Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: MON1TOR on July 20, 2015, 07:48:47 AM
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Beta 4 released
Hope you'll enjoy.
I still need feedback.
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Didn't download, can tell from the screenshots:
1. way too wide open
2. barrel tops are not used in the one screen
3. lighting looks nice, but could probably use a higher sun_light value to even out the patchiness a little
4. for being a big open square, it looks decent
I'm not sure many are going to be able to give advice on this one. There's no elevation changes, vis blockers, rooms, or really anything that separates from a lot of other beta maps that are never finished. From what it looks like, you have a decent eye for lighting effects, maybe try to use that in a map more complex than a large open square (we already have 500 of those).
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1. way too wide open
Yes, I know =[. Going to do something with that....
2. barrel tops are not used in the one screen
Mhm.. 2nd to do thing...
3. lighting looks nice..
THX!
..but could probably use a higher sun_light value to even out the patchiness a little
Okay.
1. way too wide open
ANY SUGGESTIONS?!
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Guys, I'll be on a 4 weeks long trip, and I wont (probably) have internet connection. After that Ill resume mapmaking.
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not bad, and i think its a good alternative for lan-parties, but the map is a bit empty...
you can build a bit more hide places, and more imaginative designs...
the little houses in the corners looks a bit like beginner minecraft houses ;D
i meant this not badly i hope you understand ':S
the fences in the corners are a bit bare, you can build an attachment there like a pillar at the endings.
an other thing: youve made some texture fails, at example: the houses in the corner (picture below) and some other places where you dont have noted that the textures are not in the same direction like the object (picture below), use the rotation function in the surface window
the barrels are badly textured, some in the wrong direction, some clipped... here you can use the rotation function too...
look at all textures and designs, and build some more places where players can hide.
the idea is pretty nice, not new, but nice :)
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Okay, finally got internet. Ill fix that, when im back in Hungary. I cant map now. Thx 4 feedback, m8.
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I've put your map up on the beta server so you can play test it.
You really need to work on your texture alignment. There's a lot of stuff that's misaligned.
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I've put your map up on the beta server so you can play test it.
You really need to work on your texture alignment. There's a lot of stuff that's misaligned.
=,(
i know.
I'll fix everything when back in Hungary.
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So, thing I need to fix:
Barrel tops (done)
Texture alignment
Barrel clipping
Fences
Make it less open (I'll make a big building with rooms, etc)
Lil house's textures (omg such a fail)
Any new feedback or new ideas?!
Hell i deleted my server w scrnshots on it.
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Hmm.. might wanna make there be another way to get to low. For example, make a low entrance in each base. Also the less open thing is major. Might wanna add some cool jumps too
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First attempts are for learning. I have only made 1 map but my biggest mistake was not thinking about the layout. Then I remade it with JMR with one rule: come up with a layout that will play well first. Go on paint and draw a plan view of it. Don't make shock_2.
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First attempts are for learning. I have only made 1 map but my biggest mistake was not thinking about the layout. Then I remade it with JMR with one rule: come up with a layout that will play well first. Go on paint and draw a plan view of it. Don't make shock_2.
Really this, go into the map with a layout. If you don't, it ends up really messy and difficult to fix.
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Beta 2 incoming. I completely re-made the map.
Beta 2 out (See first post). I completely re-made the map, because b1 was bad and unfixable (maybe I would taken 1 month to fix it?).
So, here it is.
Please provide feedback.
Hope you like b2.
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(BTW if barrels are wrongly textured, pls dont alert me. No one would inspect the barrels like Sherlock Holmes while playing seriously.)
Maybe you should take a look here, first post, first item of the enumeration: http://dplogin.com/forums/index.php?topic=5149.0
Not aligning textures with the excuse "noone will look at them anyway" is a really bad idea.
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For barrels, boxes, etc. you can lock the texture alignment. It's very easy and and saves a lot of work. You only need to create a brush, align the textures and lock it. After that you can copy (not mirror!) and move the brush without any problems or misalignments.
Edit: It's helpful to use the 16 unit grid for the first alignment.
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Maybe you should take a look here, first post, first item of the enumeration: http://dplogin.com/forums/index.php?topic=5149.0
Not aligning textures with the excuse "noone will look at them anyway" is a really bad idea.
Fine.
For barrels, boxes, etc. you can lock the texture alignment. It's very easy and and saves a lot of work. You only need to create a brush, align the textures and lock it. After that you can copy (not mirror!) and move the brush without any problems or misalignments.
