Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: BASEBALLDUDE on August 06, 2013, 03:07:23 PM
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Hello everyone and welcome back! I am currently working on a map called "New York". What I am releasing now is not nearly the final product, in fact it's not even finished enough to be called a beta, so I will name this new_york_a1 or alpha 1.
Even though I still have some obvious work to do, such as texture re-alighments (especially on the yellow side), I would like feedback please. Anything that pops into your head that you think I should add, tell me cause this map needs more stuff.
This map requires the CTP1 and ub_textures, which are not included in the zip file. You will have to download those textures seperately.
Download it here: https://docs.google.com/file/d/0ByutPv2Z36izSEhSb3ZfWmJ0MkU/edit?usp=sharing
Beta 1: https://docs.google.com/file/d/0ByutPv2Z36izS1BwU21sVnFkUnc/edit?usp=sharing
Beta 2: https://docs.google.com/file/d/0ByutPv2Z36izNXJ1RHJGbzkwZnM/edit?usp=sharing
Beta 3: https://docs.google.com/file/d/0ByutPv2Z36izcWstcmotWWx2aHM/edit?usp=sharing
Beta 4: https://drive.google.com/file/d/0ByutPv2Z36izMlVtUWhXSWhla2M/edit?usp=sharing
Beta 5: https://drive.google.com/file/d/0ByutPv2Z36izM2dIOC1IY3V3MmM/edit?usp=sharing
Beta 6: https://drive.google.com/file/d/0ByutPv2Z36izSlpTbE0yWUgzeVE/edit?usp=sharing
Beta 7: https://drive.google.com/file/d/0ByutPv2Z36izX0xDdDFOT0lPdWs/edit?usp=sharing
Beta 8: https://drive.google.com/file/d/0ByutPv2Z36izVjhwQVVNNDVDOUE/edit?usp=sharing
Beta 10: https://drive.google.com/file/d/0ByutPv2Z36izcVRKc1hRQmFmZ2s/edit?usp=sharing
B11: https://drive.google.com/file/d/0ByutPv2Z36izMERqSENzR0dPOFk/edit?usp=sharing
B12: https://drive.google.com/file/d/0ByutPv2Z36izc3BUWnh1c2hyVWc/edit?usp=sharing
B13: https://drive.google.com/file/d/0ByutPv2Z36izUjZLWVNleVNQeG8/edit?usp=sharing
Download New York (Final Release) (https://drive.google.com/file/d/0ByutPv2Z36izZV9CY3k3U1NMNGc/edit?usp=sharing)
The second-to-last screenshot is not photoshopped or otherwise edited.
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In the last screenshot above, there is a no graffiti sign in view. Thank you to everyone who signed it!
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feedback please
It'll come when people have time. From screenshots though,
1: too boxy, need more detail around tbh
2: misalignments
3: feels weird, maybe just colours clashing
4: not sure on texture choices for the walls, keeps changing, don't like the solid lump for the stairs, and misalignments
6: maybe scale the metal texture on the stairs down a little bit
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I like the jail bars and the sidewalk textures, did you make them or just find them on the Internet? Or am I just being silly.
(link me if possible)
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Please, New York is my favorite city, my dads family is from there... this looks nothing like it change the name! lol :P
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@Rick: I made the sidewalk texture and the jailbars are from CTP1.
@Clipz: Oh please. It's not like Rome, London or Italy look anything like the places they're named after. (especially Rome and Italy, and I'm part Italian.)
@Clipz: Good! So you like the Yanks, Giants, knicks, Rangers, etc? Me too!
@Cameron: Maybe you should have read my first post more carefully. I specifically stated that I don't care about misalignments; I'll fix them later, and that I know my map is empty so if you're going to bring that up please be more specific and tell me how you think I should fix that.
@all: THanks for the feedback!
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The gameplay will not be good. You can tell this just by seeing the over-head screenshot.
It looks like: Random narrow paths, oversized flag room, no jumps, and the only "filler" is blocky buildings. Idea is cool, some of the mapping is cool (like the jail, but could use much more detail), but the actual layout is not good at all.
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In short, I should definitely add more ramps throughout the map.
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The lighting needs some work. It's way too bright and washed out indoors.
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Thanks guys! I will work on New York beta 1 (or possibly alpha 2) soon!
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thers no gameplay, its a trophy map, OK to look at, but nothing interesting
weird colours, and your textures clash in thematic terms.
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Here's what I plan to do in the first beta:
-fix out-of-place textures
-add ramps and obstacles
-fix indoor lighting
-make it easier to access the middle buildings
-fix area at the bottom of express platform
-make a way out of the secret room
-make the streets more navigable
-add the flag texture onto the main skyscrapers
-make jail roofs and top of brick walls accessible
-fix misalignments
-add a subway system- tell me what you think of this idea because I may or may not depending on feedback
Please tell me what specific things I need to fix rather than making generalizations like "I don't like the mid". As always, I appreciate your feedback, and hopefully the first beta will be out within a month!
Attached is a screenshot of a few things you will see in the next release.
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Looking better. Reminds me of Action Quake 2. :)
Why is the barrel upside down, though?
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Alpha 2 is now out! It is not quite beta yet due to the fact that I have made no attempt to align a lot of textures and other technical stuff like that.
I have made several new trick jumps that open up the second floor of the mid buildings, the roofs of the jails, and the brick walls. Now you can pull some sweet lines from one base to the other instead of boringly strolling down the street.
One problem I noticed in alpha 1 is that it would be very hard indeed for players to enter the opposing base, go to the top, go to the very top, go back down to the top, and go back down to the bottom before they could get out of opposing territory. So in my latest release, I have created some easier methods for more advanced jumpers to get to the top from outside the skyscraper. For the noobs, I created a hard-to-locate but very efficient express elevator that goes to the very top, right next to the flag.
As always, I rely on your feedback to let me know how I can make my map better.
I have updated the screenshots in my first post, so check those out if you want. I updated the download link, but I'll post it below for you again.
This map requires the BASEBALLDUDE texture pack, which comes with the .zip file so you don't have to worry about that. It also requires the CTP1 textures, ub_textures, and sk89q's w_sitters. The download links can be found directly below.
