Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: [cP]CRASH on November 11, 2006, 10:55:00 PM
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Just started on the next propaint, going with a warsow type theme since that game rocks :P Instead of Automags and autocockers its carbines and autocockers. I might put an automag somewhere in the map not sure. Keeping the same spawn room idea except you start out with ammo/co2 already. Heres the first sneak peak!
(http://img.photobucket.com/albums/v107/mizmolt/sshot009-1.jpg)
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so that's what that ss was in our priv lmao
keep up the good work, make this one suck less that pp2
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Go Crash Hurry Up Son!
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For some reason I am not seeing the screenshot but I believe it is the one showing the red spawn room?
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you would be right...
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Lol, I forgot to message you about my idea I had for a new propaint.
Next time I see you on IRC I'll message you and tell you about it.
The layout design I drew up on a sketch pad in about 5 minutes so it isn't that in depth but it has a solid layout.
Looks pretty cool. Like the warsow design idea.
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Looks good, except for the textures... I know your going for a warsow theme, but its too bland for dpball. Add some more DP textures to it and many players who have no idea what warsow is will enjoy it also. ;)
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Yeah, throw some more colored metal textures in there or something. The all metal looks horrible. But I'm guessing thast just the spawn room.
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Just started on the next propaint, going with a warsow type theme since that game rocks :P Instead of Automags and autocockers its carbines and autocockers. I might put an automag somewhere in the map not sure. Keeping the same spawn room idea except you start out with ammo/co2 already. Heres the first sneak peak!
(http://img.photobucket.com/albums/v107/mizmolt/sshot009-1.jpg)
GO COLTEN GO
ALSO DONT LET BLING TAINT YOUR BRILLIAN IDEAS.
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I do textures/lighting/detail last. Dont worry about how the textures look :P
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Looks interesting, but the spawn rooms were one thing I didn't really care for in propaint. Why have a room packed with equipment when you can just spawn with it directly in the map? It also makes it difficult to identify and kill idlers.
I'm not sure if you're using any warp surfaces in that area, but be sure to test your map with r_reflectivewater 1. Propaint2 had some serious issues because of all the warp/water surfaces in one area.
I do textures/lighting/detail last. Dont worry about how the textures look :P
It's actually a lot easier if you texture as you go along. It's easier to align the brushes with the textures than the other way around. That also helps a lot if you mirror the bases. You don't have to realign every texture for the other side. You also probably want to make the texture theme as complete as possible and make sure everything is aligned before posting a screenshot so you can get better feedback.
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The idea of the spawnroom is so that both teams get the exact same start, not to mention its cool :P The textures im using are very basic, like solid gray and solid black to go with the whole warsow theme. If anytime i need to use a 128x128 texture on a wall i adjust accordingly =]
Ill make sure to fix the water reflective stuff this time around. The screenshots i put on here are just beta, to give people a taste, not the real thing :P
And of course im gonna mirror the map =] Wouldnt be balanced otherwise. I love u.
Looks interesting, but the spawn rooms were one thing I didn't really care for in propaint. Why have a room packed with equipment when you can just spawn with it directly in the map? It also makes it difficult to identify and kill idlers.
I'm not sure if you're using any warp surfaces in that area, but be sure to test your map with r_reflectivewater 1. Propaint2 had some serious issues because of all the warp/water surfaces in one area.
I do textures/lighting/detail last. Dont worry about how the textures look :P
It's actually a lot easier if you texture as you go along. It's easier to align the brushes with the textures than the other way around. That also helps a lot if you mirror the bases. You don't have to realign every texture for the other side. You also probably want to make the texture theme as complete as possible and make sure everything is aligned before posting a screenshot so you can get better feedback.
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The idea of the spawnroom is so that both teams get the exact same start, not to mention its cool :P The textures im using are very basic, like solid gray and solid black to go with the whole warsow theme. If anytime i need to use a 128x128 texture on a wall i adjust accordingly =]
If the map is symmetrical, and the spawnpoints are all in the same general area, then each team will have an equal start each round. I really don't like the spawn room- I prefer the traditional method. ;) It would be nice if there was a way to have a spawn point be only applicable to respawns, or just the start of the map, so that people won't appear in front of some one after waiting 60 seconds.
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Not spawning in front of somebody is one up side to spawn rooms. You can decide when to jump into the battle. Downside is that there are only 2 locations you can enter at (on propaint 1) and a spawn camper could just spray across both of them after somebody respawns.
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Oh sure sure a pro paint but not a shaz. each one of you suck. :)
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wow Crash, the corners on the gun case looks nice. wont that kill fps by 5-15?
the map looks great so far.
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...thread revival much?
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work revival much, PLEASE! :)
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Lately I was asked by cuso if he could finish the pp3 map crash and I have started and I rejected his proposal.
I'm tired of getting pm'd about this so i'm on here to clear it up, this whole idea was a rumor and the map is not going to be finished. I'm sorry to shatter peoples dreams of a propaint 3 being released.
- Clipz
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Propaint 2 ruined in. There's nothing PP3 could have done to save it anyways.
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lmfao bahahahaaha
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Plowed.
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hahahahahahahahahaha
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lmfao bahahahaaha
hahahahahahahahahaha
i agree
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Seems as though losing propaint3 will not be a huge loss considering every post but CoLa's has been laughing at a picture.
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Just rename it to remenissions2 and release it. ;)
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The creation of Propaint3 - Warpaint has been a very long and fulfilling process, and I believe now is the time to share its glory with the Community. Firstly, to the team that helped me develop this outstanding map, and also it should be noted that I received full permission from both Clipz and Crash to go ahead with this project.
Constructed by: Cusoman
Ideas by: Crash, Clipz, Bix, Olbaid, (and Myself :D)
Play testers: Bix, Olbaid, Summit, Myers, Clipz, Cusoman
This map went through 15 alpha version before the version you see pictured below. This team and I worked hard to create this marvelous map. This is the 3rd complete rendition of Propaint3 from scratch, and after many months of mapping and planning, it is now my honor to present the community with not the map, but teasers :)
Teaser Fotos:
(http://i185.photobucket.com/albums/x23/cusoman/pp3_teaser1.jpg)
(http://i185.photobucket.com/albums/x23/cusoman/pp3_teaser2.jpg)
This is by far my best work of all time. Look forward to the release of Propaint 3 - Warpaint Coming Soon !!
