Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: Chef-Killer on February 25, 2007, 08:02:05 AM
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This is my first map i ever build, that's why i need more than 3 month for this beta :D I want to build a map with easy structures, but with many possibilities.
Here is the link for the beta6:
ftp://85.214.56.218/pub/Maps/beta/anubis_b6.bsp (ftp://85.214.56.218/pub/Maps/beta/anubis_b6.bsp)
Here are some screenshots:
(http://img139.imageshack.us/img139/7003/sshot016ui3.th.jpg) (http://img139.imageshack.us/my.php?image=sshot016ui3.jpg)
(http://img139.imageshack.us/img139/7402/sshot017ls8.th.jpg) (http://img139.imageshack.us/my.php?image=sshot017ls8.jpg)
(http://img139.imageshack.us/img139/7821/sshot018ll2.th.jpg) (http://img139.imageshack.us/my.php?image=sshot018ll2.jpg)
(http://img139.imageshack.us/img139/6879/sshot019hw0.th.jpg) (http://img139.imageshack.us/my.php?image=sshot019hw0.jpg)
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owned. awesome
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Here's a few things I noticed.
- Almost every barrel's texture is misaligned length-wise.
- Lots of the wooden supports or boards have misaligned textures on at least two of the faces. (Screenshots 1 & 2).
- Clipping should be placed on the rock ramp where the opening is so that you don't get caught on it when running up. (Screenshot 3)
- Clipping should be placed around these wooden supports so that you can strafe-jump through there without worrying about getting stuck. (Screenshot 4)
- I was able to make a "backdoor" jump from the courtyard just outside the flag rooms. It looks like there may have been some clipping placed there already but I'm still able to get into the high areas on both sides of main door. (See demo here: http://www.ch1ll.com/random/anubis_b6-courtjump.dm2)
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Looks pretty good judging from the screenshots.
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Good work for a first map. I've uploaded it to the beta server and made a demo for things to revise:
Edit: Oh, and I forgot to mention this in the demo, but I'd keep the message text simple (the map title when you load the map) and leave out colors and funky characters. If the character format ever changes in the future, it'll end up looking like a bunch of garbage, and the LCD letters really don't fit the theme of the map anyway.
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Here's one thing i noticed: It's basically a straight rip of BR-Anubis in ut2004 with a few modifications. Please either say it's a conversion or that it's based on it, because so far you haven't mentioned that it is and you're taking all the credit. Sorry if that sounded offensive but I don't like plageurism. (Or at least I don't like plaguerism without credit)
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Yes, it's a UT2003 clone with modifications ;D
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heh, so chef finally waited out the compile. Right now i have about four maps started, and no idea which one to finish. :P
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Post removed
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Look awesoem, especially for your first map. I am looking forward to playing it. I don't know what ViciouZ is talking about, but either way good work.
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i gota admit that pbcup_renoir is much better and hugely different that the original renoir...
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Some Anubis-Screens at UT2003:
(http://otbclan.ot.funpic.de/otb/Maps/Anubis/UT2003_Shot00002.jpg)
(http://otbclan.ot.funpic.de/otb/Maps/Anubis/UT2003_Shot00003.jpg)
(http://otbclan.ot.funpic.de/otb/Maps/Anubis/UT2003_Shot00004.jpg)
(http://otbclan.ot.funpic.de/otb/Maps/Anubis/UT2003_Shot00005.jpg)
(http://otbclan.ot.funpic.de/otb/Maps/Anubis/UT2003_Shot00006.jpg)
(http://otbclan.ot.funpic.de/otb/Maps/Anubis/UT2003_Shot00007.jpg)
(http://otbclan.ot.funpic.de/otb/Maps/Anubis/UT2003_Shot00008.jpg)
(http://otbclan.ot.funpic.de/otb/Maps/Anubis/UT2003_Shot00009.jpg)
(http://otbclan.ot.funpic.de/otb/Maps/Anubis/UT2003_Shot00010.jpg)
With that game engine chef's anubis is good, i think.
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Yeah, it's right, the idea of the map is based on this UT map, but i just had a look one time before i began, while mapping never. I think it is more usefull to have a map wich basicidea is from an other game, than have a 5. or 6. shazam or what ever. In paintball there is no map looking nearly this one, should i build a map, where almost the same is there in the game?
For me is important, that i learned a lot of mapping. Also it was for me more usefull to build this one, than 10 small testmaps, because i learned to handle with errors and problems.
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First of all, thanks for the sshots and the demos. I hope that i haven't forgot something ;)
Here is a new beta:
ftp://85.214.56.218/pub/Maps/beta/anubis_b7.bsp (ftp://85.214.56.218/pub/Maps/beta/anubis_b7.bsp)
XtremeBain, i know what u mean with ur demo, but there are no clip-brushes or something else.