New_York_A2: https://docs.google.com/file/d/0ByutPv2Z36izS2RDeTI0Z0lMblE/edit?usp=sharing
CTP1 Textures: ftp://otb-server.de/pub/CTP%20-%20Community%20Texture%20and%20Model%20Pack/CTP1-SDK-Prerelease.zip
UB_Textures: http://dplogin.com/files/textures/ub_textures/
sk89q's W_Sitters: ftp://otb-server.de/pub/sk89q_wsitters.zip
Even though this map is not yet beta, I would appreciate it if someone could add it to their server so we can play on it.
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Here is some analysis on the map of yours, hope it helps.
(https://dl.dropboxusercontent.com/s/ohjhw0vdx2t3sm7/sshot0168.jpg?token_hash=AAEofTa2XJ_NDkPorkbAGmotJHDIgb2g4XavGtl0iFV2Gg&dl=1)
In my opinion these two textures don't go well together at all, Just my opinion other people may/ may not have it.
(https://dl.dropboxusercontent.com/s/eylwrs85iftgo39/sshot0169.jpg?token_hash=AAEz5u7Skbt3rgUbdcFdkIwJIQRiyPD4HnmpP5aO55Bfpg&dl=1)
I do however like this bit, you sure do love those luminous colours don't you
(https://dl.dropboxusercontent.com/s/ncja6h3rj7d57lm/sshot0171.jpg?token_hash=AAEniL4ehw86lNcx5DXh_Vbe2J_qbW4oSrFp2mVkrQXfUQ&dl=1)
One of my major complaints is that there are so many different textures used and there seems to be no coherence. Even in the same building. Not only do some textures look out of place but they look random combinations mish mashed. The image above being a prime example the two walls on either side of the same building are different and the one straight ahead. That to me makes it feel unnatural and ugly.
(https://dl.dropboxusercontent.com/s/p5bauh5pu4otwm1/sshot0172.jpg?token_hash=AAEFtvEX0KoE6com77nltgbj5DdIADBtnxMe0YRrvuLNmQ&dl=1)
This in Red above seems very unnatural and out of place, I can see what you are trying to do but i think that a lack of detail and an (imo) innapropriate texture choice make this look a bit wierd. There is also a lack of detail in the room but im sure you will add that in due course
(https://dl.dropboxusercontent.com/s/3gdgp7xckjjs5j0/sshot0173.jpg?token_hash=AAHki0KprM_5sb6ek398WSRLlZjBNwj4eUjiwC1g7Gk0JQ&dl=1)
Shouldnt these corners meet? idk just looks wierd like that to me.
(https://dl.dropboxusercontent.com/s/6ox24o15lfdvvn1/sshot0174.jpg?token_hash=AAGCeXL-rf1aJMiGvEgPZ382-4Ea_tZoLxfr1HPiM5xrfg&dl=1)
The wall to me just seems blank. That metal is a plain texture and has no detail. (thats not nessesarilly a bad thing) - It doesn't look realistic (again not a bad thing unless realism is what you are going for) - The lack of detail makes me wonder whether this is a building or a metal container.
(https://dl.dropboxusercontent.com/s/0g2x7euqxbougd1/sshot0176.jpg?token_hash=AAF3IIZ2vIBGdAwO6I2ZOkx5fJ1A4xM64FkLxS69im3zkA&dl=1)
Very Dark maybe a little bit hard to see
(https://dl.dropboxusercontent.com/s/jzjap14hxdv28px/sshot0177.jpg?token_hash=AAFdV5gTW9RdqudZ9gEMxqc-nKZI71ciMaA6sJxGt9Z8_A&dl=1)
I really like your barrels what settings do you use?
(https://dl.dropboxusercontent.com/s/dy1viik9da3cg5b/sshot0179.jpg?token_hash=AAHIOw2YX4uc5H1D-x1JLTL7YlU526BYxrWw3P4EyQICtg&dl=1)
I think this is another example of what confuses me. i Cant tell whether this map is trying to be realistic or not. There is no consistent style, and i think a map definitely needs one to look good.
I had a few more but they should do for now.
I hoped this helped please don't take anything i say personally I just type what I think. :D
As far as game-play goes that's for a different time right now I think there are a few things that need to be changed. Good Luck.
Almost Forgot thanks for putting it in a zip really helps me out.
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I think this is another example of what confuses me. i Cant tell whether this map is trying to be realistic or not. There is no consistent style, and i think a map definitely needs one to look good.
You need the rest of the w_sitters models to see the support holding up the ramp on that last jump. It appears that you have the car model but not the streetlight or frame support.
Thanks for all the feedback, omni! I will definitely take a look at my textures and fix a lot of them. As for the barrels, these are the settings:
(s) varies (t) varies (r) 0 (sx) 0.3 (sy) -1.0
Do you want me to keep the barrels as they are? I was planning on changing them to look correct but if you like them how they are then I will leave them that way.
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I like the barrels as thy are but it's you map, I'm just letting you know what I find bad or good about it.
By settings I meant, Brush>Make>N-Sided Shape
Sides: ?
Radius: ?
What did you put for sides and radius.
Oh and when I was talking about liking the barrels I meant the size and angles, not texturing :) just realised that I may have made a confusing post there.
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I like the barrels as thy are but it's you map, I'm just letting you know what I find bad or good about it.
By settings I meant, Brush>Make>N-Sided Shape
Sides: ?
Radius: ?
What did you put for sides and radius.
Oh and when I was talking about liking the barrels I meant the size and angles, not texturing :) just realised that I may have made a confusing post there.
64 units tall, 12 radius, 8 sides
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Sorry I know I've been impatient lately but right now I'm working on my map and I would like to know if any of you think there's anything else that needs a new texture. Beta 1 is on the way and I would like your input please.
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I SAID PLEASE!!!!!
lol
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normal is 24 units radius for a barrel#
i think the map has much potential.
I like the oil barrel thing and the whole architecture and design but still there is a lot work waiting for you.
A problem about gameplay might be the fact that your flags are easily defendable. Also there are some places where you still have to add clip brushes and some entities are a bit bugged as well. IMO there should only be one secret room and i guess you can hide it better :DD
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normal is 24 units radius for a barrel#
i think the map has much potential.
I like the oil barrel thing and the whole architecture and design but still there is a lot work waiting for you.