-Cusoman
EDIT:
Beta3 (NEWEST): http://dplogin.com/forums/index.php?action=dlattach;topic=16066.0;attach=5803
Beta 1: http://dplogin.com/forums/index.php?action=dlattach;topic=16066.0;attach=5789
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This map is quality. A huge amount of effort in design, look, and play has been put in. Oh, and the thread clipz made was meant to throw the DP community off.
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I WANT IT NOW
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good job cuso. it looks really good. cant wait to play it.
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I just had an ocular orgasm.
Very nice, can't wait for the release.
Edit: Immuned, won't you have to wait until your ban is over with to play it?
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*Rumor* HINT HINT has it that the beta (there will only be one beta because the map has been tested greatly) will be released very soon.
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<---- me i want to play please please it looks very good. ;D
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This = Ij's next home map???
pp1 should be Ij1 FTW!
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This is the #1 map in dp.... :D
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Not a fan of the lighting change, the FIRST alpha that crash had I had the opportunity to play, and the base looked so much nicer with dark atmosphere around it. Of course, just my opinion, and it's been proven that we should not go against bix otherwise we are wrong.
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Screens look great, Will be fun to test it.
Makes me wanna start back mapping, and Release some of my decent maps. Put the teamwork days behind me.
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Is there anyway you could also provide us with the modified version of this map? I'm sure many other people would play this right away if they didn't have to recompile it themselves.
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Looks great and a looks like it shall be well over played.
.BSP anytime soon ?
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lol im in love.. awesome work cuso. your work really inspires me to make maps =D
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lol im in love.. awesome work cuso. your work really inspires me to make maps =D
geez. Cuso, maybe you could delete this map?
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haha thanks blaa for your faith in my maps. D= but why wont you just leave these forums.. do you even play this game.... maybe YOU SHOULD DELETE YOUR GAME AND MAYBE YOUR FORUMS ACCOUNT AND EVERYTHING IN THIS GAME.. your not needed here
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haha thanks blaa for your faith in my maps. D= but why wont you just leave these forums.. do you even play this game.... maybe YOU SHOULD DELETE YOUR GAME AND MAYBE YOUR FORUMS ACCOUNT AND EVERYTHING IN THIS GAME.. your not needed here
You should have thought before posting that. blaa owns 67 of the 120 servers of this game and he usually bans people that piss him off...good luck mate.
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haha you think i care? ban for that hahaha do it i like my console better anyways. i play with my friends server. so ha ban me
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and blaa what maps have you made that you can make fun of me for?
you've been warned about going off topic - see ya in 3.
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Can't wait. The place looks wild with paths.
And Robbie, all your recent posts in the forums have been to annoy/tempt other players. Please read what you're writing before you post, if it doesn't help a topic, don't post.
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no i said i like map and blaa comes in making fun of my mapping skills and i did not try to annoy anyone but blaa for him making fun of me so yea...
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Great map Cuso! Turned out really good!!
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I don´t wanna be rude, but everyone here is crazy of two screens which show just few brushes looking like in pp1. How you can say Great map! when you have never played it? I am really looking forward to first beta, because then maybe I will be able to say, Yea, great map. Hope that it will be funny as propaint1.
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Alot of the people posting on this thread have seen this map during it's alpha stages, and got to test it out.
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Alot of the people posting on this thread have seen this map during it's alpha stages, and got to test it out.
Myers does have a point there i've seen it and been around cuso while in the making of it...it could've been done faster, but i kept interupting cuso while he made pp3 to help me out with mapping....Thanks cuso! and i love the screenies. Very very good job
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Well the completion of the first official beta for propaint3 draws near, i would just like to address a few things about the old pp3 that some of this community has seen.
The old pp3, currently hosted on er33ts, is what this final pp3's base was based on, but it is in no way part of the new propaint3. About the lighting, originally when I started propaint3, I had kept the dark theme and nearly exact base layout. After many alphas, the current version of the base as you saw in the screen shots was chosen because it has a similar layout, but is in fact much better suited for dp game play. The new lighting was introduced because of its classic propaint origins, and so we have a new and better propaint3 base :)
If you do check out the old propaint3 base, a similar layout will be in the first official propaint3_beta map.
I CANT WAIT TO RELEASE IT :D
-Cusoman
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ITS HERE!!!!! I will upload some nice fotos later, but what you really want is the map! Download the attachment for propaint3_beta!!!!!
-Cusoman
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O my god lol that is a very good map cusoman very very good job i don't know what to say
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The quad barrel grouping near blue base.
The top barrels top texture is misaligned. :D
This map is really nice. It feels a bit claustrophobic but other than that, really well done. I like the bases & low path a loooot.
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Great job Cuso I can't wait :P
and
LOL
You should have thought before posting that. blaa owns 67 of the 120 servers of this game and he usually bans people that piss him off...good luck mate.
haha you think i care? ban for that hahaha do it i like my console better anyways. i play with my friends server. so ha ban me
and blaa what maps have you made that you can make fun of me for?
you've been warned about going off topic - see ya in 3.
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CRASH will not be pleased.......
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Y not?
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Looks fun!
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Uploaded onto White Flag Productions Server.
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cool.
kinda hoping pp3 wouldnt be so much like pp1, like pp2 is very different to pp1
one little nitpick that bothers me a little is the mid being more flat slopes, rather than a hump like in pp1. i mean if everything else is like pp1 why not that? the hump seems more appealing i'd say anyways
EDIT:
(http://img32.picoodle.com/img/img32/3/2/10/t_sshot098m_787bf7c.jpg) (http://www.picoodle.com/view.php?img=/3/2/10/f_sshot098m_787bf7c.jpg&srv=img32)
probably look a little cleaner if the metal texture went straight along
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RiMiNi touched on what I was thinking as well.
I think that this map removes a lot of the bottlenecks currently present in pp1, which is great. That said, I feel that this map is much more a 'remake' of pp1 than it is an entirely new map which makes naming it propaint3 inappropriate. If you look at other series of maps which go through 1, 2, and 3 versions, each version is usually noticeably different, but with a similar 'theme'. Thus why pp2 was a sensible progression from pp1: similar theme but considerably different map.
After playing this map i agree. It seems like a bigger and bulkier pp1 with even easier jumps =P But that said, i still like the map.
