Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: cujp on February 11, 2004, 06:08:43 PM

Title: New maps for paintball
Post by: cujp on February 11, 2004, 06:08:43 PM
hello again i been working on new paintballs maps
and plaining on releaseing them friday because am working with kingpin maps and textures you need to have the textures to run the maps  so far i have 3 beta map in testing  and more to come soon here find new screenshot

http://www.kingpinforever.com/cujodesign/projects.html


download should be ready friday in maps page i have lot of plain for new maps for paintball and other stuff  other mapper have  maps release soon. so far the 2 maps in testing look and plays good won't know till lot test it so friday check it out    


pack be 71mb  

Title: Re: New maps for paintball
Post by: jitspoe on February 12, 2004, 01:50:32 AM
They look great!  Small suggestion, though -- it's hard to tell from the screenshots, but it looks like your map is loaded with full auto guns.  It's best to keep those at a minimum -- makes the game more challenging, not just a spray fest.  Better to just have a couple per map located in some more out-of-the-way places.
Title: Re: New maps for paintball
Post by: Eiii on February 12, 2004, 06:35:41 AM
wide open spaces? might be good in other games but...

we'll see when the maps come out
Title: Re: New maps for paintball
Post by: FourthX on February 12, 2004, 07:20:55 AM
Good looking stuff man.
Title: Re: New maps for paintball
Post by: cujp on February 12, 2004, 01:45:07 PM
working on the pack
Title: Re: New maps for paintball
Post by: FourthX on February 12, 2004, 02:32:57 PM
Let me know when they are ready for public servers. Try and get a few people together and test them on a listen server. ALso you need to make jpegs of the textures, it will take way too long for someone to dl them in-server, on top of that you need .wal files for the people who still use q2+mod to play.
Title: Re: New maps for paintball
Post by: cujp on February 12, 2004, 02:47:34 PM
well if very one download this betapack  all textures and maps in the pack  i ran these map with other they seem to run nicely kingpin useing tga there lot more detailed then pball textures they seem download about the same.
Title: Re: New maps for paintball
Post by: FourthX on February 12, 2004, 02:53:08 PM
Q2 users will not be able to play these at all. And besides alot of people will end up playing because they just hit the server, we have many new players now. So having jpgs will make a big difference to them. I won't put them on Depot servers without jpegs and .wal files instead of the tgas.
Title: Re: New maps for paintball
Post by: cujp on February 12, 2004, 04:27:13 PM
mmm ok see what i can do
Title: Re:  i am not sure if psp6.5 had wal support
Post by: cujp on February 12, 2004, 05:28:10 PM
Re:  i am not sure how to add wals file mybe you help in this area all textures are jpg 13mb  ^paintballpack.zip
Title: Re: New maps for paintball
Post by: Eiii on February 12, 2004, 09:20:08 PM
let's see...now i can reveiw them!

dogpound--
WAAAAY to small. and one of the spawn points is off the map, and when i run pball, i get fps of 50-40, but w/ this map i got 20. It's too small, and too complicated.
Ps--did anyone tell you that this is a CTF OREINTED GAME??? i don't see a flag...
Next map.

losthalls--
This one's okay...but too dmish. if it was dm, and a bit bigger it would be good. whole ctf thing again.

sickre--
This one has some potential..as a dm map. don't see many of those. problems: lack of guns, the only ones i could find were autocockers, ect.

tmc--
YAY! one that looks like it might be made for ctf!!!

might...
big open spaces w/ only a large pile of crates: bad. no flag: bad. Lack of guns/ really good guns: bad.


You have to play the game some before you map for it, k? youve obviously been mapping for a long time, but play the game some. it'll make your maps lots better.
Title: Re: New maps for paintball
Post by: FourthX on February 13, 2004, 08:21:11 AM
eii made some good points, a couple of those maps would make better deathmatch maps than ctf/team elim maps. The one that you did put flags in seems good as it is though.
Title: ok freind made def.file  for q3rad not sure i
Post by: cujp on February 13, 2004, 02:48:40 PM
/*QUAKED weapon_pballgun (.3 .3 1) (-16 -16 -16) (16 16 16)
·      Format: "classname" "weapon_pballgun"
·      Keys:  
o      "type" "gun_type"
o      "group" "###" <http://www.planetquake.com/digitalpaint/v2/docs/>
·      Values for "gun_type":
o      "low"     (spawns trracer or stingray)
o      "medium"  (spawns vm68, carbine, or spyder)
o      "high"    (spawns autococker or automag)
o      "trracer"
o      "stingray"
o      "vm68"
o      "carbine"
o      "spyder"
o      "autococker"
o      "automag"
·      Description: This places a paintball gun in your level.  The "type" will give you a specific type of paintball gun.  If you don't give it a type, it will spawn a random weapon when the map is loaded.
·      Example:
"classname" "weapon_pballgun"  
"type" "medium"  
o      That will randomly spawn a medium power paintball gun, such as a vm-68, 68 carbine, or spyder.
*/