Also i let the mid open, because i think the mid-flag shouldn't be camped and the mid should be as open as possible. I couldn't see there a problem with the playability, just because u could look across the hole map.
The ladder i also let it how it was, because i don't want a real ladder there. I think it is ok so that u can climb this "rope". That's what i want.
I don't know, what could be wrong with the barrels in the mid. In the demo u said, there were to short, i also thought it, but i compared them with the other barrels and they have the same form.
I don't have many experience with r_speeds and i don't know what they are for. That's why i asked u, if the r_speeds are better now, after i deleted lots of "warp"-settings? If not, what could i do now for low r_speeds.
There left 2 questions:
- How could i fix the "backwords logo"? I don't know how to mirror the textures and i think, i couldn't do it with any things of "S".
- I tried to do all gamemodes "0". But than the mid-flag doesn't work. What for settings i have to add to the mid-flag, that it will work. Maybe i have to add some settings at the other flags?
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- How could i fix the "backwords logo"? I don't know how to mirror the textures and i think, i couldn't do it with any things of "S"
Hit "S" and set the SX to a negative, like -1.0.
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Type "r_speeds 1" in the console. r_speeds shows how many polygons are in the map. You want to try to keep these under 1000 if possible, otherwise it will start causing framerate issues for people with older computers. I suggest using the build 17 pretest, as the r_speed counts have been improved to account for reflective water. Also, make sure you're testing with reflective water enabled.
To test your map in different game modes, use the "ctfmode" setting at the console. ctfmode 1 is 1-flag, and ctfmode 2 is 2-flag, I believe. You can create a mapinfo file that contains the supported game modes for the final version and it will cycle through the different game modes. You will also need to put "gamemode" "4" on the colored flags and "gamemode" "2" on the white flag. Then "gamemode" "6" in the worldspawn.
I put together another demo:
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You will also need to put "gamemode" "4" on the colored flags and "gamemode" "2" on the white flag. Then "gamemode" "6" in the worldspawn.
The white flag doesn't work with this settings :(
Is it usefull for the r_speeds to compile the map with "final compile (high quality)" instead of "final compile"?
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The 'high quality' compile will seldom work. And I'm pretty sure that it just takes more time on the light world.
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Compiling such a complex would possibly take a couple of days. ;D
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Here is a new beta:
ftp://85.214.56.218/pub/Maps/beta/anubis_b8.bsp (ftp://85.214.56.218/pub/Maps/beta/anubis_b8.bsp)
I think for the final version left just 2 things:
1. I know now, where the r_speeds (i love the colours in b17) are rough, if reflectivewater is on, but what i have to do for lower wpoly?
2. After i deleted the "warp"-setting and the "slime"-setting of the flames of the torches, the flowing is very fast. How could i change it back, that the flowing is slower again?
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map looks very well done.
i have played the UT2003 version and its okay, but yours runs smooth and is nice.
great job for your first map.
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Here is a new beta:
ftp://85.214.56.218/pub/Maps/beta/anubis_b8.bsp (ftp://85.214.56.218/pub/Maps/beta/anubis_b8.bsp)
I think for the final version left just 2 things:
1. I know now, where the r_speeds (i love the colours in b17) are rough, if reflectivewater is on, but what i have to do for lower wpoly?
2. After i deleted the "warp"-setting and the "slime"-setting of the flames of the torches, the flowing is very fast. How could i change it back, that the flowing is slower again?
New beta looks pretty good.
To reduce wpoly, you need to have fewer polygons visible. The problem with these water areas is that you have a clear view all the way to the other side of the map, so it has to draw everything, then you have reflective water, which draws everything again, effectively doubling your polygon count. Another useful tool for seeing where the polygons go is gl_showtris. You have to be using this off line with deathmatch disable in order to see this:
set deathmatch 0
set gl_showtris 1
map beta/anubis_b8
The flowing I think is determined by the texture scale. Larger scale, faster flowing. I could be wrong though. Are you sure you don't have fast flowing enabled? It looks like the torches flow faster than the water fountains. I thought the faster flowing looked better -- it was less obvious that it was just a flowing texture. It would be nice to have a real flame texture on there, though, and with r_scripts it could be animated to look like the ones in Quake3. We need something like this: http://www.turbosquid.com/FullPreview/Index.cfm/ID/269076/SID/269101/blFP/1 -- wonder if there's a GPL compatible one anywhere.
