Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: pastorkjl on May 01, 2007, 06:14:06 PM

Title: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: pastorkjl on May 01, 2007, 06:14:06 PM
Here is some early pictures I wanted to share with everyone.

Thanks,
Kurt

Edit: Merged topics.  For the beta 7, click here (http://dplogin.com/forums/index.php?topic=6172.msg130356#msg130356)
Title: Re: New map "Jericho" very, very beta...
Post by: T3RR0R15T on May 01, 2007, 06:23:20 PM
wow, looks nice ;D
Title: Re: New map "Jericho" very, very beta...
Post by: SkateR on May 01, 2007, 06:31:31 PM
Whats the red stuff?
Title: Re: New map "Jericho" very, very beta...
Post by: Eiii on May 01, 2007, 06:48:27 PM
Wow, that looks very nice. Probably the best looking DP map I've seen, actually. Crisp and clean all around, with great texture selection.

Keep it up! :D
Title: Re: New map "Jericho" very, very beta...
Post by: XtremeBain on May 01, 2007, 10:33:12 PM
Make sure you rotate the textures on the top of your 45degree brick angles.
Title: Re: New map "Jericho" very, very beta...
Post by: pastorkjl on May 02, 2007, 04:43:37 PM
Thanks, I know I have alot of texture issues, I try to avoid them until the end. Kurt
Title: Re: New map "Jericho" very, very beta...
Post by: pastorkjl on May 02, 2007, 06:04:20 PM
Were playing the beta!!!
Title: Re: New map "Jericho" very, very beta...
Post by: jitspoe on May 02, 2007, 06:21:45 PM
Hmm... better than lollipop trees, but brush-based trees are still "eww", especially without appropriate textures.
Title: Re: New map "Jericho" very, very beta...
Post by: magalhaes on May 02, 2007, 06:26:37 PM
those are actually the best trees ive seen in dp.
Title: Re: New map "Jericho" very, very beta...
Post by: jitspoe on May 02, 2007, 06:33:46 PM
That's not really saying much, haha.

Palm trees you could actually pull off OK with some custom textures.  You'd need an appropriate bark texture and some palm fronds textures with an alpha channel.  You could then set the trans33+trans66+mist flags on the frond brushes. and make it look pretty convincing.  It would be kind of tedious to do, though, and would probably look better modeled.

The rest of the map looks nice, though -- just needs a few texture alignment tweaks on some of the stones.
Title: Re: New map "Jericho" very, very beta...
Post by: pastorkjl on May 02, 2007, 06:44:35 PM
The kids here are calling them propellers! They really like crouching on top of them.
Title: Re: New map "Jericho" very, very beta...
Post by: soldier on May 02, 2007, 07:35:02 PM
Cool map, can't wait for it to be fully up, but is there a link somewhere here that I missed where you can look at the beta version?
Title: Re: New map "Jericho" very, very beta...
Post by: KiLo on May 02, 2007, 07:45:53 PM
Cool map, can't wait for it to be fully up, but is there a link somewhere here that I missed where you can look at the beta version?

If you didn't notice the title of the topic says very very beta so no you can not download it right now.
Title: Re: New map "Jericho" very, very beta...
Post by: TinMan on May 02, 2007, 08:01:04 PM
Those trees are hilarious.
Title: Re: New map "Jericho" very, very beta...
Post by: KiLo on May 02, 2007, 08:37:35 PM
Those trees are hilarious.