Henrod told me to say : (This is like ub_cliff and ub_cliff2k3, just ub_cliff with added things)
One thing. The windows in high base have glass that is really thick.
Edit: Just played it with Dirtytaco. I really dislike the low, it's too darn open and if you miss the ramp jump, you can only really go back to low or the 'glass' route. Also there is alot of paths, which is really awesome but annoying at the same time.
You know me though cusoman....always criticising =P
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That wall that blocks low to flag 2 is pointless when so high.
It's still able to be done, but shouldn't be so high or have a way going from base high to over the wall down low to make a quick exit to low?
Helps with the flow?
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Overall, plays well.
In terms of some of the jumps:
-Low speed has a lot of unnecessary bashing of the head on the roof; watching somebody do it is actually entertaining as it looks like he's spazzing in midair.
-Low is also very open with a lot of land that gets fairly annoying very fast. Furthermore, the angle of the land as it goes into the ramp itself actually lines somebody up for low to highbd. Noob much?
-As previously stated, there's what... 2 ways to go low? Perhaps make it so you can grab 2 and drop low with a dj over the glass or something.
-A LOT of barrel jumps; no crates whatsoever. Disappointing, but I do suppose crates would not go with the flow.
-If somebody really wanted to, you can make a 3 man pyramid and jump into the spawn tunnel; it doesn't push you all the way down.
Other than that, pretty decent I'd say. A bigger version of pp1 with a excrement load more barrels :X
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With all the new ways in mid, I like the low speed jump being tougher.
From 2 I think there's enough ways to go :P
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I think its the first beta, so i renamed it to propaint3_beta1.bsp.
Online at the OTB server.
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Just noticed that blue teams both flags gives 9 points and red teams both flags gives 7 points , So 5 for 1st flag and 4 points for 2nd flag in blue side and 2points for 2nd flag in red side.
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Cool map. This is like pp1, but more bigger and nicer. Found few, dont know if mentioned before. In 1. pic barrels are misaligned (at the side) and in 2. you shoul add more barrels there, so it wouldn't be so open.
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Just downloaded the map. Well, if you want confrontation with pp1, I personally like pp1 much more. I love there jumps, love very good match potencial, love that everything has a sense. This map is prolly nicer then pp1, I like a glass-metal combination and more details here. But I miss jumps like in pp1 what I wasn´t supposed to do for first time, it took a lot of time to practise it, it was very fun to learn these jumps. I think that pp3 is somewhere lil chaotic, maybe it´s just for a first play. In low is a bit annoying that you can´t shoot from one side to second, so ppl can just sit on one side, laught at players on opossite side trying to shoot them and when opponnents go closer just fire few balls and hit a stupid ppl. So, my opinion is I don´t like it much as pp1, but if I take it like normal map inspirated by propaint serie, it´s not bad.
6,5/10
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true... jumps r missing but the design is nice
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Well so far i have gotten a slew of mixed reviews, everything from AMAZING to HORRIBLE :) Most people have said its really good though.
I'm taking into consideration much of what people say, and have now decided to make a second beta before the final is released. Alot of the jumps in this map were toned down, and made easier, but since most of the community wants them harder, i will put them back to there original difficulty from earlier alphas :)
On the layout, it has been thoroughly tested for maximum game play prowess, and i Realize its similar to propaint1, but it has an entirely different approach if you were to ever match it. I will however work on ways to have it appear less similar to propaint1 while keeping the game play equal or better then its current level.
In the 2nd beta there will be fixed spawns, fixed flag points, a second spawn room, texture fixes, and maybe a low revision based on other reviews. I luv that people are giving me feedback, and I don't care how much people like or dislike the map. Be as brutal as possible, I want this to be the best :)
-Cusoman
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It's a great map but as people said the low is wayy to open and idk if this happened to any of yall but when i go low and do the jump right i always hit a barrel i don't know why (maybe i'm just bad at jumping or that specific jump)
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r_speeds could use some work too. Alot of people been complaining about lag.
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Thanks guys keep coming with the goods and bads :)
I might release a propaint3_beta2 tonight if i get around to it, fixing up everything said thus far :)
-Cusoman
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yea this map gets me 13 fps when ......i play shazam33 and other maps i get 75 fps so needs lil work
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hmmm, i haven't noticed any lag issues on it, i get around the same fps on pp3 as i do on pp1. But thats just me. I played a 4v4 PUG on it today, and it was good besides low, other than that and the errors that have already been talked about, i like it!
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Too much going on in the spawn rooms. I don't like that you hit a wall(stop) when flying out. If you're going to do all that, might as well let it launch you somewhere.
Too many catwalks.
Only one path up from low is just silly. If you miss the speed jump, you're only left with one choke point, unless you go back to low. I say mix it up and maybe throw a ladder going up to gap.
Stairs in front of the base = ???. But if hit right, they work. It can go either way.
Idk. I honestly don't like it at all. But that's just me, apparently.
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Looking good. My two major complaints are what it seems I have for every propaint map: spawn rooms and barrel alignment. I've put the map up on the beta server and recorded a demo of suggestions.
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Can't wait to catch this map on the otb-speed server. Line spawn ftw.
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I'm taking into consideration much of what people say, and have now decided to make a second beta before the final is released. Alot of the jumps in this map were toned down, and made easier, but since most of the community wants them harder, i will put them back to there original difficulty from earlier alphas :)
I meant you can maybe add some perfectly hard jump combos, which you don´t have to use to grab a flag or move from low and if you can´t do them, it´s no problem. Like on propaint1 a huge jump from hbd to cat or something like this.
I personally think that there are too much catwalks/bridges. This is why it is lil chaotic for me.
And a small detail at the end, what about make a red/blue metal brushes at spawns smaller so people don´t block of it?
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I'm taking into consideration much of what people say, and have now decided to make a second beta before the final is released. Alot of the jumps in this map were toned down, and made easier, but since most of the community wants them harder, i will put them back to there original difficulty from earlier alphas :)
it's not so much about difficulty of the jumps, but the effectiveness of them. Most of the jumps in PP1 aren't so much difficult (some harder than others), it's that they are useful. There are so many little jumps that can help you gain a better position, or get to another location. People don't so much want the jumps to be too hard (though difficulty is appreciated by better players), but they want jumps where the reward is worth spendng the time to make the jump. In other words, people don't want to just jump for the sake of jumping, they want to gain the upper hand by making the jump.