The white flag doesn't work with this settings
You need to run the map in whiteflag mode (ctfmode 1). Also, a mapinfo file will allow the map to cycle between modes.
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It would be nice to have a real flame texture on there, though, and with r_scripts it could be animated to look like the ones in Quake3. We need something like this: http://www.turbosquid.com/FullPreview/Index.cfm/ID/269076/SID/269101/blFP/1 -- wonder if there's a GPL compatible one anywhere.
Maybe i don't understand you right, but can i realy do it with the latest bsp?
I have fixed a few things and added new gamemodes and create a mapinfo file. Now this gamemodes work: ctf (normal), 1flag, dm, elim, pong, koth
Beta 9: ftp://85.214.56.218/pub/Maps/beta/anubis_b9.bsp (ftp://85.214.56.218/pub/Maps/beta/anubis_b9.bsp)
Is this map now ready for final or have i to change something else?
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The flambeaus are to fast and i'm god. I don't die, although I burn :P
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The flambeaus are to fast and i'm god. I don't die, although I burn :P
I can't set it slower after delete "warp".
Maybe you have godmode, haha. I deleted also the "paint"/"slime".
I could do these settings again, but jitspoe told that this wouldn't be useful for framerates, i think.
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idk, but with that paint/slime its more realistic.
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Here's something for you to play with. Extract the zip file to your paintball2 directory, and your flames should appear like the attached screenshot. It could look really nice if we had a better texture. It should be fairly obvious what you can do to adjust the script. I'd remove the scale parameter and scale it up in the editor, personally -- that way the script has to do fewer things. You might play with the scroll speed as well.
To make sure people download the file if it's available on the server, you need to add "requiredfiles" to your worldspawn. For the final version, it will be "requiredfiles" "scripts/maps/anubis.txt"
Also, you can't use r_metal1 anywhere else, or it will look like the flames.
Tip: To select all the flame textures, you can do Edit|Select|Texture in BSP and put in pball/r_metal1 and it will select all of them. Then you can scale the texture in the surface parameters and hit apply brush to apply it to all of them at once.
I didn't really get the chance to do a full run around the map -- only thing I noticed, though, was the ramp to the flag in the base -- I'd use just a plain wood texture for that, not one with planks. It doesn't make sense to have a single board made of planks.
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its like thirst arena but upped a bit
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Thx for the script. Someone (kongo :)) searched some flametextures for me.
http://www.noctua-graphics.de/deutsch/Tex/feuer.htm (http://www.noctua-graphics.de/deutsch/Tex/feuer.htm)
Are this textures ok? Could i use one of them?
If yes, how could i use them (import in bsp?) and wich one looks best?
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I'm not sure what the license on those are, so I don't know if you can use them or not. Lava1 probably looks the best, but I think I could make something that looks better with filterforge.
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you have to make a .wal file of every texture (use a program named wally - just open a .jpg then export it as .wal). And just transport them to your bsp textures folder.
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I'm not sure what the license on those are, so I don't know if you can use them or not. Lava1 probably looks the best, but I think I could make something that looks better with filterforge.
Yeah, would be nice if you can do one for me, i have no good programs for pictures.
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Ok, here's what I whipped up:
Unzip flame1a_paintball2.zip to your paintball2 directory (c:\Games\Paintball2 by default).
Unzip flame1a_bsp.zip to your bsp directory (c:\bsp by default).
Open _flametest.map and compile it. It should look like the attached screenshot. I'll probably just include these with build 18 for simplicity's sake.
Oh, and note that you need highres textures enabled. I didn't create a lowres version yet.
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Looks fantastic ;)
Is there a possibility to copy it into my mapfile? I saw that every face have other settings.
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That's why I made the sample map. You should be able to copy/paste from it. Make sure to lock the textures, though (Alt-L).
A quick explanation of the flags set on the faces:
- trans33 or trans66 are set so it has the proper draw order.
- Mist is set so you can walk through it (It also causes the faces to be drawn on both sides, which is needed here.
- Nodraw is set so certain faces aren't drawn.
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:o I think I need to start playing with scripts! That looks awesome Jits!
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maybe you should put it in buld 17 when the full version comes out!
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Uhh, maybe you should download the texture and rscript files because build 17 might be a while!
EDIT: The next build, rather.
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i did download it, i just suggested that because not all players use the forums * let alone would they read one thread out of hundreds
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If the servers have the texture, then the clients can download it.
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I think that i don't need the first (srcoll-)script any longer.
But have i to add now "requiredfiles" "scripts/flame1.txt" to the worldspawn for the flame-script?
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I think that should cover you until build 18 is released (which will include the flame script).
