Digital Paint Discussion Board
Development => Mapping => Beta / In-Progress Maps => Topic started by: JMR on August 26, 2013, 04:07:30 PM
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Overhang is a map designed specifically for competetive matches. Overhang has many cliff edges, joined with bridges, as well as a wet route and a dry route. (Which are both ground level).
2 teams, red and blue
2 Flags, 5pts each.
Recommended matching size:3v3
BETA 1: http://sdrv.ms/18gdFUy
No mapshot pic
No readme file
No mapinfo
BETA 2: http://sdrv.ms/19ZXW2G
No mapshot pic
No readme file
No mapinfo
BETA 3: http://sdrv.ms/17WeVS2
No mapshot pic
No readme file
No mapinfo
BETA 4: http://sdrv.ms/1dQ1DbW
No mapshot pic
No readme file
No mapinfo
BETA 5 : http://sdrv.ms/18GWkpq
No mapshot pic
No readme file
No mapinfo
BETA 6 : http://sdrv.ms/18GWkpq
Mapshot pic: http://sdrv.ms/14wURVs (http://sdrv.ms/14wURVs)
No readme file
No mapinfo
BETA 7: http://sdrv.ms/19DRCd7
Mapshot pic: http://sdrv.ms/18M7adF (http://sdrv.ms/18M7adF)
Readme: http://sdrv.ms/1b18r5r
Map info file: http://sdrv.ms/1ed3fxv
BETA 8: http://sdrv.ms/17VMcH3
Mapshot pic: http://sdrv.ms/18M7adF (http://sdrv.ms/18M7adF)
Readme: http://sdrv.ms/17VNbXJ
Map info file: http://sdrv.ms/17VMYnp
BETA 9: http://sdrv.ms/17UzsCE
Mapshot pic: http://sdrv.ms/17Uzzhu (http://sdrv.ms/17Uzzhu)
Readme: http://sdrv.ms/17UzA53
Map info file: http://sdrv.ms/17UzCdp
BETA 10: http://sdrv.ms/18V1H39
Mapshot pic: http://sdrv.ms/15RG6O4 (http://sdrv.ms/15RG6O4)
Readme: http://sdrv.ms/15RGuMo
Map info file: http://sdrv.ms/15RGAnr
BETA 11: http://sdrv.ms/15tjvoz
Mapshot pic: http://sdrv.ms/15tjzEJ4 (http://sdrv.ms/15tjzEJ)
Readme: http://sdrv.ms/15tjCk0
Map info file: http://sdrv.ms/15tjFwc
BETA 12:
https://1drv.ms/u/s!AgbQwmeV-ITugi34xmrdwLUNJpI_ (https://1drv.ms/u/s!AgbQwmeV-ITugi34xmrdwLUNJpI_)
[color=redBETA 13:
https://1drv.ms/u/s!AgbQwmeV-ITugi_OlAGAmSuTeotg (https://1drv.ms/u/s!AgbQwmeV-ITugi_OlAGAmSuTeotg)
BETA 14:
https://1drv.ms/u/s!AgbQwmeV-ITugjDz7r6S8LPMouAD (https://1drv.ms/u/s!AgbQwmeV-ITugjDz7r6S8LPMouAD)
(http://i.imgur.com/Egno4kw.jpg)
(http://i.imgur.com/HC779jC.jpg)
(http://i.imgur.com/QT4Mfsv.jpg)
(http://i.imgur.com/Z5rerdo.jpg)
(http://i.imgur.com/2wZTVfC.jpg)
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Just from the screenshot it looks a bit boring for me. Add a bit detail to make it mor interresting ;)
All in all it looks nice. gj
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After playing this I think more detail will slow the gameplay down. On the ground that is.
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BETA 2 RELEASE: http://sdrv.ms/19ZXW2G (http://sdrv.ms/19ZXW2G)
What has changed
- ●Fixed MAJOR lag issues! The max r_speeds is now 1622 on the corner of 2nd flag, allowing older computers to play the map without bad fps.