A problem about gameplay might be the fact that your flags are easily defendable. Also there are some places where you still have to add clip brushes and some entities are a bit bugged as well. IMO there should only be one secret room and i guess you can hide it better :DD
Which entities are bugged and how are they bugged? I need to know so I can fix it.
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Dude, too dark i think, but anyway good job. I'll wait for Beta 3
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Dude, too dark i think, but anyway good job. I'll wait for Beta 3
It's gonna be beta 1 cause the 1st two were alpha but anyway get pumped cause it's coming out soon. (maybe today)
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Some feedback:
I don't live overall design: There are too many elevators that just make gameplay worse (generally i think most things like opening doors and/or other things like that make camping/lining much easier and you have bunch of them). Building are too high, so i found myself running stairs, ladders and using elevators most of time. Map has only one way to flag room (back elevator doesn't count, as you can just stand in room at bottom of it and you have view everywhere), i tried to jump over fence you made in flag room, but nor complicated double jumps work, nor trying to bounce of ramps help. Even ladder jump doesn't work, and those are hard to make already...
Most of jumps you planned are plain simple and just require jumping of ramp or sliding. I found this too simple and not entertaining for me. I felt like i'm in box i can't escape because you designed it to not be possible by any means although walls aren't too high, just making me believe i'm able to jump over this...
So what i suggest: make building less high, remove most elevators and doors, especially those that are on most used paths, make more complicated ways that would involve i.e. double jump, circle jump or things like that... And add another way to escape from flag room.
Good to see that someone actually tries to do new maps even when he is quite newbish :) . My only complain is that you doesn't feel how game should play now.
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Everyone get pumped because Beta 1 is coming out soon!
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New York Beta 1 is now here! Because it is beta, please make sure to upload to the beta server plz.
I have fixed/changed:
-Textures now aligned! I will now accept feedback on misaligned textures.
-Made the windows lower so you can jump through them
-Added more stuff on the skyscraper so it doesn't look as boring
-Changed the angle of the jail roof for optimal jumping
-Added a clip brush where you could get stuck
-Colored lighting from neon lights
Tell me what you think!
I have updated the screenshots from the first post, so take a look at those if you want.
This map requires the BASEBALLDUDE texture pack and certain sk89q models, which are included in the download link. It also requires the CTP1 textures and ub_textures, which must be downloaded separately.
New_York_B1: https://docs.google.com/file/d/0ByutPv2Z36izS1BwU21sVnFkUnc/edit?usp=sharing
CTP1 Textures: http://ftp//otb-server.de/pub/CTP%20-%20Community%20Texture%20and%20Model%20Pack/CTP1-SDK-Prerelease.zip
ub_textures: http://dplogin.com/files/textures/ub_textures/
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Sorry for the impatience but I need feedback so I know what to do for beta 2. I have already modified some jumps, opened up the roof area, and gotten rid of the 7-car pileup. Is there anything else you would like me to do? Remember, I now accept feedback on misalignments.
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New York Beta 2 is out! I have changed gameplay even more. Please give me feedback and put it on the beta servers!
Beta 2: https://docs.google.com/file/d/0ByutPv2Z36izNXJ1RHJGbzkwZnM/edit?usp=sharing
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This map played better than I expected, to be honest, but it's way too dark. It's almost impossible to see people on the road.
Suggestions:
- Add lights in the stairwells.
- Make the outdoor area brighter.
- Make one side of the fence nodraw, so you don't see double fence textures around the base.
- Do something with the stairway to the roof -- it looks bland, not realistic, and faces away from the way you need to go. Sometimes when you turn around, you end up running into the boxes that are right next to it.
- Maybe come up with some cooler/more realistic lighting around the flag instead of having the platform glow?
- Do something with the edges of the map so you don't see through the sky.
- Remove unused textures/skies from your zip file.
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lol I was just playing around with the lighting, and I realized that in all the previous versions I had put the sun below the map. Oops.
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Tip: If you aim your crosshair at where you want the light to come from (ex: the moon in a night sky or the sun in a day sky) and type "angles" at the console, it will tell you the _sun_angle to use for your map.
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Thanks for the tips Jits. It's gonna be a while until beta 3 comes out because I'm going to try and tackle all of the map's big issues before releasing another beta.
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Was just playing this on the beta server, I kind of like it but the insides of each building is uh, gross. There just seems to be too many different textures, or not enough detail for me :P Anyway, I was yellow and spawned at red base twice, so check your spawns :P (this was _b2).
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Yeah I told him about the spawn issues too, and he said he's currently trying to fix them.
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New York Beta 3 is here! I have made some pretty large renovations to this map to make it look better and to help gameplay flow more smoothly. (hopefully):
-changed the pathways that lead from the top floor to the roof
-aligned all misaligned textures
-it is possible to shoot out of jails and get live players even if you're eliminated
-real ladders instead of those fake ones in the previous versions
-more ladders to make it easier to get higher up on some of the skyscrapers
-car collision returns and is now more challenging than ever! It's possible though cause I did it myself on the right side.
-fixed the spawn glitch
-changed lighting throughout map
-and a few more minor tweaks
To everyone who plays this map: Make sure that you have EVERTHING in the zip file, including the models and the new textures for hr4/neonblue.jpg and hr4/metal_02.jpg.
Please post feedback!
https://docs.google.com/file/d/0ByutPv2Z36izcWstcmotWWx2aHM/edit?usp=sharing
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I was playing this map with a few homeys, and the "jail shots" added a unique twist to the game. I got my bro SlickNinja while he had the flag from my elimination prison.
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Haven't had a chance to play this yet, but there is one thing that bugs me: the pace difference between going rooftops vs. ground. You can get from base to base really quickly with jumps across the roof, but if you go on the ground, taking the elevators or stairs is really slow.
Looks like a little bit of Neon slipped into this one. :) Doesn't look bad, but it does look a little out of place. Overall, you might want to try to make architecture and visuals that better fit the New York (or just general urban) theme.
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The next beta release will have some gameplay tweaks, but will have major scenic renovations. Here are a few screenshots of what's to come:
-better scenery
-reflective illusion on slippery smooth red tile floor
-new path: top floor of mid building
-new path: get from one side to the other without going through the mid
-better scenery
-better scenery
-red metal used in doorways of red base. Marble wall. Better-looking elevator.