Danke
Pls post more feedback.
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I just quickly looked at the map, these are the things I noticed:
It's pretty empty and you can walk from one base to the other in a straight line.
You somewhere used the e1u1/clip texture although it is not visible anywhere, which creates unnecessary dependencies.
You probably put a lot of work in the planks that are used as a roof and I like the look although the small height differences feel glitchy - maybe using a small clip brush can help there, especially when jumping over to the flag. The light in the wall might be a good aid for players that can't directly jump to the flag, maybe you should make it a little bigger, I don't know. The textures on the sides of some planks are misaligned / need to be rotated.
There are some light glitches near some lamps, but I don't know what you can do there.
The treetops - obviously - look unnatural, but I'm not sure about how to make them look more realistic while keeping player able to walk on them.
Can't say much about the gameplay because I didn't test it with other players.
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I just quickly looked at the map, these are the things I noticed:
It's pretty empty and you can walk from one base to the other in a straight line.
You somewhere used the e1u1/clip texture although it is not visible anywhere, which creates unnecessary dependencies.
You probably put a lot of work in the planks that are used as a roof and I like the look although the small height differences feel glitchy - maybe using a small clip brush can help there, especially when jumping over to the flag. The light in the wall might be a good aid for players that can't directly jump to the flag, maybe you should make it a little bigger, I don't know. The textures on the sides of some planks are misaligned / need to be rotated.
There are some light glitches near some lamps, but I don't know what you can do there.
The treetops - obviously - look unnatural, but I'm not sure about how to make them look more realistic while keeping player able to walk on them.
Can't say much about the gameplay because I didn't test it with other players.
Thanks for feedback.
I will add some boxes ---> map will be less empty.
Also, I'll try to fix the lamps.
Treetops? Well.... I can't do anything. I think its good like this.
Flag? This map is ELIM, there isnt any flag
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Haha that red spot looks like a flag would be placed there. As I said, didn't really play it, just wandered around a bit to look at it.
(http://www11.pic-upload.de/18.08.15/r9yo7bqcm4l6.png)
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Base Reference (http://dplogin.com/forums/index.php?topic=25686.msg231236#msg231236)
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Beta 3 out (See first post).
Things i fixed:
- Added clips to base planks.
- Fixed some light glitches (couldn't fix every light glitch)
- Added boxes, so map isn't that empty.
- Fixed that thing (see shhot)
So, here it is.
Please provide feedback.
Hope you like b3.
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I'll attach a demo, related to gameplay.
Tested with a bot.
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Still didn't became any PUBLIC feedback. If you don't like it, tell it me and I'll let it die.
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I'll have a look at it the next days.
Edit: http://www.otb-server.de/wbblite/thread.php?threadid=3207
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I'll have a look at it the next days.
Thanks.
Vielen dank. Ka warum Leute mir kein Feedback geben.
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Ich habe einen ganzen Ordner voller Beta-Maps hier, aber noch keine Zeit gehabt sie zu testen.
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Ich habe einen ganzen Ordner voller Beta-Maps hier, aber noch keine Zeit gehabt sie zu testen.
Achso. Okay.
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@jitspoe can I see my map's b3 on your beta server
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Feedback in german is done, see our website :)
http://www.otb-server.de/wbblite/thread.php?threadid=3207
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Thanks
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this should be a ctf bro.
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this should be a ctf bro.
Bro, this wont be a ctf (its way too small for it). Ill add single flag to its gamemodes.
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I like the idea of single flag. Not every new map must be ctf, even it's the most popular gamemode. More maps with other gamemodes than ctf will give the game a nice input.
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I like the idea of single flag. Not every new map must be ctf, even it's the most popular gamemode. More maps with other gamemodes than ctf will give the game a nice input.
Thanks, Chef-Killer. Ill start mapping again in 2 days
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Yea a white flag wouldnt be a bad idea. I was just meaning that this shouldnt be a dm.
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Yea a white flag wouldnt be a bad idea. I was just meaning that this shouldnt be a dm.
Its Elim rofl. But thx.
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Do NOT move this thread to map graveyard! B4 incoming in one week!
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Beta 4 released. Note that the BD/cave was TEMPORARLY removed.
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Developement paused for 0.5 yrs, due to lack of time.
Continuing summer 2016 :D
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No time to do the map. Topic closed, and I request the thread to be moved to map graveyard.