- ●Adjusted walls to allow more speed gain and improve the overall flow
- ●Advanced landscaping
- ●Lit the bunker and added an extra room to line mid high
- ●Added mid-caves, to give some extra cover in mid
- ●Adjusted the ambient to ensure that the shadows are not too dark
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Cool! I'll take a look at it when I have the time.
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Yeah I like the map itself, but when I played it it seemed a lot more dark then your screenshots (and my settings have increased brightness).
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Yeah I like the map itself, but when I played it it seemed a lot more dark then your screenshots (and my settings have increased brightness).
Yeah, my screenshots make things look lighter for some reason
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For me it looks more like a good alpha. The main structure is done, but >95% of the map has the same texture (gras or rock). It's very hard to navigate with at the moment.
Also I'm not a big fan of fog and these overlapping terrain brushes. Creating terrain with the clipping planes looks a lot more clean.
As matze already said, there're almost no details, less team indicators (only a few coloured barrels), some edges (screenshots, I hope you can find the places ingame, bcause everything looks same), etc.
All these things give me the feeling that it's still an alpha map. But hey, it's a good start so far, though :)
Online @ [OTB] Beta!
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More screenshots
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Thanks Chef-Killer! Those screenshots really helped! :)
BETA 3 RELEASE: http://sdrv.ms/17WeVS2 (http://sdrv.ms/17WeVS2)
What has changed
- ●Fixed many brush/texture mis-alignments thanks to Chef-Killer
- ●Added more detail to the map, to make it easier to recon (Water, cliff, Etc)
- ●Advanced landscaping
- ●Added more cover for attackers
- ●Added more color markers to make it easier to see what side you are on
- ●Added a 2nd fg BD to make it harder to defend
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Here are some bug screens.
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Here are some more bug screens.
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IMO this is your best map so far. For the most part, it seems like it would play smoothly and it would host many exciting, close games.
My only complaints, just by playing around on it for a few minutes, are as follows:
Sshot 1: It is annoyingly hard to traverse this little cave, especially the barrel. I would make the cave a bit wider.
Sshot 2: This crate through the rock looks awkward. Maybe you can make it fully in view but keep gameplay as it is.
Sshot 3: I like the overall design of this map, however it can become too narrow at some points, such as this one, and might cause bottlenecks.
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@T3RR0R15T
Thanks so much for finding these:D
These will be fixed in b4! :)
@BASEBALLDUDE
Thanks for your feedback, I have made the crouch-to-get out of cave, easier to get out of, but the barrel will stay there. The cave is more for hiding and variation, it doesn't really add to gameplay, it's just a little detail.
I have re-positioned that crate, I agree, it looked ugly! xD
The paths were widened much more in b3 compared to b2 (if you compare them both), the only narrow parts are narrow because you have two ways to go. E.g Right - you can take the route up to high (making the main 'bottleneck' not a bottleneck at all. The left side you can either take the mid cave tunnel, hop over to the left side, speed across to high, or take to mid low. So I don't think it's that narrow at all, especially when playing b3 in matches, you notice that it's a pretty decent width :)
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Maybe this could be a final release?
BETA 4 RELEASE: http://sdrv.ms/1dQ1DbW (http://sdrv.ms/1dQ1DbW)
What has changed
- ●Fixed many brush/texture/bugs mis-alignments thanks to T3RR0R15T
- ●Added more ammo & nades
- ●Fixed the positions of the crates
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Maybe this could be a final release?
I don't think so. Here are some new screens, maybe you or someone else find more bugs:
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...
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[BETA 5] : http://sdrv.ms/18GWkpq
Mapshot pic: http://sdrv.ms/14wURVs (http://sdrv.ms/14wURVs)
Here's some screenshots :)
(http://i.imgur.com/Egno4kw.jpg)
(http://i.imgur.com/HC779jC.jpg)
(http://i.imgur.com/QT4Mfsv.jpg)
(http://i.imgur.com/Z5rerdo.jpg)
(http://i.imgur.com/2wZTVfC.jpg)
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WOW great MAP!!!
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It's more a b5 :P
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Merged the topics, because it's the same map. Also unlocked the topic again.
There's no chance to test different things a good map need, if you do the final release so fast. Wait for more feeback. T3RR0R13T already find more stuff to fix and I'll have a look at the map again later.