-advertisement for my other map. Bright and shiny for that Times Square feel. No graffiti sign, with graffiti of course. Tell me if you're interested in having your name on that sign and I will send you a copy of the file and you can send it back with your signature.
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I just updated the screenshots.
Tell me if you're interested in having your name on the "no graffiti" sign in the picture directly above. Send me a copy of the file with your signature and I will update the BASEBALLDUDE texture pack. My idea is that by the final release, the "no graffiti" sign will be covered with graffiti!
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That's actually a really cool idea, I hope you don't mind if I take in in future maps as a thank you to people who helped me out, I'll get feedback to you shortly but I've had a lot on recently.
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That's actually a really cool idea, I hope you don't mind if I take in in future maps as a thank you to people who helped me out, I'll get feedback to you shortly but I've had a lot on recently.
My textures are for everyone to use at their pleasure.
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I like where you're going, but I think a lot of the texture choices still look out of place. Here are some pictures for inspiration:
http://dzineblog.com/wp-content/uploads/2013/06/20-new-york-city-looking-down-buildings.png
http://www.jamesmaherphotography.com/photo/image/572/cortlandt_alley.jpg
http://cdn-citylife.ronenbekerman.com/citylife/files/2011/12/cam-1-pospo-A.jpg
http://farm1.staticflickr.com/31/51068022_f68d385ecc_z.jpg
http://farm1.staticflickr.com/49/176180412_db715c33bf.jpg
To make it look authentic would require a lot of custom textures, but I think you can, at the very least, try to stick to variations of brick and concrete textures instead of using things like metal for walls.
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Thanks Jits; as a matter of fact I've been working hard on the next beta and it will look more like some of those pictures.
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Unfortunately, beta 4 will be coming later than expencted because I have run into the "large map" problem again.
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What did you change from b3 to b4?
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What did you change from b3 to b4?
Look at the screenshots on page 1.
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Beta 4 is out! https://drive.google.com/file/d/0ByutPv2Z36izMlVtUWhXSWhla2M/edit?usp=sharing
I have massively reconstructed aesthetics and also did some things to improve gameplay.
-New buildings
-Windows in buildings: light can be on or off
-Two new challenging but useful paths:
-Top story of mid buildings
-Path that connects above path to opposing jail roof
-Improved indoor aesthetics
-No more fence-climbing, noobs. Please use designated ladders for your climbing pleasure and convienience.
-Blocked a shortcut with an indoor hallway
-added vis blockers to compensate for increased level of detail
Please give feedback!
Also, I'd appreciate it if you took the no graffiti sign from the BASEBALLDUDE texture pack, signed your name in graffiti on some photo editing software, and posted it here. Then I'll use the updated sign with your signature in my next release of the BASEBALLDUDE texture pack and your name will appear on New York.
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As for the Hint brushes note that all faces will split the map. You can avoid that with using "skip" for the (back-)faces where you don't want to split the map.
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Oops, just found a crash problem on b4. Will upload b5 soon to fix this.
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New York Beta 5 was supposed to be exactly the same as beta 4, except that the windows are gone on the brick buildings. This would improve r_speeds and reduce lag, and would also solve the crash issue I experienced while trying to play it on Jitspoe's server.
https://drive.google.com/file/d/0ByutPv2Z36izM2dIOC1IY3V3MmM/edit?usp=sharing
Please note that betas 4 and beyond both require a new BASEBALLDUDE texture, which can be seen below. It is an HR4 texture and goes in textures/baseballdude/hr4.
Please give me feedback! Next beta, I will remove the crappy staircase in the base skyscraper and replace it with a more visually appealing staircase. Also, I will have to do something about the unrealisticness of the express elevator. Another thing I will do is use the light texture for the rest of the windows to reduce r_speeds and the lag.
If you want to take a quick glance of what this map looks like, check out the screenshots on the first page.
No graffiti signs appear throughout the map; I highly encourage you to get the baseballdude texture pack which includes this texture, sign your name in graffiti, and post the new graffiti sign here. My thought is by the time New York goes final, the "no graffiti" sign will be covered in graffiti!
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Can someone please add this map to his or her server for beta testing? Thanks it would really help.
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I put the map up on the beta server. The zip file said b5 but the .bsp file was still named b4. I just left the name alone, so it's on the server as b4.
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I put the map up on the beta server. The zip file said b5 but the .bsp file was still named b4. I just left the name alone, so it's on the server as b4.
OK that's fine. I doubt many people have downloaded the glitchy version of b4.
Edit: Oops, just noticed that that map was exactly the same as b4 and I had the wrong file. Well, at least now it's not glitching, but the lag is too laggy. I'm gonna get b5 out in a hurry to fix this problem.
Edit2: And spawn in the other base glitches. Now this is becoming an emergency.
Edit3: New York Beta 5. Fixed spawn glitches and removed windows on brick building to reduce lag. Grab it here: https://drive.google.com/file/d/0ByutPv2Z36izT1lqZE5MRjJsWFk/edit?usp=sharing
Also, make sure you have the latest version of the BASEBALLDUDE texture pack, which is included in the .zip file. I have recently added strobe and hr4/nr_road and I've changed hr4/neonblue and hr4/metal_02 within the last month or so.
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New York Beta 6: https://drive.google.com/file/d/0ByutPv2Z36izSlpTbE0yWUgzeVE/edit?usp=sharing
-smarter, more intuitive, user-friendly stairs
-noob-accessible ramps to jump out of skyscraper that don't require advanced jumping skills
-express elevator doesn't exist anymore
-secret room is possible but not impossible to access without no clip observer mode. (hint: see topic: "bug: elevators push player through ground")
-aligned elevators for the new hr4 texture of wizmetal
-reduced faces on windows in hopes of minimizing lag. (the lag is still there unfortunately.)
-I might have to tile the lit2_4 textures for the windows in the next version to reduce polygon count
-I also might need to rethink my positioning of the hint brushes.
-Secret room is changed slightly
-the mapshot is now a requiredfile.
I still would like it if someone signed the "no graffiti sign" texture and PMed me a link or posted it on this thread. Nobody has done that yet besides Mysteryman, and he's not even playing anymore.