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Well.. Its very nice designed. I love the glass and lighting. But jumps are too easy. I think its a good map for pubs, but not for matches.
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online on arctic servers
beta/propaint3_b1
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online on arctic servers
newmap beta/propaint3_b1
Wtf? It doesn´t work. What´s login? xD
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Can't wait to catch this map on the otb-speed server. Line spawn ftw.
Haha Rick xD 20 Second Respawns for the win!
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Haha Rick xD 20 Second Respawns for the win!
5 seconds get it right newb.
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5 seconds get it right newb.
Oh my bad skitzo! I'm confused now because they have now like 5 servers with different repsawns :)
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But there's only one thats OTB-speed!! Anyways, althought beta2 wasnt released on forums yet, i've played it on servers. My only critique would be the low jump. There were more things in my opinion that could of been changed for gameplay. Now people hardly make that jump, and have to go up the stairs every time. I don't beleive a single person found that being a problem of beta1 anyways, but still.
Also, i would move the ladder seeing as its the fastest way to grab flag 2, shouldnt a trick jump be faster as a reward? just my opinion, still a good map! Can't wait for the final release!
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But there's only one thats OTB-speed!!
Sadly, there's 2.
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It's a sick map, but I think low speed needs to be a bit easier.
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easier? lol, its already easier than on pp1.
I think the flag placement within the base isnt optimal. They are so close together, and both easy to defend.
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But there's only one thats OTB-speed!!
online on arctic servers
beta/propaint3_b1
Just renamed.
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@ b00nlander: Hyphy is talking about the beta2 that currently is on eR33t servers as beta/propaint3_beta2, i beleive its on 3iob pub aswell. They changed it and made it alot harder, the flag placement was moved, but its not the final release of beta2 so there might be more changed. He made the low alot harder. When i played beta1 in a PUG, it was all trades cause they just speeded low to cap. But the beta2 i find was abit to difficult....maybe find a midpoint between the beta1 and beta2 low speed?
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You should have thought before posting that. blaa owns 67 of the 120 servers of this game and he usually bans people that piss him off...good luck mate.
I haven’t been here for a while and wow it has not changed. Not to make anyone mad, but just because he owns 67 out of 120 servers does not give him full rights to just come into a thread and flame people down like that. Sorry if I made anyone mad but the truth hurts.
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I haven’t been here for a while and wow it has not changed. Not to make anyone mad, but just because he owns 67 out of 120 servers does not give him full rights to just come into a thread and flame people down like that. Sorry if I made anyone mad but the truth hurts.
/me just shakes his head.
He was being facetious.
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I haven’t been here for a while and wow it has not changed. Not to make anyone mad, but just because he owns 67 out of 120 servers does not give him full rights to just come into a thread and flame people down like that. Sorry if I made anyone mad but the truth hurts.
While you were typing that he just 'bought' 13 more servers so its up to 80 of 120. And he didnt like your answer either. you can still play in some polish server I gues... =\
I'm just kidding mate! blaa doesnt own excrement, apart from a dog.
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I dont know what the technical name is for the jump, but on pp1 where you jump along the catwalk and fly across, well on the other side (in pp3) it's too easy to get there from the other side. that little place where people lined on pp1 and became annoying is too easy to get to - it used to be harder (I know you're gonna put some hardness back into jumps - but i wasnt sure about this one). the only other jump is the speed jump - i can fly over that 75% of the time easily. Otherwise, i really like it.. oh and the low is too open :D
And in my opinion, the spawn rooms are NICE - I've never felt more excited to enter the proper playing arena - and i dont mind having 1 spawn room (not sure what it does for gameplay)
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The map looks really nice, but i hate playing on it... I'm not sure what it is, but it just makes me hate pp3.
@pirate: I think there is 2 spawn rooms now.
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is it more or does everyone thinks its weird 2 have 8 guns in a room made for 4 spawns?
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is it more or does everyone thinks its weird 2 have 8 guns in a room made for 4 spawns?
Gives each person an option to which gun they want.
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is it more or does everyone thinks its weird 2 have 8 guns in a room made for 4 spawns?
its just more
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Can you upload a new version? It´s bad if there is beta 2 and you didn´t put it here yet.
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Cuso hasn't been doing a very good job uploading new betas and editing them in. Although beta/propaint3_beta2 and beta/propaint3_beta2a are both on the eR33ts. I went through the map with him last night and beta3 was being made last night. Most of the changes involve small changes that will make the game play better. Oh and for all those people mad, the ice jump over the window has been changed so it isn't hard, for the qq.
Here is beta2 (could just get an eR33t ---> 'newmap beta/propaint3_beta2'
http://www.mediafire.com/download.php?odvdgtyyqty
Finally, here are some changes to look for before release (stuff on the agenda).
-Flag one will move slightly so it is not in the open with spots to jump down all around it. Being in the open allowed for too many caps too easily. Therefore it is going to be pushed back a bit and we'll see if it makes a positive gameplay change.
-Due to flag two being moved across...that ladder and catwalk will be MOVED. A ladder cannot be the fastest way from one to two. With this change the fastest will be the triple barrel jump then the second fastest will be the double jump. Although, the ladder will still be there but the path will be the slowest and easiest from one to two.
-Ice has had a new path added so you aren't forced to go up the 'clear tunnel' if you miss the jump (sounds bad but once seen I think most people will understand).
-Going to revert back to the original pp3 by crash and try to have more of that 'techno' dark light in some places.
-New jump out on grass to get up to catwalk.
With these changes we'll hope to see better gameplay overall to suit the comments that people have made.
*Note: All changes are not final and please not treat them that way.
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About the beta2 and beta2a, these have some decently large differences between beta3, mostly involving r_speeds.
Beta2a is a good representation of what beta3 will be, but beta2a is a fastvisrad compile, whereas the final should not yield r_speeds above 2000. Keep that in mind while playing :)
-Cusoman
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can someone upload the fie to this topic (not the mediafire)? I cant download it for some reason - have tried many times.
thanks
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http://www.team92.de/paintball2/pball/maps/beta/propaint3_beta2.bsp
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Wait what's the difference in beta2....?
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BETA 3 !!!!