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Merged the topics, because it's the same map. Also unlocked the topic again.
There's no chance to test different things a good map need, if you do the final release so fast. Wait for more feeback. T3RR0R13T already find more stuff to fix and I'll have a look at the map again later.
I have done 6-7 matches there already, fixed at least 20 tricky-to-fix bugs and added plenty to the map over the betas. How on earth can you say it's a fast release? I have been working very hard man :/
Anyway, I'll fix what T3RR0R15T posted, then upload another final release? xD
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General --> They don't mean to insult you, chef and t3rr are just trying to make your map the best it can be :P I still haven't officially released a "final" map because people are always finding new problems ^^
Aesthetic --> If you're still doing updates, the ceilings of the dirt caves could use some phong shading, because right now the lighting makes it very obvious that you just placed 5 sided pyramids across the ceiling and floor to get some terrain variation :)
Inquiry --> What grid do you use when you are making terrain? Try to block things out on the 16 grid to make sure all your larger shapes line up. Might save you some time in the long run on your next map :D (And t3rr won't be able to find so many bugs ^^ )
Overall --> Map looks cool, I like the updates, but I can't really judge the gameplay without playing on it, since it seems like the paths are all different lengths. Can't tell where the bottlenecks and camp spots are, so I'll try to get a match on it. I feel like most pub players would just be confused haha. Could you upload a few demos of the matches you've had on it?
Good work so far!
- Cusoman
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Keep cool. Why not waiting a few weeks for feedback of different players? Maybe some players have not enough time to have a look at the map soon. After waiting a few weeks, work on the feedback and release a new beta. Waiting...new beta...waiting...new beta, again and again. You don't create and improve a good map in a few days. Put effort and time in your map if you want to become a special map the game really needs, a map that improves the game a little bit.
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Keep cool. Why not waiting a few weeks for feedback of different players? Maybe some players have not enough time to have a look at the map soon. After waiting a few weeks, work on the feedback and release a new beta. Waiting...new beta...waiting...new beta, again and again. You don't create and improve a good map in a few days. Put effort and time in your map if you want to become a special map the game really needs, a map that improves the game a little bit.
You can't see everything that goes on, It's not just "a few days", in reality, it would be weeks, it's just I worked on SOLID days. Not just an hour here and there ^^
The main problem is, by mistake, I over-wrote my _half version of the map, so updates are very hard to do.
@cuso, thanks for the advice, I used grid 32, 16 and 8 throughout the map. The bugs appeared when I started complicating things (Look at the angle of things in the map, many 45 degree spots) and I also used the bsp scale function, which resulted in the base all being out slightly from the grid. Won't do that in the future, it's just base was too small in my experimental alpha version.
EDIT: remade the _half version, so now I can continue with the betas! :D
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BETA 6 RELEASE: http://sdrv.ms/16fGAe4
Mapshot pic: http://sdrv.ms/14wURVs (http://sdrv.ms/14wURVs)
What has changed
- ●Fixed bugs posted by T3RR0R15T
- ●Added 2 steel barrels per team (one on mid high, the other in base bunker.
- ●Added phong shading to the mid caves
- ●Added 3 more spawns to make spawn-killing difficult
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BETA 7 RELEASE: http://sdrv.ms/19DRCd7
Mapshot pic: http://sdrv.ms/18M7adF (http://sdrv.ms/18M7adF)
Readme: http://sdrv.ms/1b18r5r
Map info file: http://sdrv.ms/1ed3fxv
What has changed
- ●Tweaked phong shading in mid caves
- ●Made the appearance of the mini-1st-flag cave more appealing
- ●Reduced compile times by a half
- ●Added hint brushes to optimize r_speeds
- ●Created a crack in the wall at base to make the wall less plain
- ●Fixed self-found bugs
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Got more feedback, there will have to be a b8 with more fixes ^^
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darn Jordan, just cranking out the beta releases!