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I know you know this, BASEBALLDUDE, but to everyone else, there's a spawn glitch again in this map on beta 6. (Spawns you in the other base)
Also, BASEBALLDUDE, can you make all the different spawns have players start out with the same amount of ammo? Or make the spawns nearest to the ammo boxes have less ammo than the others?
And hint for all you guys, there's a secret 2nd flag room only accessible by taking the elevator on the first floor of any base. ;)
Thanks in advance!
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It's true, I messed up the spawns again so that will be fixed soon. Also, I noticed that the opposite skyscraper was getting rendered when it shouldn't have been, so I will use more hint brushes to solve that problem.
If anyone would like to help me with the placement of my hint brushes, the .map file is below.
https://drive.google.com/file/d/0ByutPv2Z36izZkxMem0wVGg2TWM/edit?usp=sharing
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http://www.quake3world.com/forum/viewtopic.php?t=3620 - that might help with your hint brush placement.
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New York Beta 7 is here! I've fixed spawns and reduced lag. https://drive.google.com/file/d/0ByutPv2Z36izX0xDdDFOT0lPdWs/edit?usp=sharing
Edit: just noticed a vis glitch. I'll fix that in the next beta.
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Hey guys, I know it's been a while but I'm gonna start working on this map again in 2014 and release beta 8 sometime in January.
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New York Beta 8 is here!
Besides defending myself against Myres' one-man troll machine, the other thing I've been busy doing is making New York Beta 8.
What's changed:
-added new switch connecting upper mid to roof of base skyscraper and roof of jail
-new switch creates three trick jumps, one from roof to switch, one from fence to switch, and one from jail to switch
-the roof-to-switch trick jump is actually challenging
-changed elevator door texture, looks better with Jitspoe's new HR4 texture
-changed metal texture on rampway in base skyscraper
-changed spawns to be more roof-based
-fixed jail spawns
-changed windows to be more r_speeds efficient
-added info_player_intermission entities
-removed troll flag in secret room
-replaced expensive cars with cheap barrels
-made map slightly brighter
-brought back transparent windows at high mid
-changed lighting in reflective tile tunnel to better sell the reflective illusion
Included in the .zip file are three new custom hr4 textures needed in beta 8
https://drive.google.com/file/d/0ByutPv2Z36izVjhwQVVNNDVDOUE/edit?usp=sharing
This will be posted on West Side Beta Map if anyone's interested.
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Attached my graffiti
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JMR came along with his heavy spraypaint can and well, went at it. Then quickly had to drop the can and shoot off as the security guard approached. I apologize for the extra paint :P
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.
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I just passed by to say some greetings to open_war :D
Love you open war :* (no homo)
edited
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Edit: Thanks for fixing that, MaTzeMR.
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Heres my real one :D
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Texture updated with the real nograffitisign_4.jpg on West Side Beta Map.
Edit: screen shots on first page updated to beta 8
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Trion thought to use the can of JMR put some water in it.. Now added white.. Wow Trion got cyan color!! and contributed a sign to the map!
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Cool idea.
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NobleXity Rules..
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NobleXity Rules..
too big. make the "ex" smaller, at maximum only slightly bigger than JMR.
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* pew pew pew *
There you go.
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I played this map and the flow of the map isn't great, some paths take alot longer then others. Just like neon the game play isn't great. You should start small then expand. Your maps have no real flow and this one is not appealing at all. Then again neither is neon.
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New York Beta 9 has been released!
♫
-added some style
-added some flair
-fixed misalignments here and there
-fixed a few things
-that appear to be bugged
-now careful on the streets, you don't wanna get mugged
-changed the sky
-though I might change it back
-requires the new BASEBALLDUDE texture pack
-from sk89q's w_sitters
-a dumpster model near the jail
-tried to eliminate lag but to no avail
-so test this map
-if you're really caring
https://drive.google.com/file/d/0ByutPv2Z36izVXQ5UHMyY0FRdUE/edit?usp=sharing
-the link also includes
-the new model inside
-and the latest graffiti sign which LaZeRs supplied
♫
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Nice poem. ;D
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New York Beta 9 has been released!
♫
-added some style
-added some flair
-fixed misalignments here and there
-fixed a few things
-that appear to be bugged
-now careful on the streets, you don't wanna get mugged
-changed the sky
-though I might change it back
-requires the new BASEBALLDUDE texture pack
-from sk89q's w_sitters
-a dumpster model near the jail
-tried to eliminate lag but to no avail
-so test this map
-if you're really caring
https://drive.google.com/file/d/0ByutPv2Z36izVXQ5UHMyY0FRdUE/edit?usp=sharing
-the link also includes
-the new model inside
-and the latest graffiti sign which LaZeRs supplied
♫
dude you have talent :D
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That isn't talent, you should see his water balloon videos!! Now that's talent!! Hahahaahahah.
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That isn't talent, you should see his water balloon videos!! Now that's talent!! Hahahaahahah.
How did you find out about my YouTube videos? I don't think I ever linked my account to this site.
Although you have to be pretty talented to smash water balloons with baseball bats.
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How did you find out about my YouTube videos? I don't think I ever linked my account to this site.
Wrong. http://dplogin.com/forums/index.php?topic=26271.0 (http://dplogin.com/forums/index.php?topic=26271.0)
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We were watching them and making fun of it on teamspeak 3 the other day. We were talking about mapping and u got brought up. Was quite funny, im sure you would think different though. How else did you think we found out you are a ginger?
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We were watching them and making fun of it on teamspeak 3 the other day. We were talking about mapping and u got brought up. Was quite funny, im sure you would think different though. How else did you think we found out you are a ginger?
No you don't understand, I made most of those videos 2-3 years ago and I enjoy laughing at my pre-teen self. My earliest works are the funniest.
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No you don't understand, I made most of those videos 2-3 years ago and I enjoy laughing at my pre-teen self. My earliest works are the funniest.
I have to say, you had a lot of confidence. Props to you for putting yourself out there at such a young age. :)
http://www.youtube.com/watch?v=BEb_uAa_ZHk
+1 Funniest thing I have watched this week :D Nice to see you enjoyed your childhood.
Anyway, lets get back on topic.
