Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: Chef-Killer on February 25, 2007, 07:03:13 AM
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This small dm-map i build, because i was frustrated, that the compiles of anubis didn't work ;D Some days i needed a change :o
Here is the link for the beta1:
ftp://85.214.56.218/pub/Maps/beta/dome_b1.bsp (ftp://85.214.56.218/pub/Maps/beta/dome_b1.bsp)
Here is a screenshot:
(http://img139.imageshack.us/img139/1355/sshot020fn6.th.jpg) (http://img139.imageshack.us/my.php?image=sshot020fn6.jpg)
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Are you using the latest BSP pack? The reflected light looks way too bright. Grab the latest here: http://dplogin.com/files/mapmaking/bsp_pb2_build016c.zip
My suggestions:
- Make the lights flush with the wall. This will save on polygons and look a little cleaner.
- End the lights at the last full light, so you don't have lights sliced in half. That kind of kills the believability of them.
- Tone the light brightness down so the map doesn't look like it's glowing (this might be caused by the old bsp pack, too, so make sure you compile with all the latest stuff).
- Use lower-end weapons so it's not just a big spray fest.
I'll go ahead and put it on the beta server for testing. See PM for details.
Edit: One last thing, move the wall texture so the trim goes along the top and bottom.
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http://www.zone.ee/scythe/dome_wierd.dm2
some texture error i think. On _b1
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Sorry, i don´t understand what should be wrong.
Can you post a screenshot or something else?
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good job, looks good
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Sorry, i don´t understand what should be wrong.
Can you post a screenshot or something else?
didnt you see it from the demo? Look where I shot. If you cant see it, it must be my problem. I saw that 1 brush with those light textures went "missing" as I was far away from it, when I went closer it "came back". Nothing big though.
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I can't see it :-\, for me it is ok. I can see all brushes all the time.
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I got a weird error with blaa's demo so it didn't work.
Chef it's cool, there's just not a lot of cover or sweet jumps. Is it possible to make the center thing rotate faster? cheers, y00tz
Edit: The error is something like MSGLEN > MAX_MSGLEN, how did the message length get to big?
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Yeah, it is easy to change, just a value ;)
But why? Would it be better if it is faster?
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It would be interesting..you could change it in b2 and let us find out :P
Right now it doesn't do a whole lot..
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The b1 is faster now on the OTB speed server, i changed the .ent file.
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I just played it on OTB, we did PGP only for a round and it played verrrry nicely...
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My most favorite Death Match map.
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Garret I can tell you're new to the forums but try not to revive old topics.
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I'm not a nooby to the whole forum concept. I didn't look at the date and figured the topic was still open to discussion since the map is still on the Beta server. My bad, sir.
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No I just meant to our forums don't worry about it.
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I don't think Chef-Killer is working on this one anymore.
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Correct, at the moment discovery is more important for me ;)
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This my favorite DM map so get working and finish both. ;)
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Old map - new beta ;)
Map (dome_b2.bsp) (ftp://otb-server.de/pub/Maps/beta/dome_b2.bsp)
Mapinfo (dome_b2.txt) (ftp://otb-server.de/pub/Maps/mapinfo/beta/dome_b2.txt)
I am working again on this little DM map to finish it now.
For this beta I added some new stuff, changed guns, added spawnpoints, added gamemode koth and fixed known bugs and issues and made a few other things.
(http://img227.imageshack.us/img227/4130/domeb2ny6.th.jpg) (http://img227.imageshack.us/my.php?image=domeb2ny6.jpg)
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cosmetically it is much better
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I used to love playing this map (got bored of beta 1), now beta 2 is out. :)
*Cameron is happy and can't wait to play it when his homework is finished.
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Great job. Beta2 looks so much more nicer then the first. Hopefully this is final release worthy so we can get this map on some servers.
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i really like it.. one thing tho.. the strips of light going along the side... you can land on top of those and wlak along the side of the cliff.. if you know what im trying to say
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i really like it.. one thing tho.. the strips of light going along the side... you can land on top of those and wlak along the side of the cliff.. if you know what im trying to say
Hm, that wasn't fixed? I didn't even check.
The only thing that really bugs me is the wall texture misalignment. It would also be nice if the section about 2/3 of the way up the curved ramp could be walked on (forgot to put that in my demo).
I've uploaded it to the beta server. Nice to see you coming back to finish an older map.
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i really like it.. one thing tho.. the strips of light going along the side... you can land on top of those and wlak along the side of the cliff.. if you know what im trying to say
That's what i want to do, isn't it ok?
I also didn't change the curved ramp and didn't found a lot of things to reduce the r_speeds.