Beta 3 features almost everything people have asked for, and i fixed almost every thing mentioned to me except for the texture errors. Everyone in the 3iob Pub really enjoyed this map and I hope everyone that hasn't seen it can enjoy its awesomeness. Download Attached.
-Cusoman
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I've played each versions of this map, and wasn't all that amazed about the gameplay. But after playing beta3 in a pub it changed my mind on the map, it was really fun. There are still a few things i dislike, but it would just be little picky things. Overall i actually really like it and hopefully eR33t upload's it soon.
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Propaint3_beta3 is definitely a good stage in this map. Most of the changes were made to accomodate match gameplay and they did do their job. STILL NEED MY WISH CUSO.
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Make the sky a little higher please. You hit it when you do the speed jump trough the window.
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Your sentence was neither proper nor understandable. What are you pointing at?
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I think he's referring to making the hbd area just about every time you make speed jump. Not quite sure though.
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Make the sky a little higher please. You hit it when you do the speed jump trough the window.
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i still dont like the barrels in the low :( maybe u should make the outside of the base a bit longer
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the first flag is too easy to camp, maybe u should make a new way to the first flag
maybe sth like this :
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I just played a map for about 30 mins and my suggestions are:
1) problem with ice- speed solved with a ladder, GJ
2)I don´t like a triple barrel jump in base to 2nd flag, it´s only about luck you have, hard to train it
3)Maybe you can add a speedjump to window from grass. I know there is a double barrel jump in mid, but it´s slow and in pp1 I like it, there are four boxes near window and you can do double jump to window or speedjump too.
4) Window is in dislocation(the window in Viper´s screen)
5) Barrels near BD are good, but you should make it jumpable from second side( main gate) too.
6)Put sky higher, it´s annoying when you block about it.
7)There are too much barrels in mid, my opinion. Some barrels are useless.
I really like how you works with map, but it needs a lot of works if you want to make it as good as pp1 is. Hope it´s not impossible.
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I'll speak on behalf of Cuso since i know nearly every issue and the solution.
Mosez, i BELIEVE the map is long as it can possibly be. The grass size was almost x3 from the alphas.
Viper, have you played the map? There if a grab nearly every round. If you camp at one it is simple to grab two. If you camp at two people can drop in and get one. There will be no further paths added.
Aircrew..lol
1. We know the problem was solved.
2. The triple barrel jump is all skill, i worked on it with cuso for about 10 mins and i got to the point where i could do it everytime. Yet cuso cannot do it. It is meant to be HARD since it is the fastest way from flag one to two. This will not be changed further.
3. You can get to the window via a speed jump from grass - you have to hit the lip correctly that is next to the barrels (ill try to get a demo later).
4. I don't even understand what you guys are talking about.
5. Those barrels were added so people could get from grass to two a bit easier. Mainly due to the movement of flag two.
6. I don't know if he can make it higher.
7. All the barrels have a USE. There are some jumps that have not thought of.
No map plays perfectly when released. It takes weeks if not months for people to figure it out and slow it down. The map is more gauged towards matches, which i am not sure everyone giving feedback as done on it.
Oh to viper - If you hold of a 1v3 with no flags one of two things happened.
1. You made some good shots
2. They had a horrible setup and came one at a time.
What I am getting at is the base isn't very campable.
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What I am getting at is the base isn't very campable.
It is - demo later
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well we played it in a match
and
i dunno but do we really need 2 flags? 1st with 3 points and 2nd with 4 points?
I prefer just one with 5 points. I also prefer the picute of viper.
The good thing is it is like pp1 I mean u are also fast in the lowway as the speedjump so u can still get the flag when someone went low.
@bix its sad that its impossible to make the outside bigger cuz this is the main fact :(
well the mid is playable
all in all its matchable :P
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take off the light value on those red and blue metal textures.. it just looks bad and there are more effective ways of lighting
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at the low? i like this
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Please fix the sky thing I pointed out :). I just keep hiting it and then I cant make it to high base so I end up in grass.
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I matched IJ on beta2a yesterday. Low was very easy to camp and line(the low speed), High mid was hardly used because cat jump is sooooo easy, camp at 2, wait for them to grab 1 and go up ladder and pow and we won =]
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It is - demo later
Have you matched on it? If you properly set it up it is not campable.
well we played it in a match
and
i dunno but do we really need 2 flags? 1st with 3 points and 2nd with 4 points?
I prefer just one with 5 points. I also prefer the picute of viper.
The good thing is it is like pp1 I mean u are also fast in the lowway as the speedjump so u can still get the flag when someone went low.
@bix its sad that its impossible to make the outside bigger cuz this is the main fact :(
well the mid is playable
all in all its matchable :P
I think we really do need two flags - especially with how the layout is. If we just left Flag 1, you could sit behind it and make a 'skilled setup --> grab nearly impossible'. If we only have flag two you could simply pick people off as they come to you. We are also trying to stick to the similar design that crash originally had which had two flags. One down below and one up on the top.
Yes, originally there was very little grass and that was one of the first things changed. I am about 95% sure he said the map is as long as it can be. The stage the map is at now I feel it would be nearly impossible to stretch out the grass (even if we could) due to the rest of the map.
take off the light value on those red and blue metal textures.. it just looks bad and there are more effective ways of lighting
Have you seen the original pp3? This was a throw back to the original lighting and design. There were several people that complained because they liked the lighting from crash's pp3.
The whole goal is to be matchable. If Mr. I_am_a_pirate can find a way to camp the map against a 1v3...ill be in awe.
Please fix the sky thing I pointed out :). I just keep hiting it and then I cant make it to high base so I end up in grass.
Please do not take this as being a 'detective'. I have seen you play once and you were far from having a "powerful strafe". I hit my head on the roof nearly everytime but still fly into the base at speed(to where the old f2 would be). If you look at the cat jump on pp1, you hit your head nearly everytime.
I matched IJ on beta2a yesterday. Low was very easy to camp and line(the low speed), High mid was hardly used because cat jump is sooooo easy, camp at 2, wait for them to grab 1 and go up ladder and pow and we won =]
I think we also need to realize this map is still in betas. If you compare the way people played maps when they first came out to how they are now...there is a pretty big difference.
If you choose to sit and line the low speed people need to bail off and go to hi-bd or simply from low shoot the guy that is lining it, then do the speed. I also feel that as the map gets played more people will go the 'hi-bd area' and line the cat jump much more. Atleast that is what I did against allstarz the other day and proceeded to 32-7. This causes people to go mid which by the end people were all going mid.