Edit: Noticed the mist flag wasn't set on the flame wal by default and caused a mixed contents error. Attached is the fixed version for bsp:
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Ok, i have done a testdownload from real server after delete all flametextures and scripts. Paintball load the map, the script and the 2 textures in the folder "pball". But paintball doesn't load the 16 hr4 textures: "/pball/textures/sfx/flame/hr4/flame1_....jpg". What i have to add (to worldspawn?), that paintball load also these 16 textures?
EDIT: The 16 textures are uploaded on the server.
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Unfortunately, paintball2 doesn't currently download files required by scripts. I put in a vote for that in the 2007 feature request thread (http://dplogin.com/forums/index.php?topic=5060.0). I encourage everybody else to vote for it as well, since it will be critical for mappers adding advanced effects to their maps.
For now, about all you can do is distribute those files with your map or wait for build 18 to come out. There's not enough room in the "requiredfiles" key to put all 16 of those texture names.
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I did now 3 brushes out of the map.
But i don't know how to import the textures to bsp.
I think i need also .wal files, where can i get them? I noticed, that bsp just load textures from the direct folder "C:\BSP\pball2\quake2\pball\textures\pball\...". What i have to do, that bsp load the textures from the right file "C:\BSP\pball2\quake2\pball\textures\sfx\flame\hr4\..."?
Can you please explain it.
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You don't need to load the textures from the sfx\flame directory. The script does that.
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Yeah, the script load the textures in game, but just if there are textures.
For now, about all you can do is distribute those files with your map or wait for build 18 to come out.
My problem is, that the map should download the textures also with the other builds, i know a lot of people playing with build 14 or 15. I understood your text (quote) so, that i should do some brushes out of the map and gave them these 16 different textures, that they download with the map.
For this i want to load the textures, not for the flames.
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For simplicity, I'd just copy some existing wal files (it doesn't matter what they look like if you're putting them in a hidden room). Put them in c:\bsp\pball2\quake2\pball\textures\sfx\flame. I'm not sure if BSP will load them when there are two subdirectories, though. You could probably just edit the .map file manually and add those texture names. It will try to download the non-hr4 versions, though. I can upload these if you want to put them on the server to be downloaded.
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Yes, upload it ;D
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Here it is. Both the highres and lowres textures are included.
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Online at the OTB's
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Thanks a lot. That was what i meant.
In the .map file, can i also add there the hr4 textures (c:\bsp\pball2\quake2\pball\textures\sfx\flame\hr4\)? If not, the lowres textures are also ok :D, but the hr4 would be more nice.
In the next days, i will do the final compile for the next/last beta.
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Well, in the future I'd like to make it so the game would try to download highres textures, so if you used sfx\flame\hr4, it might try to download sfx\flame\hr4\hr4. It will probably work for the time being, though.
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New Beta:
ftp://85.214.56.218/pub/Maps/beta/anubis_b10.bsp (ftp://85.214.56.218/pub/Maps/beta/anubis_b10.bsp)
I think this one is the last beta with the new flames. If there is nothing to change (...if nobody tells me...), i will do the final release.
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I've uploaded it to the beta test server. It looks good visually, but I'd suggest giving it a good play testing before releasing the final.
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I think the textures aren't uploaded to the beta test server. On OTB-Server, all downloads works yet.
Unzip this file to your paintball folder:
ftp://85.214.56.218/pub/Maps/beta/anubis_b10.rar (ftp://85.214.56.218/pub/Maps/beta/anubis_b10.rar)
There are the map, the flamescript and all flametextures (highres and lowres).
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I uploaded the flame animation textures, but forgot the script. Everything should be up now.
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I must say, that fire looks amazing. Allot better than the red cone that it was before.
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indeed
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I have tested now different things with downloads, gamemodes, playability (with many people) and i also tried to find any mistakes or problems. I couldn't found anything, should be all ok.
- Anyone else found any mistakes or problems?
- Should the map longer tested?
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I think it's probably good to go. You've been running it on the speed server, right? It probably has plenty of play testing by now.
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stick a skip brush over the top of the water that if this game support skip brushes
also a map should never take Compiling couple of days. not even 3hours
opps sorry i meant a hint brush
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What does putting a skip brush over the water do?
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Hints /skip brushes
Helps determine the Vis portals. During the Vis phase, when the world is subdivided. compile time Generally speaking,
They are used to correct Vis problems, effect seen during game play. Lag; long compile time, Vis errors and so on these can often be corrected by careful placement of a hint/skip brush. If you fill the volume where the error is seen or the volume adjacent to it, the problem is fixed
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Hint and skip do completely different things. Hint splits the brushes and generates portals. Skip... I'm not sure what skip does, but it causes funky things to happen when I've played around with it. It does "skip" the face sometimes, but it also tends to make the other faces do really funky things, like extend a non-solid plane until it intersects another plane.