Map (dome_b3.bsp) (ftp://otb-server.de/pub/Maps/beta/dome_b3.bsp)
Mapinfo (dome_b3.txt) (ftp://otb-server.de/pub/Maps/mapinfo/beta/dome_b3.txt)
New things:
- added clipbrush at the func_rotation
- fixed misaligned wall texture
- changed switzsnowfull to glass1
- made the hills a little bit bigger
- fixed ladder clipbrush
- fixed glitch on the ground
- changed mapinfo
- allowed 4 teams for gamemode koth
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yea i was just wondering about the lights.. and ive always wondered, why did you put a func_rotation in there anyways.. i mean it serves no purpose right?
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It's just funny :) A funny thing for a funmap. I know a few people who like to sit there and move with the rotation ;)
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It's just funny :) A funny thing for a funmap. I know a few people who like to sit there and move with the rotation ;)
I do, quite relaxing.
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:D
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Looking good. Uploaded it to the beta server and attached a demo with some suggestions. I don't think 4 team koth would work well on a map that small.
Edit: Yeah, just play tested it - the 4 team thing doesn't work well at all, even with 8 people. You'll have a couple teams of 2 actually fighting for the hill, while some other team just sits around shooting people making no attempt to score points, then somebody will switch teams and you'll have 3v1 fighting for the hill while the other teams seem to have no concept of which team is winning and keep killing the 1 guy instead of going after the team that's ahead in points... at least that was my experience. Still fun, but I think it would have a better chance of being balanced if there were just 2 teams.
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Looking good. Uploaded it to the beta server and attached a demo with some suggestions. I don't think 4 team koth would work well on a map that small.
Edit: Yeah, just play tested it - the 4 team thing doesn't work well at all, even with 8 people. You'll have a couple teams of 2 actually fighting for the hill, while some other team just sits around shooting people making no attempt to score points, then somebody will switch teams and you'll have 3v1 fighting for the hill while the other teams seem to have no concept of which team is winning and keep killing the 1 guy instead of going after the team that's ahead in points... at least that was my experience. Still fun, but I think it would have a better chance of being balanced if there were just 2 teams.
That was fun Jitspoe :) It was the most enjoying dm/koth/what ever we were playing map i have played in a while! The only thing i dislike was the walls you could walk through. Other then that VERY fun.
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GREAT map, id love to see this get played instead of arm, itd be a good change
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Where did the Autocockers go? I hate the erm... what is it now? I can't remember.
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It is low now :)
EDIT: Changed the teams for gamemode koth back to 2 and fixed the problem with the ramp. But what can I do against this problem with the secret ways?
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Sorry for doublepost :P
I found a way to fix the problem with the secret ways and hope that's ok now.
Map (dome_b4.bsp) (ftp://otb-server.de/pub/Maps/beta/dome_b4.bsp)
Thanks for all the feedback. I hope to final release the map soon.
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Haven't played the newest version... but the autocockers are gone?! Those guns mad the map one of the best DM maps I have played.
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Play it in expert mode.
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It is low now
I meant guntype "low" instead of "autococker", that it wouldn't end in a spray festival. But as T3RR0R15T said, you can play it in expert.
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I've put this up on the beta server. I would still suggest having only 2 teams for KOTH mode. The map just isn't big enough to support a sufficient number of players on each team to make it play well. Other than that, the only visual glitch I saw was in the glass above one of the ramps. Looked like there was a 1-texel overlap or something.
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Ups, forgot to change it back to 2 ;)
Done now in the final release. I also fixed the glas overlap thing.
Map (dome.bsp) (ftp://otb-server.de/pub/Maps/dome.bsp)
I am happy to finish this older map now. Looks a little bit different to the first beta :)
Thanks for all the feedback.
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I worked on my maps again to fix and change some things.
- fixed bug below one ramp
- fixed bug mid low
- added clanlogo
- changed year to 2009
I am happy, that this bugs were fixed now. Didn't notice them in the old version. The func_rotation was always for the clanlogo, but i missed the texture ;)
Download map (dome.bsp) (ftp://otb-server.de/pub/Maps/dome.bsp)
@ Serveradmins: Please replace the old mapversion with this new file. Thanks!
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Lieber Chef-Killer,
ich weiß nicht ob dir dass schon aufgefallen ist :D
Auf den Lichtern ist eine Rock-Texture obwohl da doch eine Metall-Texture hin muss oder ?
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: )
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Jo, hättest du das mal ein paar Jährchen eher erwähnt, hätte ich es vielleicht sogar noch ändern können ;)
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So kann man die map aber nicht spielen ;). Das sieht ja grauenhaft aus.
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Ich hab mal irgendwo gelesen, dass es ne Retexturierung geben soll, wenn alle off. hr4 Texturen da sind :P
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Was meinst du mit Retexturierung?
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Die ganze Map mit neuen Texturen versehen, da die neuen hr4 Texturen optisch teilweise überhaupt nicht mehr in die Maps passen.
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Ist das nicht eine Menge Arbeit? :D
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Ja. Map-Pflege und -Support :D