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Have you seen the original pp3? This was a throw back to the original lighting and design. There were several people that complained because they liked the lighting from crash's pp3.
If you are going to try and make this like the original pp3 you should be consistent throughtout the map, rather than making one area (low) have lighting like that. Because to me this has the feel of pp1 with random 'pp3' lighting low
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If you are going to try and make this like the original pp3 you should be consistent throughtout the map, rather than making one area (low) have lighting like that. Because to me this has the feel of pp1 with random 'pp3' lighting low
Take a breather, the map is staying with the outside theme therefore we cannot light the outside like the original pp3. If you remember correctly ONLY the base had the lighting, things will change pal. Although, lighting the low like that was just a test to see if it would fit (also it is underground). Just remember this is a beta and that things will change. HINT NUDGE HINT NUDGE MAYBE THE BASE WILL BE LIT LIKE THIS?!??
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I like the lights low. I say leave it.
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Bix, its not exactly that hard to make the roof higher....
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I only had the 1st beta when i was saying about camping - and it was. Now the only place I can find (due to the much better design) it sitting ontop of the glass diagonally left from the flag 1, where people go if they miss the speed jump. From there you can see both flags, but you can be dropped on from above. That was the only place I could find.
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Bix, its not exactly that hard to make the roof higher....
Cameron you are completely wrong if you have made all your walls the same height as the roof, it does suck to fix because you have to move every wall up. It might not be to bad in this map becasue there are only so many walls out in the open part of the map.
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Also if we made the roof higher it would make the jump from window to the top of hi-bd too easy. How it is now you actually have to have some speed.
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Also if we made the roof higher it would make the jump from window to the top of hi-bd too easy. How it is now you actually have to have some speed.
False. If I have got speed, then I block by roof and I will not jump on the top. If I am not so fast, then I will not be blocked by roof and I get to top of HBD. And I am pretty good in jumping.
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cool
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So stop talking and let´s do something bro.
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Isn't this map suppose to Cusoman's map...not yours bix?
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Post removed
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Since cusoman = digi, and digi cant map, it is my map. MADE BY BIX
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Cusoman, I like what you've done with the first flag.
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Matched on it today, played out pretty well. Any idea when b4 will be released?
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I'm just wondering when the real thing will be relesed.
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14 months.
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I WANT TO BE AUTOcocker!!!! MY DR34M!
Cuso, what flag is worth more points? wasnt really paying full attention but for some reason thought 1 was for 3 and 2 for 5 ? I might be mistaken, but if it is i think 1 should be 5 and 2 should be 3 pts. Due to the fact, that 1 is harder to cap and 2 is really easy to cap.
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To get to flag 2 is that a trick jump? because if it is then it is really ez :P
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One is three points and two is four. But, i got to watch my posts since i am talking too much!
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Shouldn't the flag that is harder to cap [ being flag 1 ] be 4 points? and then flag 2 be for 3 points? Seems more logical seeing as 1 is harder to cap and flag 2 is really easy to cap seeing as the flag is so high so theres only like 2 jumps before your gone.
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Shouldn't the flag that is harder to cap [ being flag 1 ] be 4 points? and then flag 2 be for 3 points? Seems more logical seeing as 1 is harder to cap and flag 2 is really easy to cap seeing as the flag is so high so theres only like 2 jumps before your gone.
Myers the flag points are fine as they are.
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Tell me that in what? 39 days when you can play it in a match. I've matched on it and they arent. I just grab 2 and cap. Some clans can prevent it, but the against the average clan you can just grab 2 and cap on them.
kthnz
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7 pages...
Time to lock topic?
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7 pages...
Time to lock topic?
when it's released as a final (or the next beta). If only people didnt feel that they HAVE to comment on it because it's their favourite pub map (not that it doesn't get used for matches,).
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The only reason I have not locked it is because I do not want to miss some amazing suggestion or critique from the community. That being said, lets try to stay on topic :)
-Cusoman
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The only things that i can see need improving are that the sky needs to be higher, but also, if you do make it higher, implement the same system as in reminissions with the 2nd exit:
really, that should be a solid, diagonal line
|
original height |
| v
| ----------------------------------------------
v -----------/
------------------/ <--------speed jump
so it kinda forces them down, but doesnt just make them whack their head on the ceiling so it feels like it's gravity forcing them down, not a brush
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It's possible to get stuck in those newly added barrels by bd:
(http://i44.tinypic.com/sv2hwo.jpg)
(http://i44.tinypic.com/29dcuib.jpg)
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Lol, why so long?
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Tell me that in what? 39 days when you can play it in a match. I've matched on it and they arent. I just grab 2 and cap. Some clans can prevent it, but the against the average clan you can just grab 2 and cap on them.
kthnz
Lol? MyeRs that's how many 2 flag maps are
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Alot, but the flag thats harder to cap should be worth more. I'm just saying, when your unbanned you can match on them and maybe see what im getting at. I just think flag 1 should be worth a greater amount of points due to the fact its harder to cap.
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Alot, but the flag thats harder to cap should be worth more. I'm just saying, when your unbanned you can match on them and maybe see what im getting at. I just think flag 1 should be worth a greater amount of points due to the fact its harder to cap.
IMO Flag 2 is harder to cap...but that's my opinion
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Flag 1- Where you come up low - Flag 2- Where you come in cat
If you come in cat and grab, theres only limited space a guy can shoot you from if hes on the ground, and if you rush speed theres no fast way he can catch you.
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Flag 1- Where you come up low - Flag 2- Where you come in cat
If you come in cat and grab, theres only limited space a guy can shoot you from if hes on the ground, and if you rush speed theres no fast way he can catch you.
Even with that i still think IMO is flag 2 lol
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lol ace is stuck
found a few errors when i went to change the map.
(http://i115.photobucket.com/albums/n304/vague312/bonebreak/sshot004-1.jpg)
Other than that doin good guys.
--- Vague
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straight shooters dont have errors
Quit spamming the thread with useless crap. If you aren't going to contribute anything useful, don't post.