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BETA 8 RELEASE: http://sdrv.ms/17VMcH3
Mapshot pic: http://sdrv.ms/18M7adF (http://sdrv.ms/18M7adF)
Readme: http://sdrv.ms/17VNbXJ
Map info file: http://sdrv.ms/17VMYnp
What has changed
- ●Added some crack-in-wall design at mid, main and base.
- ●Made the appearance of the mini-1st-flag cave more appealing by adding a light
- ●Adjusted sun angles and light to not only make the map look nicer, but fix the lighting bugs at red aswell :)
- ●Fixed major bug from b7(see-through-wall on red high switch) and the dirt-mis texture near autococker
- ●Moved the barrel on wet hill over slightly and added a ledge near it.
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BETA 9 release: http://sdrv.ms/17UzsCE
Mapshot pic: http://sdrv.ms/17Uzzhu (http://sdrv.ms/17Uzzhu)
Readme: http://sdrv.ms/17UzA53
Map info file: http://sdrv.ms/17UzCdp
What has changed
- ●Made water more realistic by changing the grass to dirt underneath and making it larger.
- ●Fixed minor texture alignements
- ●Removed the mini cave by 1st fg, was useless and ugly :P
- ●Changed textures in various places to break the map up more
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Just played this map. I walked through it with him earlier giving him suggestions, he changed and did as I said and he agrees it looks better now. The only thing I would like changed would be the 2nd flag location. If it were moved to that area next to two it would make it a hell of a lot less campable. Besides that I believe that the maps ready for its final release.
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Dude Jordan how much spare time do you have? That's three betas in one day lol
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Dude Jordan how much spare time do you have? That's three betas in one day lol
Just had a free few days :)
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Uploaded the map to the beta server and attached a demo with some suggestions.
Your mapping is improving a lot. The flow in this is much better. The biggest issues I saw in this map was the r_speeds. The layout should be good for blocking visibility, but it needs some tweaking to make sure vis is able to hide different areas.
EDIT: So my comments about r_speeds weren't accurate. I forgot I was doing some testing with culling -- more faces were rendering than should have been. There are probably some improvements to be made, but the r_speeds weren't as bad as I thought.
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Attached one more demo. Some more feedback after playing with people.
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Beta 10 inc
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Beta 9, maybe some are already fixed in b10.
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I Honestly don't think that last screenshot warrants fixing at all.
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I Honestly don't think that last screenshot warrants fixing at all.
I agree any SS you need to be in noclip to see a problem and it outside the map who cares? When people play they don't go hey I wonder if the brush might extend outside the map! IMO you guys take it a bit to far with criticism but you already know how I feel about it.
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BETA 10 release: http://sdrv.ms/18V1H39
Mapshot pic: http://sdrv.ms/15RG6O4 (http://sdrv.ms/15RG6O4)
Readme: http://sdrv.ms/15RGuMo
Map info file: http://sdrv.ms/15RGAnr
What has changed
- ●Adjusted the water to be larger and more transparent - looks nicer.
- ●Fixed the barrel texture misalignment (near mid cave entrance
- ●Made the crack in the wet wall thicker
- ●Made the rock pillars holding up dry boxes, wooden man-made pillars
- ●Adjusted wall on dry hill to not block velocity you as you go over.
- ●Spawn ditches made easier to get out of
- ●Added more hint brushes to optimize r_speeds
- ●Made the hole jump to 1st look more man made
- ●Adjusted the sky and raised sun_diffuse
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Some are visible for normal players.
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I saw the second and third sshots that terrorist just posted yesterday when I played this map.
Your map is awesome! I like all the jumps!
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Haven't looked much at beta 10, but regarding your PM about making the transition from rock to dirt look better, I decided to put together a little map to demonstrate what I was talking about.
Something like this:
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Haven't looked much at beta 10, but regarding your PM about making the transition from rock to dirt look better, I decided to put together a little map to demonstrate what I was talking about.
Something like this:
darn thats sexy.
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BETA 11 release: http://sdrv.ms/15tjvoz
Mapshot pic: http://sdrv.ms/15tjzEJ4 (http://sdrv.ms/15tjzEJ)
Readme: http://sdrv.ms/15tjCk0
Map info file: http://sdrv.ms/15tjFwc
What has changed
- ●Fixed texture misalignments
- ●Fixed brush misalignments
- ●Modified mid cave heavily to add transition - credit to jitspoe for the idea
I defiantly think this is ready for final release now :) Thank you everyone for your support and help in making this map a success.
