Digital Paint Discussion Board

Development => Mapping => Topic started by: MaTzeMR on February 08, 2014, 09:03:33 AM

Title: DayZ in Paintball?
Post by: MaTzeMR on February 08, 2014, 09:03:33 AM
Hey guys,

I was watching some gameplays of the game DayZ on YouTube and I really liked the idea and how it plays.
So i started trying to make a DayZ map in Paintball, which is quite hard because there is a lot of detail needed to make it look professional. I will attach a little screenshot below.
So the actual point of this topic is that I need help with such a big project. First I'd like to know if people will even like this idea and if so I'd like to know if there are guys who want to make such a map.
Feel free to write ideas, feedback or if you wanna help below. (Please no flaming :D)

Thanks for taking the time to read this,

MaTzeMR

People who help mapping
- thaifun http://www.dplogin.com/index.php?action=viewmember&playerid=137304 (http://www.dplogin.com/index.php?action=viewmember&playerid=137304)
- open_war http://dplogin.com/index.php?action=viewmember&playerid=163367 (http://dplogin.com/index.php?action=viewmember&playerid=163367)
Title: Re: DayZ in Paintball?
Post by: SaWiX on February 08, 2014, 09:19:42 AM
no
Title: Re: DayZ in Paintball?
Post by: MaTzeMR on February 08, 2014, 09:25:18 AM
well thanks for the clear answer. I'll wait for other opinions tho.

EDIT:  I talked with taifun on skype, hes a pretty experienced and great mapper but he did never actually release a map. He likes the idea and will help me. :)
Title: Re: DayZ in Paintball?
Post by: pvtjimmy on February 08, 2014, 09:52:37 AM
yes, go ahead and create a 225 km² map for dp2.
Title: Re: DayZ in Paintball?
Post by: MaTzeMR on February 08, 2014, 10:21:27 AM
yeah, sad that bsp has such a little range but we will try filling every corner to make it big enough for dp.
Title: Re: DayZ in Paintball?
Post by: Mission on February 08, 2014, 11:34:10 AM
you won't be able to make a big enough map. I don't see the point- why not just play dayz? It is kind of inconseivable how you could make this work. Alternatively, make a hide and seek map. Alot of people (especially in europe) get on ts3 once in a while to play hide and seek on this game. It is very fun.
Title: Re: DayZ in Paintball?
Post by: MaTzeMR on February 08, 2014, 12:30:22 PM
I thought JMR made a hide and seek map? Well, just wait till this map is finished, then you can still decide if it's a bad or good idea.
Title: Re: DayZ in Paintball?
Post by: pvtjimmy on February 08, 2014, 03:11:31 PM
The only feature DayZ has I would like to get implemented into DP2 would be the possibility to infect the enemy with aids.
Title: Re: DayZ in Paintball?
Post by: MaTzeMR on February 08, 2014, 03:21:13 PM
the paintball suits can also be used as full body condom to protect yourself of aids.
Title: Re: DayZ in Paintball?
Post by: Squeeze on February 08, 2014, 03:49:24 PM
Cool. Something new in DP2 will be good. I like this idea =]
Title: Re: DayZ in Paintball?
Post by: MaTzeMR on February 08, 2014, 04:43:04 PM
thanks squeeze
Title: Re: DayZ in Paintball?
Post by: CheMiCal on February 08, 2014, 07:50:58 PM
all of JMR's maps are for hide and seek.
Title: Re: DayZ in Paintball?
Post by: JMR on February 08, 2014, 07:58:10 PM
Message removed.
Title: Re: DayZ in Paintball?
Post by: jitspoe on February 08, 2014, 08:52:57 PM
abandon.bsp is the only map I've played hide and seek on.

As for DayZ... well... that style of map doesn't work well with this engine.  It's designed for corridors with lots of occlusion, not large, open areas.  Maps in that spirit (large with lots of places to loot/explore, but not necessarily wide open) will need to be made if we ever make a zombie mode, though.
Title: Re: DayZ in Paintball?
Post by: CheMiCal on February 08, 2014, 09:08:22 PM
mutated DP player models would work, we could use JMR's physique as a stencil.

User banned for this post.
Title: Re: DayZ in Paintball?
Post by: promarijan on February 09, 2014, 03:47:19 AM
MaTze, i'm with ya! Lets geht this done!

I know a basic system of how to create such a big map...
I thought about a RPG in Paintball Zoo so why not switch over to DayZ? Will be pretty cool and very different  too!


To the system that i said:
Make several Layers oft the world that splitts a big map Into smaller squares!
In that way you can make a big (freakin huge) map and connect everything with teleporters...
I know i know thats a lot oft work to do with mapping and you need a little bit knowledge oft how to do those Lasers and how to make them look like those are one big thing...
There is one requirement for such a map! You need fog to avoid seeing through the end oft the layer!

In my vipek map that ive done, matze you know what i mean, you can See that usinh too mich Clippers and maxing out the size of bsp will cause heave fps drops! I think he bot the style with the grass and everything from my map... Maybe i inspired you and gave you the idea of how to get it to work!?

Performance issues are everywhere on such projects and won't be easy to avoid Fps drops!