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Its strange that those errors came up because I was sure I fixed those fields from beta2. Thanks for posting. Will be fixed :)
-Cusoman
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I think that, when pubbing, lots of people will go for the lower flag, as they will just go out the spawn, and immediately go straight ahead, not even bothering with the catwalks, get stuck in a fight in the mid, and maybe get past, and go for the main flag. It is more likely that it will be capped, but not neccesarily easier. But for matching, flag 2 it wayyy easier to cap.
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and you are? Did not know you matched or pubbed. The map is meant more for matching though.
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and you are
a pirate who sticks his head in things too much
Did not know you matched or pubbed
More pubs than matches, but I do still have a pretty good idea of teamwork, recon, etc.
The map is meant more for matching though.
and so was pp1, but that's one of the most popular pubbing maps out there.
my opinion is allowed as well as other people's. I want o contribute to the development of this map as much as other people
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Sad to see Cuso cheating. Hope this map gets finished...maybe turn it over to another for the final changes. I believe it only needs lighting changed in a few places and it is done.
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Sad to see Cuso cheating. Hope this map gets finished...maybe turn it over to another for the final changes. I believe it only needs lighting changed in a few places and it is done.
ye and more ways.
So you can`t camp...
Cmon Cuso finish it:)
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bd way is excrement :(
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This map will not be dropped. Beta 4 should be the last beta :) Its almost done, im mostly playing with lighting.
-Cusoman
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This map will not be dropped. Beta 4 should be the last beta :) Its almost done, im mostly playing with lighting.
-Cusoman
Thank you sir!
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Cuso can you tell us what will be new in beta 4? Or will it be little detail like you mentioned lighting?
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Why not just wait till its released? Im sure with the new added freetime he could turn it into something special, so now would probably be a good time for only posts telling him what to improve rather then most of the posts in this thread.
First off: BD getting stuck is a must-fix, but im sure you already started with that.
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current record for darkness at pp3 16:1
Kuc won once =)
keep workin on this map cuso... atm its too campable but which map isn`t-.
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If a map is very campable you should just settle for a one point kill. If you take the time in a 3v1 to setup correctly it normally ends in a grab.
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Should be able to use someone camping to your advantage on getting flags.
If you don't have an skill than it's pointless!
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I like what you've done as far as making the paths accessible. They seem a little more balanced now, as well. The lighting looks really nice. The sideways barrels are still misaligned (should be a trivial fix), and the barrels are all too big in general (see screenshot).
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Well I might just go through and redo every barrel since I have the time, but what your saying on the sideways barrels doesn't make sense. If I cut off 1 of the "layers" then the sideways barrel would have 2 "layers" while the standing up barrels have 3. That would make extra short sideways barrels :)
-Cusoman
Side Note: I have decided to not make this terrain flat. I am actually exceptionally good at clipping planes, and have decided to make some more realistic terrain. Also I think I will change the grass to sand, and do multiple other texture revisions. I feel as though the main reason this map is too much like pp1 is because it is colored like pp1. If I change around the textures, add in some more of the pp3 "techno lighting" and completely change the terrain, This map would no longer resemble pp1 and would be its own map. With these changes, beta4 will take some time to complete. Thank you for the compliments and ideas guys, it has all been very helpful in deciding this final layout :)
-Cusoman
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Well I might just go through and redo every barrel since I have the time, but what your saying on the sideways barrels doesn't make sense. If I cut off 1 of the "layers" then the sideways barrel would have 2 "layers" while the standing up barrels have 3. That would make extra short sideways barrels :)
-Cusoman
Side Note: I have decided to not make this terrain flat. I am actually exceptionally good at clipping planes, and have decided to make some more realistic terrain. Also I think I will change the grass to sand, and do multiple other texture revisions. I feel as though the main reason this map is too much like pp1 is because it is colored like pp1. If I change around the textures, add in some more of the pp3 "techno lighting" and completely change the terrain, This map would no longer resemble pp1 and would be its own map. With these changes, beta4 will take some time to complete. Thank you for the compliments and ideas guys, it has all been very helpful in deciding this final layout :)
-Cusoman
Sir, you rock!
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The red marks indicate what should be the bottom edge of the barrels. If you have the right high res textures, it's pretty obvious where the bottom edge is. You can also just align the barrel on a 64 unit grid, lock the texture, and move it to where it needs to be.
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Well as I was tediously attempting to turn flat terrain into proper terrain, I realized that my map was not quite suited for it. THEREFORE I am going to do almost a complete revision of ever aspect of this map. The base will be optimized, but the layout will not change. Basically I'm making everything not so tall, and fixing mutliple isseus such as barrel size, and gameplay quirks. THE GAMEPLAY will not be changed, its just going to look alot better, and flow way nicer. Anyway this will take a decent amount of time to complete.
Just 2 points: I hate the upper and lower mids. I like the lower mid to a certain degree, but none the less am scrapping both. Ideas for a mid and low are welcome, but the transition into the base areas will not change. I'm just really sick of playing an over sized pp1 mid.
Originally High mid had 2 humps surrounding a cat walk that connected the "MID HOLES"
I might also scrap the spawn rooms, and replace it with something simpler like a spawn hallway or nothing at all.
Please post Ideas. I am going to be working on the new detailed bases, and I will post screen shots when I am done.
This is not another complete remake, just a complete overhaul graphically :)
-Cusoman
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The spawn room are the coolest!! keep them!
As for the mids, I agree with you, but I can't think of anything else to do with them! maybe some target_pushes to mix things up on the low... :P
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we wuz stucks LOLZ but we finally got out
3 of us was stuck in the warp thing
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i think it has happened to everyone at least once (who have played it)
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yeah happens all the time
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Not sure if this has been posted or not, but you'll probably want to fix this:
[05:22:15] Bad field -> targename == t2
[05:22:15] Bad field -> cound == .6
[05:22:15] Bad field -> targename == t2
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I don't think Cuso has any desire to finish this map.
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I don't think Cuso has any desire to finish this map.
Why so?
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Because he had strict guidelines to follow in each step of the map and afterwards got bad feedback for the most part. Alot of people blamed him for making another propaint1 or something, when he just followed exactly what he was told. But i'm sure if he did continue working on it, he would restart it because he feels he's become a better mapper then when he mapped it.
[He's told me that a few times so i assume that's the reason]
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I am going to finish pp3, but I am having trouble finding the right way to go about it.
