Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: stigma on April 11, 2007, 04:00:44 AM
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http://www.kingpinforever.com/cujodesign/dm.html
Dm/Ctf map shots
I finely got my QeRadiant build135 editor to work on this game. [;-)
After few days looking at all game stuff I have setup a dm map for pball
Have added the setup for CTF just not finished yet and few more things need to be fixed and added in I used one my kingpin maps for base called [ dm_stayout] i have made this map lot bigger with two bases for ctf/dm/elm but for now ill test the dm part only.
Sorry you guys you get new custom sounds and a custom sky in this map when its beta
Here few raw fast compile shots of this map with out any hints/func the r_speed are pretty good
and fps is around 176 -250 hopefully about 250-480 when its done
I should have beta version some time this week.
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did notice pball lights have be set higher then kingpin lol
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Maybe it is just me but it seems like everything is brown on the map. I was thinking maybe you could add some grass or something like that to make it so everything doesn't blend together.
***OFF TOPIC***
I wish my fps was as high as what you have in those screenshots.
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Seems kind of empty. Add some more cover/obstacles.
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yah kilo the one in pbal folder don't work good on these maps and hr4 there just not many textures to use ill ad more cover and obstacles.
am going donate most my kingpin map file
for other mapers to use for pball
if have cheap $79.00 5700le you hit about 250 -640 fps
on pball
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I got a couple good high-res grass textures. You can download them here with the rest of my high-res textures.
http://www.savefile.com/files/605798
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I got a couple good high-res grass textures. You can download them here with the rest of my high-res textures.
http://www.savefile.com/files/605798
yah am uses them ones in hr4 textures already
am looking for other textures like
brick textures
window textures
darker wood textures
dark metals
and some paintball sign/logos in high res
i have tons of grass textures
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Maybe it is just me but it seems like everything is brown on the map. I was thinking maybe you could add some grass or something like that to make it so everything doesn't blend together.
yah sorry about that i been mapping for so long in kingpin texutres and there dynm lighting this game takeing me some time get use to .
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will its getting there put more cover and did little more to the texture
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those stairs look weird now :S
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Rotate the texture on the front of the stars, and it should look fine.
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Wow, that looks really nice. Good job.
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Looks like you're using a crate texture for that pedestal. Maybe you should choose another cause the horizontal stripes on the top and on thwe bottom step are kind of weird.
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yah fixing the little bit and peices on texture
just had do little fixing to them textures
made some custom sounds and
don't care to much for sky in pball .
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The map looks ten times better with the new textures.
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The bricks look really huge. I hope you're using the highres texture pack properly and not trying to apply the highres textures directly to your map. Also, it looks like you're using the "old fashoned" sky lighting, as it's bright near the sky and darker near the ground. You should use arghrad's sun lighting feature.
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yah am going to change that sky i have skypack that has lot good skies and that brick textures am going change it just don't look good on maps and some them texture in
that hr4 pack really need some work done on them gam is way off on them textures.
who made that hr4 pack?
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Several people have contributed to it, so it really depends on which textures you're using (and which hr4 pack you installed).
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the one got from kilo that about 8mb how many hr4 pack are there ??
jitspoe not done many ctf maps you have simple ctf map with players and flag setup.? and what hell is that ball in paintball i seen in some maps have now idea what that does
not been to usefull with that bsppack stuff and that map editor i can't even start to use that thing it so outdated i don't even know were command are lol
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will its getting there put more cover and did little more to the texture
(http://www.kingpinforever.com/cujodesign/sshot017.jpg)
think this works better with these textures i have set the lights little higher little to dark but it nice warm color soon as setup that team ctf part i do few more changes
but it look nice for good dm map for now
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the one got from kilo that about 8mb how many hr4 pack are there ??
jitspoe not done many ctf maps you have simple ctf map with players and flag setup.? and what hell is that ball in paintball i seen in some maps have now idea what that does
not been to usefull with that bsppack stuff and that map editor i can't even start to use that thing it so outdated i don't even know were command are lol
Sample.map includes CTF and 1flag CTF modes. I think it's included with the pack. The ball in the center of some maps is for pong mode -- basically soccer with guns (you have to kick or shoot it into the other team's base).