Now to the mechanics of how it works, how to get ammunition, how to get weapons and so on... In a RPG its very easy because you just have to make a triggered shop and then you can unlock the trigger by triggering something else...

OK back to the mechanics XD... Make abandoned buildings that contain little amount of ammunition... Just little 25packs around...
I would like to have a shop but I really think that this won't happen! Its just not possible in MP!

Just make drops and items wander around the map would be good but bad too because they would respawn and everybody could get an autococker by just waiting... What a stupid system, isn't it?
I think that it would be possible to let those items drop down after those had been taken... Do items fall through clipbrushes? Also it would be possible to work with the size of the items... Make a hole with an elevator that is up and will be triggered when somebody goes over it and only the item will be able to fall down because of its size... Mazbe that works, maybe not!

Anyway I'm with that project! I really would like to see a techdemo of how the mechanics could work but I think I will do that for you... ;D


See you soon!
Title: Re: DayZ in Paintball?
Post by: MaTzeMR on February 09, 2014, 05:40:11 AM
nice to hear open war, Im on mobile atm but Ill list you up when im on pc again. thanks.
Title: Re: DayZ in Paintball?
Post by: Rockyar_96 on February 09, 2014, 08:49:37 AM
i think there is a possibility from quake 2 to link several maps (levels). And it was somehow reemplemented with tutorial map. trigger_changelevel or something
Title: Re: DayZ in Paintball?
Post by: promarijan on February 09, 2014, 09:52:59 AM
I thought Mord about layers which are connected through teleporters... I know too much of that is bad too but the project itself is not fps friendly at all... But we knew that from the beginning!
Title: Re: DayZ in Paintball?
Post by: jitspoe on February 09, 2014, 06:00:04 PM
Teleporters would only really work if you had specific points to go from section to section (ex: doorway).  They wouldn't work well for an open area.  The other problem with having all this map area is that you will likely run into compiler errors (MAX_PATCHES, etc.).
Title: Re: DayZ in Paintball?
Post by: promarijan on February 10, 2014, 03:15:19 PM
yes you are right... The maximum would be something like 3 layers and then its gone!

What is causing the Max_Patches error? Not enough RAM?


As i sai to Matze the teleporter thing would work better in specific areas for example in a castle and you got a garden inside it, so just put that into an extralayer...



Another question @ you, Jitspoe or those who know it... What does the trigger do at the end of the tutorial? is it just a trigger that activates local a command? If so, it would be too easy to do... (EeeeZ XD)

You could make several parts of the map, connect those by triggers that connect you to other server with the other map inside and let those people travel between cities and towns for example!
Would be cool too and helpful for RPG too!

We'll see!
Title: Re: DayZ in Paintball?
Post by: Mission on February 10, 2014, 04:08:13 PM
You could make several parts of the map, connect those by triggers that connect you to other server with the other map inside and let those people travel between cities and towns for example!
Would be cool too and helpful for RPG too!

We'll see!
Beginning to sound like Elder Scrolls Online now, that would be cool if you could do that (difference is ESO is on one supermassive server divided up)
Title: Re: DayZ in Paintball?
Post by: Ace on February 10, 2014, 04:10:17 PM
eso != dp
Title: Re: DayZ in Paintball?
Post by: promarijan on February 11, 2014, 11:50:34 AM
i did NOT talk about ESO at all! That was Mission!

I just thought about traveling between areas... Something like icemountains, jungle, desert, canyon and lots more! Connecting these by portals or whatever would be just cool BUT would also cause some problems to the mechanics or would change those: You cant travel with your items and would do more RPG like pvp or whatever...


We'll see!
Title: Re: DayZ in Paintball?
Post by: omni on February 11, 2014, 02:12:39 PM
eso != dp
This means eso is not equal to dp. At least in c++
Title: Re: DayZ in Paintball?
Post by: not_payl_obviously on February 11, 2014, 07:25:09 PM
What is causing the Max_Patches error? Not enough RAM?
Q2 engine was not designed for open spaces nor for huge levels. It has many optimizations that doesn't work well for open spaces nor huge levels. That's why you will get errors.

Quote
You could make several parts of the map, connect those by triggers that connect you to other server with the other map inside and let those people travel between cities and towns for example!
It's possible yet extremely stupid: Q2 is not designed for big spaces. Stop wasting your time doing things that won't work correctly, get another engine that will work better for such things.
Title: Re: DayZ in Paintball?
Post by: promarijan on February 12, 2014, 02:10:48 PM
I already did a map that is bigger then you would go!
I definitly got less fps than i should have normally but it works and in some cases it is recommended to deactivate the waterreflections!

BUT then it works quite good and does not cause any overflow, if the server is a real one, not a private!


It still is waayy too much work but an interesting  project to talk about...
I will stay with menu making and that stuff...
Title: Re: DayZ in Paintball?
Post by: Rockyar_96 on February 13, 2014, 11:48:28 AM
make it simple. don't waste your time, you will maybe regret the free time you spend on it someday. Create small rooms and link them with portals or like i said SOMEHOW with trigger_changelevel. There is no other efficient and useful way to do this.