They look like petrified palm trees.
Title: Re: New map "Jericho" very, very beta...
Post by: y00tz on May 03, 2007, 08:57:38 AM
Nice map - I must be an old-school developer but in my days 'very very beta' was just called 'alpha'

Cheers,
y00tz
Title: Re: New map "Jericho" very, very beta...
Post by: Sharp on May 03, 2007, 09:28:24 AM
Gorgeous map, Make some rock or boxes so we can double jump onto the trees :p
Title: Re: New map "Jericho" very, very beta...
Post by: MosEz on May 03, 2007, 09:43:51 AM
post a link because i bet the map is made like a "U"
Title: Re: New map "Jericho" very, very beta...
Post by: kNoC on May 03, 2007, 11:44:57 AM
post a link because i bet the map is made like a "U"
i hope not, because the maps textures and base doesn't look too bad, the trees would look better if you took your time with them, but i like the map thus far, please don't have it be a u, all spam
Title: Re: New map "Jericho" very, very beta...
Post by: magalhaes on May 03, 2007, 11:58:16 AM
wow we cant talk about trees...look at the trees we have in the other maps...plz..
ill say it again these trees are original and the best ones i´ve seen in this game.
Title: Re: New map "Jericho" very, very beta...
Post by: y00tz on May 03, 2007, 12:43:37 PM
I guess they're original for released maps, I haven't made palm trees in forever, and even still they had custom textures that looked much better. The problem with trees  is that the good brush ones will kill most framerates.
Title: Re: New map "Jericho" very, very beta...
Post by: pastorkjl on May 03, 2007, 03:49:09 PM
Should the trees stay or should they go? Also whats the angles for a noon day sun, I forgot. Kurt
Title: Re: New map "Jericho" very, very beta...
Post by: y00tz on May 03, 2007, 03:56:39 PM
Should the trees stay or should they go? Also whats the angles for a noon day sun, I forgot. Kurt

1.  It's your map.. what do you think?
2.  Let people download/play before you ask for feedback or opinion.
3.  The trees look fair, really, compared to most in DP
Title: Re: New map "Jericho" very, very beta...
Post by: jitspoe on May 03, 2007, 04:14:49 PM
I scribbled a texture in gimp just for a proof of concept.  It works OK, but not as well as I had hoped.  Any overlapping brushes are problematic.  The lighting also tends to be quirky.  I think trees are just going to have to be something that's modeled.  The map looks really nice, but the brush-based trees really kill the overall visual quality of it.  Makes it revert back to that "cheesy quake map" look.  I'd say ditch them for now.

Also, I can't tell for certain from the screenshots, but it looks like there's only one path and the map is a "C" shape.  I hope there are a few alternative paths or you're planning to add them.

As for the sun angles, see: http://digitalpaint.planetquake.gamespy.com/testwiki1/pb2wiki.php?word=Sun+Angles
Title: Re: New map "Jericho" very, very beta...
Post by: lekky on May 03, 2007, 04:39:01 PM
i like his trees!, they look like tehy have bald patches O_o!!
Title: Re: New map "Jericho" very, very beta...
Post by: y00tz on May 03, 2007, 04:44:51 PM
Jitspoe: I was trying to do that earlier, but that texture has transparencies in it right?
Pastor: I really like this map from the screens, when will you release a beta?
Title: Re: New map "Jericho" very, very beta...
Post by: Zorchenhimer on May 03, 2007, 04:53:29 PM
Jitspoe: I was trying to do that earlier, but that texture has transparencies in it right?

Use both the trans33 and trans66 flags to use the texture's alpha channel.
Title: Re: New map "Jericho" very, very beta...
Post by: jitspoe on May 03, 2007, 07:27:38 PM
y00tz: Yes, I created a 32bit TGA file: http://wiki.beyondunreal.com/wiki/Alpha_Channel

In order to make a decent looking palm tree, you'd need to have a lot of fronds and appropriate textures with transparency.  BF2 does a decent job of this:
http://www.nvnews.net/vbulletin/attachment.php?attachmentid=12675&stc=1
http://www.flexbeta.net/images/bf2/image065.jpg

The brushwork and texture alignment for something like that would be extremely difficult, however it wouldn't be too difficult to model.  If I still lived in SC, I could get some palm textures pretty easily.  Alpha masking the fronds would be kind of tedious, though.
Title: Re: New map "Jericho" very, very beta...
Post by: y00tz on May 03, 2007, 08:00:57 PM
Thanks for the help.. it works, but boy it aint pretty.

