Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: Dirty_Taco on October 15, 2006, 02:15:34 AM
-
Post removed
-
okay, might be because I am tired and have to go to bed but I can't find a DL link... :( Looks pretty sweet indeed though Taco!
-
looks tight, but needs more stuff to fill in those open fields.
-
GJ DT!
-
It looks like someone remade crimethink and took out the snow. Yet another wonderful mappacrappa by DT!
-
Crimethink was flatter. In a gameplay sense, at least.
-
It looks like someone remade crimethink and took out the snow. Yet another wonderful mappacrappa by DT!
Too bad his maps > yours
nEwAyz
DeEteE seNd m3 teH .MaP sEw I cAn HavE ReZ nD unI ReMakE it 4 U. K??
-
Post removed
-
Post removed
-
i found the beta .bsp but i dont think pierce wants me to share it :)
ALSO DT R U ON ETG
-
Post removed
-
nice map but i think people would get lost in the caves ;D
-
Looks good pierce, don't put as much excrement in it like pbcup_renoir. keep it simple yet classy FGT.
-
pbcup_renoir is an awsome map! One of my favorites now.
-
reminds me of disaster/crimethink/pb_shreds1
-
High sky...more ramps? Eh? Eh?
Looking good though.
-
looks good. any idea when we could try it out?
-
Reminds me of antioch2. But it looks good thus far, sir.
For the record, pbcup_renoir is the best map in dp.
-
Keep us updated DT, this looks like it will be a very fun map to play.
-
this bettar b gewd deetee.
-
I like the lighting. Just try to keep the r_speeds under two million so it'll be playable for some people. ;)
-
i want a beta
-
Post removed
-
sweet
now HURRY UP!!
-
He's quickly working to remedy the situation. Expect r_speeds in excess of 4000 by tomorrow. ;)
-
hey, since I'm on dial-up, I'll never see the difference :p
-
hey, since I'm on dial-up, I'll never see the difference :p
cracka-knacka
:(
Also, lol @ jiitspoe
-
Post removed
-
Some phong shading might look nice on the grass areas to make it look less blocky, though that will likely lead you to your beloved MAX_PATCHES.
-
the map has too many angels
-
I haven't seen a single angel on the map, no gods either.
Angles aren't bad, they form polygons...which make maps.
-
Nah, completely open blank fields are the maps of the future.
-
...still looking into the infinitely deep and dark void awaiting some sort of beta. :( Okay now Pavlov, this map IMO is looking like much fun indeed so I hope that you at least keep with it.
-
QED, use your brain.. you can grab a beta file somewhere :)
very nice map btw
-
QED, use your brain.. you can grab a beta file somewhere :)
very nice map btw
only i know where :D
-
QED, use your brain.. you can grab a beta file somewhere :)
very nice map btw
Okay now I feel like a mouse in a maze looking for the dang cheese! I'll look around and about for a beta.
-
only i know where :D
i hate being left in the dark...
-
lol, its gone!
:\
-
the map itself? or the link that i cant find to it?
-
the file on his webspace.
-
I noticed the beta maps directory was empty, but I wasn't sure if that's where people grabbed it from before.
-
I noticed the beta maps directory was empty, but I wasn't sure if that's where people grabbed it from before.
ya thats where it was, ill have to throw a .httaccess up for him now, jitlers prowlin!
-
Post removed
-
lol, newbs. Going home from my vacation today, hopefully will get this map done soon.
ILL UPLOAD GOATSE TO UR WEBSPACEZ
hope so peirce.
-
Post removed
-
Wow, good-looking caves. Though the ceilings look a bit low there. :/
-
Post removed
-
I was about to complement you for not making crate lights and waterfalls. Then I scrolled down. :\
Edit: Or is that mist? How well does it run with r_reflectivewater 1?
-
Post removed
-
i must say, its rather entertainting watching you miss a jump numerous times. ;D
-
Looks pretty good. This might just have the right balance of speed and strategy to make it popular for both public servers and matches. I'm trying to standardize using the "pball/maps/beta" directory for beta maps to reduce map directory clutter, so if you could use that next time, it would help (the demo uses maps/cmtns_beta1). For the final name, might I suggest "carpathian.bsp"? For some reason, cmtns is harder to remember, even though it's shorter. "Was it cmtn.bsp? cmountain? Something like that..." Plus "carpathian" looks like a real name instead of 5 random letters.
I've got it up on the beta server for testing: paintball2://216.127.68.86:27919
As for removing the sky "wallhack", that was just a quick fix. I could take some time and make it look nicer if you'd like. Also, I'd personally make the flags worth less (like maybe 3 points) for the simple reason of making the matches last longer. Castle1 matches never seem to last long, and from the looks of it, grabs/caps are even faster in this map.