Waiting approval on final release
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(http://clipz.viciouz.co.uk/screenshots/overhang1.jpg)
Walls are off by a few units.
(http://clipz.viciouz.co.uk/screenshots/overhang2.jpg)
Add clip brush.
I only took a quick glance I think you could do 20X better on the cave as well looks like you rushed it almost.
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Walls are off by a few units.
Add clip brush.
I only took a quick glance I think you could do 20X better on the cave as well looks like you rushed it almost.
Lol....
You said the cave looked fine before, now you say it's rushed...
The 2nd screenshot is meant to be like that, I have never bumped into it after rushing through the cave 20 times, there's no need for a clip brush there. & the 1st screenshot doesn't show up like that in bsp, it's less than 1 unit - unfixable, it's the angle.
Aside from this clipz, the cave is on about 30deg angle, so not all brushes line up properly. I spent 2 hours doing this cave, if it were straight (not on an angle), I could of designed it 10x better in half the time.
ALSO. The map has far too many brushes as it is, r_speeds hit 3k in some places, adding more brushes will bring some computers to their knees. (even after adding hint brushes, there are just many polygons in one area... and the angle doesn't help at all)
Don't forget clipz, this isn't quark, BSP has no good working functions that I can rely on, can't easily rotate things.
Another thing, I have made this rock-cave-transition twice, so in total 3 hours working on it. The 1st time, It looked MUCH better, but the compiler wouldn't take it and stopped responding every time I tried to compile. The only thing that had changed was the cave - when I took them brushes away, it compiled.
Not to sound rude or anything, I will not release another beta unless something worth fixing arises.
In my next map, I'll go for a less complex layout, it will still have much detail, but less angular.
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Haven't had a look at beta 11 but clip brushes are for when you are in mid gunfight, not for when you are doing a speed. No one wants to be stuck in a corner when they jump around to dodge balls. So what's the harm in putting a clip brush there? But i guess it might not be worth it for a whole new beta.
All in all I really like this map, it's new and fresh and imo gameplay is good. I enjoy thinking up strats for you and omni to execute on overhang ;)
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I meant you rushed to make it look better infanct it doesn't even look too much better IMO look closer at what jits did. You should also use lanterns with flames and it would look nicer. Don't laugh when I criticize your maps your still a newbie when it comes to mapping. I know I'm not the best mapper either take it as constructive critism.
Mission: clip brushes are used so you don't get stuck it doesn't matter if its in mid or on flag.
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Mission: clip brushes are used so you don't get stuck it doesn't matter if its in mid or on flag.
You didn't understand me, I didn't mean the position of the map, I meant in the middle of a gunfight. nobody wants to be in the middle of an intense battle, then get caught on something and killed because the mapper was too lazy to put clip brushes in.
- from General Bsp Stuff III, implying clip brushes are needed most to make gunfights fair and not to make speeds easy I have never bumped into it after rushing through the cave 20 times
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Clipz is right, it's annoying if you get stuck near the flag, too. The middle of an intensive battle can be everywhere, not only in the mid part of the map. It's just an example.
I'll have a look at this beta later. I don't know if I have enough time this week :(
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I will say it again, I didn't mention any part of the map I merely meant in the middle of a gunfight.
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I meant you rushed to make it look better infanct it doesn't even look too much better IMO look closer at what jits did. You should also use lanterns with flames and it would look nicer. Don't laugh when I criticize your maps your still a newbie when it comes to mapping. I know I'm not the best mapper either take it as constructive criticism.
That's right Clipz, you're not the best mapper. Maybe 2nd or 3rd best, but not the best. And no I don't think JMR is a newbie mapper anymore; Overhang is a quality map that couldn't have possibly been constructed by a newb.
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Yes he still is a newbie mapper, he has mapped maybe 2-3 months... vs Myself Cusoman and Dirtytaco who have mapped for 8+ years? Im not basing it off quality im basing it off time he has mapped.