BSP isn't all that outdated anymore. It used to be, but Sort has picked up development of it recently. It has been worked on this year (http://www.bspquakeeditor.com/) which is a lot more than can be said for most editors that support Quake2. :) I suggest reading the sticky threads -- they explain how to do a lot of things with BSP, though I don't know if it's all that much more (or less) than the radiant editors. It's a lot better than WorldCraft, Quark, Qoole, and some of the other Quake2 level editors, though.
As for those dark textures, the problem with what you have is that players (and other entities) will look super bright. The ammo boxes you have there look like they're glowing in comparison.
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yah on them texture i got make the light value little high been playing with lights see what good value on these textures i think find the right light value some were around
260-280 225-250 little two dark
i really don't like them overly bright textures there just sort dual and they kill my eyes
and the gram is way to light on lot them textures
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Yo sweet map stigma what it called i'll look out for it maybe give it a try????
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stonedfort_beta
http://www.kingpinforever.com/cujodesign/stonedfort_beta.zip
here the map i think i should have someone test this see what all needs fixed or worked on. this map have lot my own customs textures and some update one's
kept them in the folders there in [don't mix them in hr4 folder]
i added in every thing i could think of for a pball map added in ctf part am sure some things that needs to be fixed but check out let me know thanks
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lots of cover now.... not alot of space to run around, but lots of places to hide, camp, line, and be nub...
and i agree kingpin is alot darker, and the excrement looks good, but you just gotta get used to the dp textures and then you'll be able to get your maps looking hard as hell like most of these new 1's with hr4 in em
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A few things you need to do for the release:
- Make the first directory in the zip "pball" so people can unzip it straight to their paintball2 folder. The way you have it currently, you have to drill down a couple directories before you get to the pball folder, which adds extra steps to the extraction process that shouldn't be necessary.
- Even if you aren't using the regular paintball2 textures for other stuff, at least use the pball/clip, pball/hint, etc. so you don't need to distribute those files with the map. There's no sense in having extra textures that aren't even visible.
- Beta maps need to go in the pball/maps/beta directory to keep things consistent and so they don't clutter up the regular map directories.
- High quality jpeg textures instead of tga's will help cut down on the file sizes. This is really useful for people downloading textures off of the server.
- Number your beta (stonedfort_beta1.bsp, or stonedfort_b1.bsp), so there's no confusion when you release another beta as to which one is the latest.
- You're including a whole bunch of textures that aren't even used as well as some of the standard textures (or high res versions of them) in your pball/textures/fort directory. If you're going to use any standard textures, use don't make copies of them and put them in other locations. Just use textures/pball. Also, don't include unused textures. They just waste space.
- You aren't using the hr4 highres directories for high-res textures.
Issues with the map:
- Team colors are not set up correctly. The map colors have red and purple, but the team colors for the game are red and blue. (you need to set team1 to "red" and "team2" to "blue" in the worldspawn).
- Spawn points aren't set up correctly. I was on the red team but sometimes spawned in the purple base.
- Not a huge issue, but the lighting looked kind of bland. Not much in the way of shadowing going on.
- I'm trying to figure out what the green texture is supposed to be. It almost looks like grass, but that doesn't really make sense there. I'd consider using something different.
- As mentioned before, the dark textures don't really mix well with the paintball2 textures. I'd just use dimmer lighting if you think the paintball2 textures are too bright (or maybe you just need to adjust your video settings).
- Metal texture on the top of the bunkers has severe jpeg artifacts. Not sure what texture you're using there, but I'd suggest using a different one, or re-saving the jpeg with a higher quality if you have an uncompressed source.
I'd upload it to the beta server for testing, but you need to get the team and packaging issues sorted out.
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yah after looking at all bugs and stuff don't think that be good map for paintball don't think kp work for paintball. so going try working on some ctf style maps
so maybe something like this work better for pball
(http://www.kingpinforever.com/cujodesign/spacepost1.jpg)
(http://www.kingpinforever.com/cujodesign/spacepost.jpg)
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That looks more like an UT Map. That isn't a bad thing though. We could do woith some maps like that.
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well here the map file guess someone can make map for this
http://www.kingpinforever.com/cujodesign/spacepost.zip