-
Something like you did in pbcup_renoir would be good. Like a 5 and a 7? Or maybe a 3 and a 5?
I haven't checked the map out in-play yet, but if it's true about the fast grab/caps that maybe that would work better. I'm not sure though.
-
I think 5 and 7 is what it currently is, but that's still 12 points (just 3 shy of castle1's 15 points). 4 caps and a round end with flag possession is enough to end the map.
-
i like the secret room off flag2 hahahah
-
Really looking forward to this one being released in final! Very Slick DT!
-
darn that is one baller ass map :D i wish i could do that and hopefully i can soon enough w00t
-
yeah i enjoyed the sex room too =]
-
Post removed
-
yeah i enjoyed the sex room too =]
I must have missed something in there.... I'll have to investigate
-
QED, noclip the map and look down on it.
imalamp, wow. stop. kthx.
-
imalamp, wow. stop. kthx.
hes getting on my nerves too...
-
http://img97.imageshack.us/img97/3605/sshot001wb5.jpg
(potentially nsfw)
-
[bd]imaidiot GO AWAY!!
-
Post removed
-
QED, noclip the map and look down on it.
or just go to backdoor flag and run through the wall.
-
can you put your name over a red one and mine on a blue one?
I also think its hot.
-
Some more tweaks:
- Fixed the missing rope ladder (oops)
- Fixed the "catch" that caused problems with the big backdoor jump.
- Phong shaded barrels.
- Merged brushes and reduced brush count by about 240.
- Moved plant models down so they weren't floating slightly above the ground.
- Played with the rock/sky border a bit in the blue base. If it looks good, I can do it for the red base as well.
I'm running a final compile now. I'm curious if, with the updated tools and textures, the splotches go away.
2215 portalclusters
6828 numportals
0...1...2...3...4...5...6...7...8...9... (16)
0...1...2...3...4...
-
Post removed
-
Played this map last night. Gameplay was solid, I can see people standing outside the low ice exit and spraying it, maybe a window imbedded in the rocks of the entrance would help, this way if your coming from low ice and your trapped inside you can shoot them through the window. And that catch to backdoor, is that where you do the jump and just stop on the ledge? If so I may be able to do it now :P
Anyway, once this is released tr will be matching on it.
-
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (666) <=- Further proof that WC is evil. ;)
0...1...2...3...4...5...6...7...8...9... (242)
0...1...2...3...4...5...6...7...8...9... (1)
http://dpball.com/files/maps/beta/carpathian_beta2.bsp - I took the liberty of renaming it since I wasn't the only one having a hard time remembering the file name.
I think the lighting looks a lot better with the new wals/tools. The only spot I saw that was still splotchy was the little tunnel under the main (5pt) flag.
I missed the phong shading on a couple barrels, and I need to adjust the sky/rock edge on the red side if people think it looks good on blue. I'll have beta2 up on the servers in a little bit.
-
Played this map last night. Gameplay was solid, I can see people standing outside the low ice exit and spraying it, maybe a window imbedded in the rocks of the entrance would help, this way if your coming from low ice and your trapped inside you can shoot them through the window. And that catch to backdoor, is that where you do the jump and just stop on the ledge? If so I may be able to do it now :P
Anyway, once this is released tr will be matching on it.
you cant do that because insane is going to
-
you cant do that because insane is going to
... cool? lmao.
edit:
just played beta2, and it looks good, I definetly like the new base walls. and I can do the mid to bd jump now, which is cool.
another thing, in castle1 if someone is camping main flag you can grab and then cap the 2nd flag. on carpathian if you grab backdoor flag you still have to go past main, which means potentially one person can camp both flags. campers suck?
(http://img126.imageshack.us/img126/1755/sshot054ab5.jpg)
-
Post removed
-
Post removed
-
Yeah I was getting confused. My bad.
-
double post ftw. any updates?
-
Post removed
-
I was gone over the weekend, and the past couple of days have been really busy, so I haven't had a chance to work on it since beta2.
Beta2 is up on the beta server, by the way: paintball2://216.127.68.86:27919 - do some play testing on it and make sure nothing else needs to be tweaked. Otherwise, I think I'll just finish tweaking the walls, and unless DT wants to add anything, we'll call it final.
-
Barrel jump to cave should be done a lot easier =). (the middle barrel) (in the demo where DT didn't do the jump but said IT IS DOABLE)
-
Post removed
-
jitspoe, while you are at remaking the map, could you change the equipment the players spawn with? currently 2 maxed gas bottles, 1 of them already loaded, and a 200hopper with 200 balls I think. Reminds me of maps like Blitz, just here we have carbines instead of Autocockers...