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JMR: Angles shouldn't matter too much. Just make use of clipping planes and you can make brush faces at whatever angles you want. Did you look at the .map file I posted? I tried to put my example at an angle kind of like what you had. It's probably not as extreme, but you can use it for reference.
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JMR: Angles shouldn't matter too much. Just make use of clipping planes and you can make brush faces at whatever angles you want. Did you look at the .map file I posted? I tried to put my example at an angle kind of like what you had. It's probably not as extreme, but you can use it for reference.
Yeah, I took a look. I used the subtract tool to make my cave, so some brushes are off the grid and at a horrible angle. I used clipping panes to make what I did, but I can't make it look THAT good. Mission and omni think I should just leave the cave as it was on b10.
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the subtract tool
Oof. Don't ever use that. :)
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Oof. Don't ever use that. :)
Yeah, I messaged you on irc :)
My next map will be much cleaner/simplar but with still much detail/terrain.
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Found a few things to work on before you release your next beta.
Sshot 1: This corner feels awkward and I've fallen off it multiple times.
Sshot 2: I don't know what the use is for this platform other than camping. Maybe put a gun or something there.
Sshot 0: This is where anyone inexperienced with your map could get stuck. The flag is to the right, on the other side of that cliff, but there's no obvious indication that that's where you should go. Maybe have an arrow sign there to help new people.
Sshot3: This makes for something like a dead end, with only awkward ways to get out unless you backtrack. Maybe make a grass-ramp to get up onto the higher ground.
Sshot4: The interior of this cave looks fine, but it's true the exterior needs some work.
Sshot5: This probably isn't your fault, but you can tell there's a lighting glitch on this rock pillar.
Sshot6: This barrel is vertically misaligned by about one unit, maybe two. It's a quite simple fix.
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1. This map is made for decent players/experienced players for the competitive matches.
2. That is an extra spot you can capture from.
3. The point in that is exactly that, it's a ditch, you can jump up to higher ground from raised grass, but at the same time, watching the lines above your head. It's specifically made to catch people out, who are jumping all over the place.
4. The cave will look the same as it was in b10.
5. I have tried fixing that lighting glitch many times, it just won't work.
6.Thanks for pointing out that barrel, I'll fix that.
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I agree any SS you need to be in noclip to see a problem and it outside the map who cares? When people play they don't go hey I wonder if the brush might extend outside the map! IMO you guys take it a bit to far with criticism but you already know how I feel about it.
The point of map making is to make your map perfect with 0 problems. Thats the only way it should be on the map list imo. And why map if you dont want your map on the maplist?
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Who cares if its outside the map is all im saying. It wont affect game play at all, It has 0 influence on how the map plays. No map is perfect it never will be, so in that case there will not ever be a maplist.
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The point of map making is to make your map perfect with 0 problems. Thats the only way it should be on the map list imo. And why map if you dont want your map on the maplist?
Disagreed. The point of map making is not to achieve a perfect map, especially if it's bland and boring. The point of mapmaking is to create an interesting, visually appealing map with good gameplay. It's OK to have a few small imperfections as long as the good outweighs the bad by far. Many popular maps have errors, e.g. many barrels on shazam are misaligned, many textures in ub_rooftop are misaligned, too many autocockers in London, high r_speeds in freedom, etc.
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Disagreed. The point of map making is not to achieve a perfect map, especially if it's bland and boring. The point of mapmaking is to create an interesting, visually appealing map with good gameplay. It's OK to have a few small imperfections as long as the good outweighs the bad by far. Many popular maps have errors, e.g. many barrels on shazam are misaligned, many textures in ub_rooftop are misaligned, too many autocockers in London, high r_speeds in freedom, etc.
And none of those maps should be on the maplist. except maybe freedom because high r_speeds isn't something thats an easy fix. A map can easily be made with 100% no errors. The map would just have to be in beta for a long time, WHICH IT SHOULD BE. The only reason to put a map into beta before releasing it is to make sure it is perfect before you release it.
