintball markers. Maybe I should make a post in the feature vote section.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 28, 2013, 06:37:42 PM
I think I do remember a map with a similar name, but I don't remember it resembling TF2's 2fort though.

I have been thinking about a Team Fortress mod for Paintball 2 for a while, I think it would bee interesting to play Team Fortress with paintball markers. Maybe I should make a post in the feature vote section.
That's not really a feature, but a completely new engine?
The map is called 2fort5
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: BASEBALLDUDE on May 28, 2013, 07:29:42 PM
italy is a good non-symmetrical map (good but not great)
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Clipz on May 28, 2013, 09:52:37 PM
italy is a good non-symmetrical map (good but not great)

That map is horrible. Its all about lining and spawn killing.. so much fun!
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: BASEBALLDUDE on May 28, 2013, 10:28:32 PM
That map is horrible. Its all about lining and spawn killing.. so much fun!
True, the spawn points should be fixed, but other than that it's a pretty good, even map.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 28, 2013, 10:30:39 PM
actually abbey is a great map and its not symmetrical. in italy half the spawns are facing the wrong direction
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Cameron on May 29, 2013, 12:29:21 AM
irishbrigade
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Narga on May 29, 2013, 04:50:00 AM
That's not really a feature, but a completely new engine?
The map is called 2fort5

I swear I played that map before but I don't remember much of it. The last time I played that map I noticed very slight (practically subtle) similarities to 2fort because Team Fortress 2 is the only Team Fortress game I've played. Team Fortress 2's 2fort has major changes in it.

In order to add a Team Fortress mode to Paintball 2, all we'd need is the addition of models and some sort of a health system, not a new engine. Since I've thought about this for a while, I'm pretty sure a Team Fortress mode could be backwards compatible with old maps. Recycling models from Quake 2 might be cool reference to what Paintball 2 originally was and probably still is. Although Quake 2's weapons don't look like markers, I'm pretty sure we could use them on paint grenade launchers or something because it's not like there's real life markers to base them off of or anything, is there?
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on May 29, 2013, 02:32:40 PM
I swear I played that map before but I don't remember much of it. The last time I played that map I noticed very slight (practically subtle) similarities to 2fort because Team Fortress 2 is the only Team Fortress game I've played. Team Fortress 2's 2fort has major changes in it.

In order to add a Team Fortress mode to Paintball 2, all we'd need is the addition of models and some sort of a health system, not a new engine. Since I've thought about this for a while, I'm pretty sure a Team Fortress mode could be backwards compatible with old maps. Recycling models from Quake 2 might be cool reference to what Paintball 2 originally was and probably still is. Although Quake 2's weapons don't look like markers, I'm pretty sure we could use them on paint grenade launchers or something because it's not like there's real life markers to base them off of or anything, is there?
What would be cool is a mode called paintball cheaters where you can soak up a few paintballs before you are eliminated.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: Clipz on June 05, 2013, 10:22:26 PM
irishbrigade

Best Map EVER!
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: CheMiCal on June 05, 2013, 11:40:49 PM
wtf eclissi isn't bad, it's a great map for pubs, and green park is a great 1v1 2v2 map.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: jitspoe on June 09, 2013, 11:33:22 PM
A few things:

1) You have way too much surface area in this map.  I assume you couldn't light it because of the MAX_PATCHES error.  You can reduce this by scaling textures up, but you really don't need things to be as large as they are right now.
2) The sky isn't flush with the edge of the world, so you have a lot of surface area exposed on the back of the map that should never bee seen.  The paint puddle is also not to or below the ground in the pit, so the surface is drawn twice (looks weird, and is slow).
3) You have water at multiple different heights visible.  This is really slow, as a reflection must be rendered for each water level.
4) There seems to be little regard for gameplay.  I don't see any real strategy or anything that could be used here.  Everybody just has to rush across the open bridges.
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: twilightsparkl on June 10, 2013, 10:59:07 AM
A few things:

1) You have way too much surface area in this map.  I assume you couldn't light it because of the MAX_PATCHES error.  You can reduce this by scaling textures up, but you really don't need things to be as large as they are right now.
2) The sky isn't flush with the edge of the world, so you have a lot of surface area exposed on the back of the map that should never bee seen.  The paint puddle is also not to or below the ground in the pit, so the surface is drawn twice (looks weird, and is slow).
3) You have water at multiple different heights visible.  This is really slow, as a reflection must be rendered for each water level.
4) There seems to be little regard for gameplay.  I don't see any real strategy or anything that could be used here.  Everybody just has to rush across the open bridges.
yeah this map is pretty bad lol but its a good laugh
Title: Re: Hardcore Unicorn Castles by JEL Lindsey and Twilight Sparkle
Post by: BASEBALLDUDE on September 02, 2013, 04:19:31 PM
Here's what you should do: keep the flying unicorns, and remake the map so that the r_speeds are reasonable.