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http://www.youtube.com/watch?v=BEb_uAa_ZHk
Sorry for getting more offtopic, but I have some things to say about that.
1. Is that really you?
2. Why can't you stop laughing?
3. Um...bye.
Good luck with New York! The only thing I suggest (some others may have said it) is to make all the paths almost equal in length. There's one path that I always try to get to in this map that takes you flag to flag in 10 seconds. But the ground route takes like 30 seconds to get to each flag.
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Sorry for getting more offtopic, but I have some things to say about that.
1. Is that really you?
2. Why can't you stop laughing?
3. Um...bye.
Good luck with New York! The only thing I suggest (some others may have said it) is to make all the paths almost equal in length. There's one path that I always try to get to in this map that takes you flag to flag in 10 seconds. But the ground route takes like 30 seconds to get to each flag.
1. Yes, about 2 years ago. It's funny how much one changes from just 2 years of puberty.
2. This isn't a serious video. I actually don't play minecraft at all and never have.
3. Bye
Which path is this? I made the fastest path the most challenging on purpose and the slowest paths the easiest etc. But maybe I do have to speed up the streets somehow.
And if anyone would like to sign the graffiti sign, feel free. If not, that's fine too.
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Hey guys, if you downloaded my latest beta, you'll notice that I took out the old skybox and put in a new one: a more modern-looking city at sundown. I'm not sure whether I should keep this new, more HD skybox and go for a dusk theme or stick with the original and have it take place around midnight. Please tell me what you think 'cause I'm undecided so far.
EDIT: Just updated the screenshots on page 1 to showcase the new sky I'm testing. If you're too lazy to download the big zip file, then just look at that and tell me what you think.
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A few things:
- metal2_4, window_0, and window_o are missing from the non-hr4 textures.
- You should use .png files instead of .tga (cuts down on the file size).
- The low path feels really slow/awkward. Spawning down there feels like giving a free grab to the other team.
- Large pillar things to support the ramp get in the way - can you make them part of the building instead?
- Maybe I'm doing it wrong, but the car jumps don't seem to work very consistently.
Map is up on the beta server.
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A few things:
- metal2_4, window_0, and window_o are missing from the non-hr4 textures.
- You should use .png files instead of .tga (cuts down on the file size).
- The low path feels really slow/awkward. Spawning down there feels like giving a free grab to the other team.
- Large pillar things to support the ramp get in the way - can you make them part of the building instead?
- Maybe I'm doing it wrong, but the car jumps don't seem to work very consistently.
Map is up on the beta server.
Thanks Jitspoe!
-I'll add those textures promptly
-TGA is better quality so I'll stick with that (plus the maker of that sky said in his readme that he doesn't want it to be converted to lesser file types)
-This map is designed primarily for pub/speed so even if someone spawns down there, someone else will probably spawn high to challenge a grab.
-Sure, I'll change it so that the ramp is supported by the two buildings. They do tend to be a nuisance sometimes.
-The car-to-building jump is designed to be challenging. You need quite a bit of speed and the correct timing to get it to work.
I've been doing some work to make the streets faster. I've added a few connections to higher points throughout the map. It requires a good knowledge of the map, though, and not just pure skills.
LaZeRs, I've made progress for beta 10 on that path that's faster than the others. I made it more challenging to access and angle back to slow it down.
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PNG uses lossless compression, so it won't reduce the quality. It'll just be smaller. I was actually referring to the metal texture there. If the sky author doesn't want the files altered, I guess it is what it is, but it will use up a lot of server bandwidth when people connect and download the sky.
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PNG uses lossless compression, so it won't reduce the quality. It'll just be smaller. I was actually referring to the metal texture there. If the sky author doesn't want the files altered, I guess it is what it is, but it will use up a lot of server bandwidth when people connect and download the sky.
OK. I guess this map has a lot of custom textures and we don't want people waiting all day for them to download so I'll do that.
Hey jitspoe, if you're interested, I'd like to see your name on the no graffiti sign. You have been very helpful in giving me feedback on this map.
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Sure, why not...
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Sure, why not...
Aww... sweet "graffiti" Jitspoe!
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New York Beta 10 is here! I think this is ready for its final release but tell me what you guys think!
What's New/Changed:
-changed ramp off mid car jump so it's supported by the buildings and not those blocky pillars that get in the way
-made the slick reflective floor in the building to the right of the base skyscraper longer to lengthen the high route to balance the paths
-removed oil in mid buildings because it was out of place there and made that path too quick
-fixed a few misalignments and other bugs
-made side-mid path more challenging and take longer to better balance the paths
-made a cool window thingy on high mid bridge
Overall, mostly path balancing stuff. Made the middle and upper paths longer and removed a few obstacles on street level.
What has changed in the BASEBALLDUDE Texture Pack:
-New year, new copyright date! Changed credits_01 to "2014" and changed background to new sky
-made new sky into PNG files rather than TGA because PNG is not "lossy"
You do not have the right to convert this skybox to a lossy type like jpg.
-updated nograffitisign with jitspoe's signature (EDIT: Not sure about this one. If it's not there, just use the one above and rename it nograffitisign.png)
https://drive.google.com/file/d/0ByutPv2Z36izcVRKc1hRQmFmZ2s/edit?usp=sharing
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Sorry for my impatience but some feedback would be nice. Tell me if the paths are still unbalanced or if I fixed it good enough.
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New York Beta 11 is here! I added a few trick jumps in the image below. I have now successfully pulled off all of these jumps myself.
Some feedback would be helpful! Is this map ready for its final release, or is there work that needs to be done? In the next beta, I will push the windows into the buildings so you can't stand on nor get blocked by them.
https://drive.google.com/file/d/0ByutPv2Z36izMERqSENzR0dPOFk/edit?usp=sharing
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New York Beta 11 is here! I added a few trick jumps in the image below. Out of the five shown, I have only successfully pulled off two of them. I'm sure more skilled people can do the other three; I don't think I made it impossible.
Some feedback would be helpful! Is this map ready for its final release, or is there work that needs to be done? In the next beta, I will push the windows into the buildings so you can't stand on nor get blocked by them.
https://drive.google.com/file/d/0ByutPv2Z36izME
The link doesn't work for me.
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The link doesn't work for me.