Let me explain:
Propaint3 was created pretty much exactly based on old original pp3 layouts given to me. The low, mid, and base were all constructed by me, but their layouts were completely devised by Crash first and foremost, Clipz with his fixes, and Bix with his other ideas.
I have been told many times that I screwed up pp3, or that it has horrible game play, nothing like pp1, too much like pp1, or a combination of them all. I have also been told that I should have just kept the original base and lighting, and just finish that map. Two main reasons I could not just use the old pp3 base:
1. Its base took up too much space in BSP, and for those that don't understand mapping, maps can only be so big.
2. The lighting was cool looking, but not practical for an actual dp map. You would not have been able to see any other play in the base, meaning anyone could just hide, camp, and line both flags.
So when I first went about creating the base, I took pp1's textures and lighting, and applied it to the core pp3 base layout, and as far as I am concerned, the pp3 base is far superior to the pp1 and pp2 bases.
Now about the low creation:
The low is exactly as the original maps had it. Giant and connecting the lows of each individual base.
High mid:
Exactly as I was told that the pp3 mid was to be created.
Giant Catwalks:
I have been told quite a few times that my Cats are way too large, or too many in number. The original pp3 had cats 2-3 times as large and wide, as well as more actual catwalks. (3 or 4 cant really remember)
So my dilemma:
propaint3_beta3 is almost exactly as crash envisioned it, and from all indications, much prettier :)
However, most people are not pleased with the layout, the flow, and just disappointed, from what I can tell, that it does not have the exact same jumps as pp1.
Another point: This is not my mapping style at all, but my attempt at reconstructing, in Crash's style, propaint3. My style is far more DT-esque, and if I ever get around to finishing some of my other maps, you will see that I create terrain in such a matter. (none of these have ever been released, the only one with semi-decent terrain I ever released was Deathtrap, which is going to be its own little surprise :) )
I am attempting to figure out how to increase game flow, decrease map speed, change the low, and change hi mid, without changing the propaint3 layout. This is, after all, truly Crash's map, and not my map.
Just so that you all know, I have created approximately 8 different beta 4 versions, and finally have a high mid I find acceptable. On the other hand, I am at a loss for how to change low, and how to decrease the map speed.
From a completely mapping standpoint, propaint3 defeats propaint1 on all levels: team strategy, layout, mechanically solid, and actually has far more jumps. (only a few have been discovered)
This ends my propaint3 map discussion/rant. I will post beta4 when I can fix as many issues as possible, while still retaining Crash's vision.
I would appreciate any suggestions that people have, mappers and players alike, on solving any of the pointed out problems.
-Cusoman
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People really have not given the map all it is worth...no one has really tried to match on it several times, pickup games don't count. It is not meant to be pubbed constantly, which has also given it a negative view. The map actually plays decent when matched on.
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People really have not given the map all it is worth...no one has really tried to match on it several times
We did and we let everybody know that the gameplay was great.
Just make a final of beta3...
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There are like 1-2 changes that would make the map much better. I remember having some really good matches with darkness there.
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ya was a good time :)
We did and we let everybody know that the gameplay was great.
Just make a final of beta3...
yup we took it over 50 times in a match
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He made b4, It's on supermans pub and IMO he made it worse by alot. I really dislike this map now. The haystacks added are just completely ugly. Mid speed is even easyier.
I liked b3 alot better. But goodluck in the rest of your maps Cuso, this one needs a miracle.
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Well I am sorry you feel that way Myers, but It is basically what everyone wanted. The jumps are no easier then they were, and what is wrong with being able to actually move around the mid..... It looks nicer too.
-Cusoman
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I like it. Keeps the server full, no complaints here.
GJ CUSOMAN!@!
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I have an idea, take out the ice "spiral" jump and add a "ladder 2" that goes up next (not behind) to flag 1.
You also need to close the gaps above flag 1. Those gaps allow people to just do ice and drop to cap. Makes the map play fast.
Also, TRY TO MAKE THE WHOLE MAP LIT SIMILAR TO THE LOW. Would be sick.
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Also uploaded to the OTB server.
I like it. Keeps the server full, no complaints here.
Good to see it in the beta folder now :)
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i like it.
The mids wayyy better and the little improvements are nice.
Maybe take the hay stacks out and put a rail or something less tacky?
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The low without the misaligned barrels is way better, but the mid is too confusing. Make the mid look like it did in beta3. Just remove those mid parts and the crates in the main cat.
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Attached another demo with revision suggestions. One thing I forgot to mention is that the grass ramps near and in the middle are difficult to see because there's not any direct lighting, so you may consider making them a single ramp instead of staggering them. I found myself missing the jumps at first because I was landing on the flat area between the ramps instead of hiting the ramps.
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I like it alot more then the b3. The hay stacks do look a bit odd in the map. I was going to say something close to bix's post, it would be alot better for those gaps above the first flag to be closed.
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dude , beta4 is rly bad ... what about mid high ? ... too confuse and too easy for newbies pp1 was build on the skills . pp3_b4 no coment ..
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You should back to b3 and this should become final version
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skills, lol. Beta 4 is better than beta 3 in my opinion.
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skills, lol. Beta 4 is better than beta 3 in my opinion.
lol? .. what about midhigh ... it looks rly ga* beta 3 is much better ... and , window in the base high is rly ugly ..
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I feel there will be some major changes to beta 4 that were in some past alphas/betas. Once that is done I feel there will be a final.
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My opinion of b4:
The other things you have improved are really nice, but i don't like that thing in mid high.
I hope a final version is inc. =P
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Is this going to be finished?
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More general feedback from playing: I know they're a propaint "tradition", but I really think you need to get rid of the spawn rooms. Also, there's way too much platform/catwalk area, in my opinion. Everything seems to be significantly spaced out. You could probably scale down the whole middle area by 1/2 and it would play a little better - hell, maybe even the whole map. I'd be curious to see what this would look like run through that perl script. :)
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Like jitspoe and others said, there's too much platform/catwalk area. I liked the mid-high in other betas. If I were you, with all the critiquing you are getting about the mid-high you should change it back to what it used to be and leave the rest of the map like it is.
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Also think that you should leave the map as it is in beta4, but use the b3 mid-high.
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Merged the 3 topics...
Btw. are you planning to finish this map?
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No this map wont be finished. Cuso and I have had talks about working on a WarPaint map and not calling it propaint3.
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This map got so over hyped... just read the whole topic...