/*QUAKED item_pballhopper  (.3 .3 1) (-16 -16 -16) (16 16 16)
·      Format: "classname" "item_pballhopper"
·      Keys:
o      "type" "hopper_type"
o      "group" "###" <http://www.planetquake.com/digitalpaint/v2/docs/>
·      Values for "hopper_type"
o      "100"
o      "200"
o      "300"
·      Description: This places a hopper in your level.  The "type" will let you specify the size of hopper you want (how many balls it is capable of holding).  It will be random if no type is given.
·      Example:
"classname" "item_pballhopper"  
"type" "200"  
o      That will spawn a hopper that can hold 200 paintballs.
*/




/*QUAKED item_pballammo (.3 .3 1) (-16 -16 -16) (16 16 16)
·      Format: "classname" "item_pballammo"
·      Keys:
o      "type" "ammo_type"
o      "group" "###" <http://www.planetquake.com/digitalpaint/v2/docs/>
·      Values for "ammo_type"
o      "small"     (25, 50, or 100)
o      "medium"    (50, 100, or 150)
o      "large"     (100, 150, or 200)
o      "25"
o      "50"
o      "100"
o      "150"
o      "200"
·      Description: This places an ammo box in your level.  The "type" will let you specify the number of balls in the ammo box.  It will be random if no type is given.
·      Example:
"classname" "item_pballammo"  
"type" "medium"  
That will spawn an ammo box with 50, 100, or 150 paintballs (random each spawn).
*/






/*QUAKED item_pballco2 (.3 .3 1) (-16 -16 -16) (16 16 16)
·      Format: "classname" "item_pballco2"
·      Keys:  
o      "type" "co2_type"
o      "group" "###" <http://www.planetquake.com/digitalpaint/v2/docs/>
·      Values for "co2_type":
o      "small"     (12g or 7oz)
o      "medium"    (7oz or 12oz)
o      "large"     (12oz or 20oz)
o      "12g"
o      "7oz"
o      "12oz"
o      "20oz"
·      Description: This places a CO2 canister in your level.  The "type" will give you a specific size of CO2 canister.  If you don't give it a type, it will spawn a random size every time it spawns/respawns.
·      Example:
"classname" "item_pballco2"  
"type" "medium"  
o      That will randomly spawn a medium sized CO2 canister.  It will be a 7oz or 12oz when it appears.
*/



/*QUAKED item_pballbarrel (.3 .3 1) (-16 -16 -16) (16 16 16)
·      Format: "classname" "item_pballbarrel"
·      Keys:  
o      "type" "barrel_type"
o      "group" "###" <http://www.planetquake.com/digitalpaint/v2/docs/>
·      Values for "barrel_type":
o      "brass"
o      "chrome"
o      "steel"
·      Description: This places a barrel in your level.  The "type" will give you a specific type of barrel.  If you don't give it a type, it will spawn a random type of barrel.  Brass is the worst barrel, steel is the best.
·      Example:
"classname" "item_pballbarrel"  
"type" "steel"  
o      That will spawn a steel barrel.  A steel barrel gives a player the greatest distance and accuracy.
*/


/*QUAKED info_CRAP (1 0 1) (0 0 0) (16 80 112)
door size for player
*/
Title: Re: New maps for paintball
Post by: cujp on February 13, 2004, 03:23:48 PM
ok i see what i missed i did not place the type of weapons.  and tmc should be ctf map ?
i run back though few the maps change the weapons  since i use the q3rad editor it has  to be done by hand for  edited to use weapon types  use  my firends working on new def.file for q3radient editor just got that today   [;-( no problem in fixing that  sorry about that  first time in mapping for paintball it's lot diffent then kp/q3/halflife    and yes i thought i set the maps up for deathmatch and 1 ctf mm did miss something ?
since i have limited def.file for q3rad i edited the maps now [;-)  

well since this is first time mapping for pointball had lot good infor from eii  thanks

as you know am useing q3radient editor lot diffent them paintball quake2 editor as thanks to hypov_8 for limited def.file ican start makeing some map with types and weapons
which was limited in beta maps. hopefully with help from you guys i pop in some good maps for your guy paintball game  