-
I look forward to putting this one on the servers... Well done Peirce and thanks for the final touches Jitspoe... I'll watch this thread for the final release.
-
Post removed
-
I agree that it does not affect gameplay in a way it does on blitz, but yet I don't think spawning with almost perfect equipment should be the way to go. doesn't it add to the gameplay when you have to look for more gas or ammo when you are in the middle of a round? isn't it more fun having to collect items along the way? It has been mentioned before that with strategic placement you can even influence gameplay, by routing people through usually unused routes if you just have the best equipment placed there. I'd say that kind of thinking would add value to any map.
-
Post removed
-
blaa: theres a reason that jump is hard. In fact, I kind of wish that jump didn't exist. If you think about it, that route to the second flag (high-cave) is much quicker than the actual BD route (the one with the castle1-style jump). If that jump were easy, it would make defending the main flag/2nd flag much more arduous. I think with the difficulty that that jump is at right now, it will make it easier to recon if someone is actually attempting to do it. And, of course, that one out of five times you get lucky and make it the first try, well, enjoy it.
The route from base to that cave or from house-ladders to 2nd flag to cave is quite fast to be honest. You can rush to middle from there almost as fast as guys rushing from base using the main route. So I don`t see why would it be so easy to grab the 2nd flag using cave if you have someone there.
PS. I`ve even done the jump, and after i did it mozez did it too using the same method i used. Do 1 pre jump and then double jump off it (barrel).
-
http://dpball.com/files/maps/beta/carpathian_beta3.bsp
The new wal files really helped with the lighting, I think. I'd say it's basically done, but there are a few minor things I want to tweak before the final:
- Lighting doesn't match sun position in the sky.
- Small brush misalignment (more just a little sliver that shows up as black on the grass in the middle).
- Missed phong shading on one of the barrels.
- Hint brushes to improve vis (r_speeds are pretty good overall, but some areas are being drawn from the middle that shouldn't be and cause them to randomly shoot up).
-
Post removed
-
Holy brushs!
good map DT...
-
Post removed
-
Wow, somehow it looks a lot simpler in BSP.
-
This map may actually be liked by people that play pub/newbies because they can spawn with equipment and not go around looking for it when they are trying to learn he game, then dying when they have a barrel and 40 paint. This way, they spawn with everything and will learn/enjoy the game much faster. However, I do enjoy looking for it, rather than spawning with it. Good map.
-
Ok, hopefully this final compile is it. I did a final compile last night and the little "mystery area" where you could see the ice tunnel through the grass (well, not actually see it, but if gl_showtris was enabled, parts of it were being drawn, even though they shouldn't be anywhere close to visible. I added some hint brushes to try to resolve it, and instead it made it worse! A little sliver appeared in the ground where you could actually see through to the tunnel. I found a small gap in the tunnel where the wall met the ceiling. It didn't go all the way through but I went ahead and tried to fix it and soon discovered that when I did, it messed up the brushes on the ground above. Ack! I did a bit of rearranging. Hopefully it's good now. We'll find out tonight.
-
This is it (I hope)!
http://dpball.com/files/maps/beta/carpathian_beta4.bsp
Everything was good before, but then I noticed a large patch of grass had the wrong texture (oops), so when I went to fix that, I decided to throw in a couple more hint brushes to help with the r_speeds. Weird stuff happened again. That hole showed back up and this strange anomaly happened. I've never seen something like this happen before. It took some work to get that hole to go away again, and I just deleted the hint brush that caused this.
Anyway, check out the map. If it's good, we'll just rename it and be done with it.
-
Dam nice!! I'll rename this one and upload it to the servers as soon as you guys give the OK.
-
I've got it up on the beta server: paintball2://216.127.68.86:27919
Give it some play testing and make sure everything works.
-
Post removed
-
Post removed
-
Sounds good.
http://dpball.com/files/maps/carpathian.bsp (or you can just rename carpathian_beta4)
What do you think we should use for min/max players? Is CTF the only mode it supports?
-
Post removed
-
Are you going to put together a loc file for it? Might be more productive than a recon demo.
-
Post removed
-
I hope to see this map in good rotation on the public servers! Well done DT et al!
-
I've added it to the GRaFFiTi server rotations...
-
best match map ever.
-
were can i dowload this map???
-
ftp://otb-server.de/pub/Maps/carpathian.bsp (ftp://otb-server.de/pub/Maps/carpathian.bsp)
-
Just grab a map pack from the files page.
-
kk