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And none of those maps should be on the maplist. except maybe freedom because high r_speeds isn't something thats an easy fix. A map can easily be made with 100% no errors. The map would just have to be in beta for a long time, WHICH IT SHOULD BE. The only reason to put a map into beta before releasing it is to make sure it is perfect before you release it.
I have fixed all the bugs posted by users already, the only bug left to fix is the barrel and the lightbug (mind giving support on how that occurred, instead of telling me it shouldn't be there?)
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I have fixed all the bugs posted by users already, the only bug left to fix is the barrel and the lightbug (mind giving support on how that occurred, instead of telling me it shouldn't be there?)
With light bugs i usually just move the brush around until it stops.
Lighting isn't my forte, sorry.
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With light bugs i usually just move the brush around until it stops.
Lighting isn't my forte, sorry.
Tried that, didn't fix. :( It would be perfect otherwise... (on b12)
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Maybe adjust the sun angle by one degree?
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Maybe adjust the sun angle by one degree?
No luck with that one either :(
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set the value of the brush to 1. see if that works. I haven't messed with bsp in a cold minute, all this forum crawling makes me want to map again.
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That is an extra spot you can capture from.
I had no idea. You should consider marking that particular area with r_ or b_metal1.
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Attached another demo with feedback.
And, guys, let's try to keep this on topic. This thread is about the overhang map, not who makes better maps. I've deleted a bunch of off-topic posts.
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Attached another demo with feedback.
And, guys, let's try to keep this on topic. This thread is about the overhang map, not who makes better maps. I've deleted a bunch of off-topic posts.
Thank you for the feedback, but the only thing which I can really take from it is your suggestions about where to place the hint brushes. The cave will be like it was on b10 as it was cleaner(looks worse, I know), butt will help with r_speeds. The pillars have to be there for a reason, they enable a speedjump to 2nd flag from dry main, I have received several compliments for them new pillars too.
The whole "bang your head thing" is based on jumping skill. When you learn the map, you figure the correct way to do the speedjumps. It's all part of the map. Also, one of the speeds actually uses the ability to bang your head to boost you up to 2nd flag off the grass.
Thanks anyway for the hint brush suggestions:D
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I don't think that you need to go all the way back to the B10 tunnels. There's a lot you can do to reduce the polygons but still have a nice rock to dirt transition. What's the r_speed difference between the B10 and B11 tunnels? It may not even be worth messing with.
You can argue that any part of a map where you get hung up on things is a jumping skill/map learning aspect, but it doesn't make things fun. The area where this map shines so much above your other maps is the fact that you can jump around freely for the most part and things flow naturally, without random steps, ledges and outcroppings trying to stop you every 10 feet. You should try to perfect the flow from as many angles as possible.
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Nice map
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JMR you should finish this map!
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Yeaah... It's almost final!
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go jmr :) finish it :)
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Just played this map as well. I have no complaints. You might as well remove the _b11 extension and release this as final.
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Would be nice if you could figure out a way to get the r_speeds down a bit by the high flag, though. Some people were having framerate issues.
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Wow, it's been four years!
Lots of gameplay improvements along with some visual ones.
Big thanks to JeongWa for a lot of valuable advice!
B12:
https://1drv.ms/u/s!AgbQwmeV-ITugi34xmrdwLUNJpI_ (https://1drv.ms/u/s!AgbQwmeV-ITugi34xmrdwLUNJpI_)
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Spotted a bunch of minor issues.
Fixed.
Hopefully it is now ready for final release.
b13:
https://1drv.ms/u/s!AgbQwmeV-ITugi_OlAGAmSuTeotg (https://1drv.ms/u/s!AgbQwmeV-ITugi_OlAGAmSuTeotg)
Edit: Never mind. There will be a b14... I found a misplaced clip brush and I am also going to change the textures back.
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Based on feedback, textures have been reverted back to the original.
Also fixed the misplaced clip brushes.
B14: (final?)
https://1drv.ms/u/s!AgbQwmeV-ITugjDz7r6S8LPMouAD (https://1drv.ms/u/s!AgbQwmeV-ITugjDz7r6S8LPMouAD)
Edit: Nope, not final. The barrels at mid aren't equal.