Title: Re: New maps for paintball
Post by: FourthX on February 13, 2004, 06:57:23 PM
Make sure you set the right worldspawn variables.

for dm maps use...

gamemode 1


for 2 flag it's

gamemode 4


and for 1 flag ctf (which maybe one of those maps could be) use...

gamemode 2


If the map is set to dm it will start instantly even if there's just one player on.

FTX
Title: Re: New maps for paintball
Post by: cujp on February 13, 2004, 07:25:19 PM
great thanks in q3editor it auto sets them for dm/ ctf  if have flag spawns in the map

weapons i see in q3radant editor  is there some am missing ? i did see one not showing up it sort like handgenade
that black with red top  not sure which
classname item for that weapon or item  is ?


stingray  
vm68  
carbin  
spyder
autococker
automag  


pballco2
7oc
12oc
20oc


pbalbarrel
steel
bass
chrome


pbalhopper
100
200
300


pballammo
50
100  
150  
200  

Title: Re: New maps for paintball
Post by: FourthX on February 13, 2004, 10:41:54 PM
This is pretty much up to date except for the fact that the servers don't use 300 rd hoppers, they end up as 200 rd hoppers instead.

You don't actually have to put grenades unless you really want one to spawn in a specific area. The server will generate a couple every rd scattered near the spawn points.

/*QUAKED item_pballgrenade (.3 1 .6) (-16 -16 -16) (16 16 16)
"type" "type of grenade"
Grenade types are "smoke" or "paint"
If no type is specified,
the grenade will be random.

"teamnumber" "#"
for team-spacific grenades

"angle" "-1"
makes the grenade spawn right where you
put it instead of in a random proximity

"count" "1"
always spawns grenades there in addition
to the number of grenades set by the server

"group" "###"
Grenades that have the same group number will be the same.
*/

/*QUAKED weapon_pballgun (.3 .3 1) (-16 -16 -16) (16 16 16)
"type" "type of gun"
Gun types can be in powers or a spacific weapons:
| low | medium | high | trracer | stingray | vm68 | carbine | spyder | autococker | automag |
If no type is specified, the gun will be random.

"group" "###"
Guns that have the same group number will be the same.
*/

/*QUAKED item_pballhopper (.8 0 .8) (-16 -16 -16) (16 16 16)
Hopper Upgrade.

"type" "type of hopper"
Valid hopper types are:
| 100 | 200 | 300 |

"group" "###"
Hoppers with the same group number will be the same.
*/

/*QUAKED item_pballammo (0 0 .8) (-16 -16 -16) (16 16 16)
Box of paintballs.

"type" "size"
Valid sizes are:
| small | medium | large | 25 | 50 | 100 | 150 | 200 |
small = random of 25,50,100
medium = random of 50,100,150
large = random of 100,150,200
With large maps, you might need to add a small number of large ammo boxes to keep the entity count down.
*/

/*QUAKED item_pballco2 (.8 0 0) (-16 -16 -16) (16 16 16)
CO2 Canisters.

"type" "type of co2"
Valid CO2 types are:
| small | medium | large | 12g | 7oz | 12oz | 20oz |
small = random of 12g,7oz
medium = random of 7oz,12oz
large = random of 12oz,20oz
*/

/*QUAKED item_pballbarrel (.8 .8 0) (-16 -16 -16) (16 16 16)
Barrel Upgrade.