Neither does for me. Those are so-called pros of using google drive instead of forum attachment option. But hey, I have a google drive - let's get any reason to use it.
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OK, fixed the link, should work now.
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Put this up on the beta server and attached a demo with feedback.
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Very rough demo, spent a fair bit of time looking around for various jumps as well.
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Put this up on the beta server and attached a demo with feedback.
The dumpster model is in the BASEBALLDUDE texture pack; it's under models/sk89q/w_sitters.
Jitspoe and Cameron, thanks so much for the feedback!
Misalignments can be tricky because if I drag the thing to align in one spot, it misaligns in another. I'll see what I can do.
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Misalignments can be tricky because if I drag the thing to align in one spot, it misaligns in another. I'll see what I can do.
If you align everything, you shouldn't have that issue. If you are worried about faces with different textures on one brush, manually change the alignment for the face in the surface window (should really only happen with wonky sized textures).
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New York beta 12: https://drive.google.com/file/d/0ByutPv2Z36izc3BUWnh1c2hyVWc/edit?usp=sharing
-fixed problem where there is no ramp jump on one side
-aligned a few textures
-changed front fence system by removing ladders and adding breaks in the chain link. This hopefully will reduce camping and make it easier to get in and out of the base.
-top story windows are back! This time I made sure they don't increase r_speeds while still looking attractive.
-forced windows into the interior of the buildings
-added light in staircase
-made a few other minor adjustments
Try it out if you haven't done so already and make sure to give me feedback. I'm getting this map ready for its final release.
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A few technical things:
- Why do you have a 256x256 transparent texture? You can just use the nodraw flag...
- window_o, window_0, nograffitisign, credits01, metal2_4, and the sky do not have low-res versions (try playing your map with highres textures disabled).
- metal2_4 should use png instead of tga to save space.
For the sky, I'd just move the textures out of the hr4 directory. They're halfway between low-res and high-res anyway.
I've uploaded it to the beta sever.
My biggest complaint is the oil-slick jump to the high path. It's so aggravating/inconsistent now. The opening is much smaller, so there's a much higher chance of barely clipping the edge and getting launched up the face of the building. When I make it through, half the time I just come to a dead stop because of the angle I hit the ramp. It's just super annoying. It worked well in ~b8. Why did you change it?
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A few technical things:
- Why do you have a 256x256 transparent texture? You can just use the nodraw flag...
- window_o, window_0, nograffitisign, credits01, metal2_4, and the sky do not have low-res versions (try playing your map with highres textures disabled).
- metal2_4 should use png instead of tga to save space.
For the sky, I'd just move the textures out of the hr4 directory. They're halfway between low-res and high-res anyway.
I've uploaded it to the beta sever.
My biggest complaint is the oil-slick jump to the high path. It's so aggravating/inconsistent now. The opening is much smaller, so there's a much higher chance of barely clipping the edge and getting launched up the face of the building. When I make it through, half the time I just come to a dead stop because of the angle I hit the ramp. It's just super annoying. It worked well in ~b8. Why did you change it?
I have not yet found the time to make non-hr4 textures for those and convert that to png. As for the oil to high, I made it more difficult because it's a fast path and I don't want it to be very easy. I guess what I should do is keep the door size and adjust the ramp to the way it was before, then make the path inside that building longer.
Why should I move the sky into the non-hr4 directory? Will that improve image quality? Will it improve game performance?
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I have not yet found the time to make non-hr4 textures for those and convert that to png. As for the oil to high, I made it more difficult because it's a fast path and I don't want it to be very easy. I guess what I should do is keep the door size and adjust the ramp to the way it was before, then make the path inside that building longer.
That sounds like a better approach. Making an unbalanced path more difficult isn't going to make it slower. It's just going to make it so fewer people can use it (and thus MORE unbalanced).
Why should I move the sky into the non-hr4 directory? Will that improve image quality? Will it improve game performance?
It won't change anything... except it'll make the sky work for people who have highres textures disabled. The other option is to make a scaled-down version, but from the license, it sounds like you can't distribute a modified version.
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In order to prevent potential camping-at-own-base, I'm thinking I should do what they did in Eternal (Dawn Rising) and start each player with 60 ammo, then scatter 100 ammo packs throughout the map but not in the base. Tell me if you don't like this idea or you have a better one.
Also, if you still haven't signed the nograffitisign and you want to sign it sometime, hurry up because I'm planning on doing a final release pretty soon, maybe after 1 or 2 more betas.
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In order to prevent potential camping-at-own-base, I'm thinking I should do what they did in Eternal (Dawn Rising) and start each player with 60 ammo, then scatter 100 ammo packs throughout the map but not in the base. Tell me if you don't like this idea or you have a better one.
Worth a shot, I guess.
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So I just tired this for the first time on one of my speed servers. It played very well and I will probably add it to the rotation on one of them. Very nice and fun map.
Also, if you still haven't signed the nograffitisign and you want to sign it sometime, hurry up because I'm planning on doing a final release pretty soon, maybe after 1 or 2 more betas.
I signed it =).
(http://supermanspub.com/downloads/nograffitisign.png)
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So I just tired this for the first time on one of my speed servers. It played very well and I will probably add it to the rotation on one of them. Very nice and fun map.
I signed it =).
(http://supermanspub.com/downloads/nograffitisign.png)
Good to hear! Was camping much of an issue?
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Good to hear! Was camping much of an issue?
I didn't seem like much of a problem. I don't really think camping is a problem in general though, playing defensively is a perfectly legitimate tactic. But that being said.. The area around the flag is pretty open and hard for defenders to camp the flag which is good.
In order to prevent potential camping-at-own-base, I'm thinking I should do what they did in Eternal (Dawn Rising) and start each player with 60 ammo, then scatter 100 ammo packs throughout the map but not in the base. Tell me if you don't like this idea or you have a better one.
That might be a good idea, as long as there is plenty of ammo around the middle of the map.
It seems pretty complete, I am looking forward to the final release.
Edit: Just remembered that I saw a light floating in the sky near one of the bases. Looked like a light from a lightpost, just without the post.