In any case, the hint brush might help the framerates/r_speeds with reflective water, but may also cause portions of the reflection not to draw because they aren't visible from the surface of the water.
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opps sorry i meant a hint brush.. instead of skip
i find it better to use hint brushes instead of skip they do wired things to maps sometimes
a skip brush basicily skip that area of map when compileing they need be put in right places to work right
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Oh sorry, to much english for me :D
I didn't need a couple of days for compiling, just almost 15 hours :P
Should i use a hint brush or not?
If yes, please post a screenshot where (complete water, also "apply bush"?).
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'A new bus'! Sweet downloading....
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I like the map quiet well except for the OTB's above the base flags which in my opinion takes away from the quality of the map. Also the latest rar file extracts the flame textures to C:\Paintball2\pball\textures\pall instead of pball.
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Thanks PiCaSSo, i have fixed the .rar file.
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As a UT player, I gotta say Chef-Killer I'm impressed, great work mate
Cheers,
y00tz
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I dicided now to do the final release of this map. The map and all the other things are uploaded on the OTB server yet.
Here is the map (anubis.bsp):
ftp://otb-server.de/pub/Maps/anubis.bsp (ftp://otb-server.de/pub/Maps/anubis.bsp)
Here is the file with all things for the map (anubis.rar):
ftp://otb-server.de/daniel/anubis.rar (ftp://otb-server.de/daniel/anubis.rar)
Serveradmins, please upload the map, mapinfo, script and textures on your servers.
A least i have to say: Thanks for all the help i got to finish this map as (i hope :)) a good map.
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I've uploaded the map to dplogin.com. A few things, though:
- The map is a bit large for 1v1, so a minplayers of 0 isn't really realistic. It should probably be more like 6 or 8. I think anything less than a 3v3 on that map would be kind of lonely.
- You list DM on the supported list, but there are no additional DM spawns. Players are stuck respawning in the spawn rooms, so much of the map doesn't get utilized and spawn camping becomes an issue.
- In KOTH mode, there is no hill defined, just the flag. I guess that's fine since it's a secondary mode that will probably never be played, but it would be better to have a slightly larger area defined so the person controlling the hill can be in more than one spot.
- In CTF mode, the center flag still spawns.
If you go about tweaking any entities, it would be cool to make the area outside the spawn rooms jails. They already have the bars. Maybe have a way to teleport between them or something. Just an idea.
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Tweaking with rename the final or with an .ent file?
- In CTF mode, the center flag still spawns.
Shouldn't it be so?
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I've uploaded the map to dplogin.com. A few things, though:
- The map is a bit large for 1v1, so a minplayers of 0 isn't really realistic. It should probably be more like 6 or 8. I think anything less than a 3v3 on that map would be kind of lonely.
- You list DM on the supported list, but there are no additional DM spawns. Players are stuck respawning in the spawn rooms, so much of the map doesn't get utilized and spawn camping becomes an issue.
- In KOTH mode, there is no hill defined, just the flag. I guess that's fine since it's a secondary mode that will probably never be played, but it would be better to have a slightly larger area defined so the person controlling the hill can be in more than one spot.
- In CTF mode, the center flag still spawns.
If you go about tweaking any entities, it would be cool to make the area outside the spawn rooms jails. They already have the bars. Maybe have a way to teleport between them or something. Just an idea.
Good idea Jits until a little while ago I thought there was some way to get in there. Why is it there?
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There was never a way to get in, it should be for a nice look out of the map ;)
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good screnshot!!!
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COOLZ MAPZ.
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Chef-Killer fixed a few things and i want compile it, but now i have white lights. Anyone has an idea how to change it back?
Old map version: good lighting.
New map version: bad lighting.
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Looks like you didn't have the correct wal files when compiling, or the directories were not set up correctly.
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Normally i have no problems with the lighting without some files. I'll look over it tomorrow. gn8
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The color of the lights is determined by the textures. If you don't have the textures, the light will just be white.
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I worked on my maps again to fix and change some things.
- fixed the glitch at the base
- added lots of dm-spawns
- added koth-hill
Completed the map with gamemode-specific entities jitspoe posted after releasing the old final version. It was my first map, where i learned to use bsp ;)
Download map (anubis.bsp) (ftp://otb-server.de/pub/Maps/anubis.bsp)
@ Serveradmins: Please replace the old mapversion with this new file. Thanks!
Thanks @ jitspoe. T3RR0R15T didn't have these textures.