"type" "type of barrel"
Valid barrel types are:
| brass | chrome | steel |
*/
Title: Re: New maps for paintball
Post by: cujp on February 14, 2004, 05:35:18 PM
updated pb_tmc map

http://www.kingpinforever.com/cujodesign/pb_tmc.zip

pb_tmc went back hopefully fix all weapon types and it should run in team mode and dm mode give it run  testit thanks.  it little diffent then useal pb maps just take little time get very thing on the maps fixed  and runing right [;-) maybe one you guy give me some idea i have tons maps for paintball just have convert them over most them are ctf maps some are dm
Title: Re: New maps for paintball
Post by: FourthX on February 15, 2004, 08:19:03 AM
I hope we're not violating anyone's copyrights here :)
Title: Re: New maps for paintball
Post by: cujp on February 15, 2004, 08:03:09 PM
I hope we're not violating anyone's copyrights here  ?
Title: Re: New maps for paintball
Post by: jitspoe on February 16, 2004, 01:35:05 AM
As in illegally distributing textures and such that came from another game.  I'm not sure how much they care about that.  I wouldn't worry about the .wal's -- Q2 users can suffer like the not-willing-to-pay-$20-for-a-new-video-card bastards that they are. ;)
Title: Re: New maps for paintball
Post by: FourthX on February 16, 2004, 07:36:47 AM
Nah, I'm not ready to  hoist the q2 users out just yet.
Title: Re: New maps for paintball
Post by: jitspoe on February 16, 2004, 09:19:03 AM
Well, they can still play -- it just gives them more of an incentive to upgrade :)


red...spots...everywhere!
Title: Re: New maps for paintball
Post by: Eiii on February 16, 2004, 08:13:33 PM
that happened to me once...when i was on morphine in the hospital

Title: Re: New maps for paintball
Post by: cujp on February 18, 2004, 01:55:00 AM
has anyone played this map or ran this map on a server? does it work for paintball
Title: Re: New maps for paintball
Post by: FourthX on February 18, 2004, 12:50:16 PM
Come on into #pbmappers on irc.enterthegame.com and we'll set a server up and test em.
Title: Re: New maps for paintball
Post by: jitspoe on February 18, 2004, 02:22:16 PM
Ok, finally got a chance to look at some of these.  First off, they look pretty good, relative to most of many of the other paintball maps out there.  When releasing maps, though, you should really only include the textures you're using.  Having like 30 megs of textures when you only need 4 or 5 is bad...  Plus there's some thumbs.db files in there and other crap --- even the textures that are included with paintball2!  Don't need all that. :)  The textures are kind of dark, too.  you might want to knock the gamma up on them a bit when you save them as jpegs (Paintball2 requires brighter textures because it doesn't modify them and lose quality -- original quake2 doubles the brightness of textures on load).

Let's see:

pb_tmc - this one looks like it might work well.  There are several misaligned box textures.  It'd be nice if you fixed those.  One of the ladders was going all whacky like it had two ladders placed on top of each other.  I like how you spread the equipment out.  I noticed there was one area where you climbed up a ladder onto little platform and the only thing that was there was CO2.  You might want to put an autococker and steel barrel up there, too - give people an incentive to bother going up there.  Check your spawns.  I was blue and spawned near the read base (on that platform I just described).  All those metal support things look like they're supposed to be transparent.  If you make the texture a 32bit TGA with alpha, and use trans33+trans66 flags on the surface, it'll use the alpha transparency of the texture.

pb_sickre – I’d have this one be a deathmatch map.  I’d also go with full randomization of the guns (don’t specify a type – just use weapon_pballgun).  Having all autos will ruin the gameplay (people just sit in one spot and spray).

pb_dogpoindv2a – my slower comp doesn’t like this map very much.  I only get like 20fps.  It might work as a single flag map as well as team elim.  If you put a flag on that center barrel then had the bases up at the top – you’ll need some kind of platform to designate where to bring the flag.  I’d strip down the equipment as much as possible.  Too much will make it too laggy, since everything is basically 1 room.

pb_losthalls – don’t really care for this one.  You could maybe make it a 4-team elimination map.
Title: Re: New maps for paintball
Post by: cujp on February 18, 2004, 06:38:37 PM
cool thanks yah am working on the pb_tmc mostly working out the stuff i missed in kingpin  notice that juniors don't work in quake2 much for dynamic lighting like kingpin does  the textures are darker in pb guess pb don't the fps i get 128fps guess my ati card
kept working out the kingpin stuff and lighten the textures and alin boxes [;-)  
weapons thought i added all the weapons  in q3Rad it sets all diffent types on weapon for each pballgun like when you added vm68 /spyder/automag

i though i added these guns in place that was not so easy to get to and not  close to spawn  area's  i think i set these up for dm and ctf set both infor_player with team1 and team 2  start infor-dm ? with gamemode 4 in world  mm maybe i set it worng
Title: Re: New maps for paintball
Post by: jitspoe on February 18, 2004, 09:47:28 PM
You have to use "teamnumber," not "team."