(http://i.imgur.com/KqNbAlZ.jpg)
Also this banner isn't aligned properly:
(http://i.imgur.com/cm4RQFT.jpg)
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New York Beta 13 is here! I personally believe it's ready for its final release, so just say the word and this goes final. https://drive.google.com/file/d/0ByutPv2Z36izUjZLWVNleVNQeG8/edit?usp=sharing
What's New:
-fixed floating light issue that Superman pointed out
-added ladders from mid building to brick building jump to catch players who couldn't jump that high
-aligned graffiti signs
-aligned credits wall
-start players with low ammo and place much ammo in mid areas
-fixed up the texture situation (all tgas converted into pngs, env into non-hr4 folder, missing textures added, updated graffiti sign w/Superman's sig, changed the credits sign again)
-made brick building wood ramp to high platform jump very slightly easier (adjusted the slope up fractionally)
-(edit)Made ramp opening from ice easier (back to b8 style) and made its subsequent path longer
I don't have the problem from the 2nd screenshot, Superman. Make sure you cross-check against the BASEBALLDUDE texture pack included in the .zip file that your credits signs are both correct. It's especially important for you because you're running popular servers. As the ancient saying goes, "servers with bad textures are bulls hit!"
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New York Beta 13 is here! I personally believe it's ready for its final release, so just say the word and this goes final. https://drive.google.com/file/d/0ByutPv2Z36izUjZLWVNleVNQeG8/edit?usp=sharing
What's New:
-fixed floating light issue that Superman pointed out
-added ladders from mid building to brick building jump to catch players who couldn't jump that high
-aligned graffiti signs
-aligned credits wall
-start players with low ammo and place much ammo in mid areas
-fixed up the texture situation (all tgas converted into pngs, env into non-hr4 folder, missing textures added, updated graffiti sign w/Superman's sig, changed the credits sign again)
-made brick building wood ramp to high platform jump very slightly easier (adjusted the slope up fractionally)
I don't have the problem from the 2nd screenshot, Superman. Make sure you cross-check against the BASEBALLDUDE texture pack included in the .zip file that your credits signs are both correct. It's especially important for you because you're running popular servers. As the ancient saying goes, "servers with bad textures are bulls hit!"
The updated version of that credit banner fixed the problem.
Here is the old one I had if you are interested. It isn't the same size. http://imgur.com/0McY7Ou
Doesn't matter now though since it works.
One annoying thing.... Textures that have been updated won't be downloaded if there is a texture with the same name in the textures folder. People have to manually delete the current textures to get the updated ones.
Map looks good though, I will remove b12 from the rotation on Speed #2 and add 13.
There are a few spots where people can still get stuck, and it would be nice if you removed the window in the top middle. You would be able to make it up there from the oil/ice jump on the roof. I will add some pics of what I'm talking about later.
Edit: After playing the map a few more times I've noticed that spawn-camping is a bit of a problem. It isn't horrible, but it still happens a bit more than it should. Adding more spawn points in different locations around the base would help.
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Map looks good though, I will remove b12 from the rotation on Speed #2 and add 13.
Please do so.
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So here is what I was talking about above.
You can get stuck in these two places on each side:
(http://i.imgur.com/s9lrMxe.jpg) (http://i.imgur.com/KvOaQM1.jpg)
And it might be nice if this was open, instead of having a window so you can jump up here from the ice:
(http://i.imgur.com/t5ic1Sp.jpg)
This might make it possible to fly across the whole map too quickly though so it might need some testing.
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And it might be nice if this was open, instead of having a window so you can jump up here from the ice:
(http://i.imgur.com/t5ic1Sp.jpg)
This might make it possible to fly across the whole map too quickly though so it might need some testing.
I don't know whether you're aware, but I actually do have an oil-to-high opening on the mid buildings in a different spot.
As for spawncamping, I don't want that to be an issue on my map, so I'll do something to fix that and release another beta.
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I don't know whether you're aware, but I actually do have an oil-to-high opening on the mid buildings in a different spot.
As for spawncamping, I don't want that to be an issue on my map, so I'll do something to fix that and release another beta.
I guess that other entrance is good enough. It is kinda bugged though... Do you have a brush in the sky blocking it? See attached demo. It happens every time, unless you go a bit slower.
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I guess that other entrance is good enough. It is kinda bugged though... Do you have a brush in the sky blocking it? See attached demo. It happens every time, unless you go a bit slower.
Yes, I have a clip brush there to facilitate landing into the lower entryway. I can adjust that so it doesn't happen like that demo.
Edit: After playing the map a few more times I've noticed that spawn-camping is a bit of a problem. It isn't horrible, but it still happens a bit more than it should. Adding more spawn points in different locations around the base would help.
I've got 4 spawns on the roof, 2 spawns in the 2nd floor, and 4 spawns on the ground. I don't know if I should add even more outside the roof, but maybe adjusting the roof layout would help.
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Beta 14
-fixed all known issues
-ready for final release
Can the community come to a consensus that New York is ready for its final release?
Full download with BASEBALLDUDE textures and sk89q models + most recent skybox from beta 9 onwards: https://drive.google.com/file/d/0ByutPv2Z36izeGxGN0NQd0tSWUk/edit?usp=sharing
Small download with only the map and updated mapinfo: https://drive.google.com/file/d/0ByutPv2Z36izeE1MaDVzZ3FJRU0/edit?usp=sharing
If you find any flaw in New York that you'd like to see fixed, please let me know.
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Can I change beta/new_york_b14 to new_york and release it as final?
hTml, if you are still planning to sign the sign, please give me the file when you have a chance.
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Slight improvement over previous betas. Slowly but surely.
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This is the final release of New York! Server admins, particularly those of pub and speed servers, if you think this map would be a good addition to your rotation, feel free to add it in.
Download New York (Final Release) (https://drive.google.com/file/d/0ByutPv2Z36izZV9CY3k3U1NMNGc/edit?usp=sharing)
Jitspoe, please move this topic to the "completed maps" board.
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Nice to hear!
I'll upload it to my server tomorrow
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Nice to hear!
I'll upload it to my server tomorrow
Cool! Can you please do that and get new_york_b13 off your server?
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I've put this in rotation on the ev1 server. A couple things I noticed:
The mapinfo file doesn't have the actual [mapinfo] section with the supported game modes and such in it. The mapshot is too large and not a power of 2 texture. I put a scaled version here: http://dplogin.com/files/pics/mapshots/new_york.jpg