Also, umm, thanks for being so.. frondly.  Sorry I'm a sucker for bad puns
Title: Re: New map "Jericho" very, very beta...
Post by: soldier on May 04, 2007, 05:27:51 PM
Ok, sorry it took me so long to respond, but thank you Kilo.
Title: Re: New map "Jericho" very, very beta...
Post by: Termin8oR on May 08, 2007, 01:19:11 AM
wow this map looks awesome.
you are a wicked map designer. TEACH ME !
Title: Re: New map "Jericho" very, very beta...
Post by: soldier on May 08, 2007, 04:48:30 PM
Ya, the map does look really cool from the pictures posted here, keep up the good work, and please post more pictures once you've got more done to the map. Also, I love the detail on the leaf picture. Finaly, what will it's short form name be, so that I can vote for I whenever possible once it's up !
Title: Re: New map "Jericho" very, very beta...
Post by: KiLo on May 08, 2007, 05:24:30 PM
Finaly, what will it's short form name be, so that I can vote for I whenever possible once it's up !

Read the title of the topic again. There is a reason why Jericho is in quotes.
Title: Re: New map "Jericho" very, very beta...
Post by: soldier on May 08, 2007, 05:38:06 PM
Yes, that's it's real name, but lots of maps have a short form, sometimes it's not even close to the real map name, that you see in the consol in the green, where it shows who made it.
Title: HCA Jericho (beta 4.0) Ready for Download...
Post by: pastorkjl on May 11, 2007, 08:01:04 PM
Beta 2 - Here is the second version.

1. I Repaired everything you guys found.
2. I added some spawns in the back room.
3. I added some rocks in the courtyards. (I'm not sure if I like them)
3. Added some more eye candy.

I need input on playability, weapons, spawns, ect. So this map can be its best.

Thanx Kurt

Beta 1 - Hello, here is the first release of Jericho.

Some notes about this level:

1.   This level is meant to be played strategically and defensively. Protect your flag and you will do well.

2.   The holes in front of the flags are a one-way tunnel back to the other team’s base. If you grab the flag, jump down the hole!

3.   The one-way tunnel is exposed to the jail. A prisoner can pick you off if their lucky.

4.   The lower parts of the outside walls are obscured, making it easier to get to the enemies base.

Let me know what you think. Thanks for everyones help. Kurt
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: Zorchenhimer on May 11, 2007, 10:37:32 PM
Wow. I like the way this map looks. So far I can't find any issues with it, but I only looked though it rather quickly. Nice work!
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: KiLo on May 11, 2007, 10:55:55 PM
Just checked it out. I really like the texture selection, that is what makes this map in my opinion. And it would be darn near impossible for the flag carrier to get picked off by someone in the jail.
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: Spook on May 11, 2007, 11:23:54 PM
Just a suggestion, but your ladders look odd with the two rungs to close together at the bottom.

(http://i120.photobucket.com/albums/o162/Spookyman15/sshot001.jpg)
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: pastorkjl on May 12, 2007, 02:40:52 AM
Thanx spook, I will get that ladder fixed. Thanx everyone.
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: nightryder on May 12, 2007, 01:44:51 PM
i dont know if you menat to do this or what it is but it is a little distracting when you run by...not much but a little bit.
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: Spook on May 12, 2007, 01:47:24 PM
It's supposed to be like that
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: SkateR on May 12, 2007, 02:17:17 PM
Crates are like 1 unit above the floor. The ramp does not meet evenly with the floor.
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: Termin8oR on May 12, 2007, 04:40:44 PM
yea this map is great, but i noticed a couple TINY problems with ramps and boxes.
nothing that cant be fixed or ignored while playing.

good job it looks great.
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: y00tz on May 12, 2007, 05:06:18 PM
Good map!

When you run past the jail on the same wall as the jail window is on, their is a possibly misaligned brush... You'll get caught on it every time as you run by.

Red side only, left of jail window.

Also every "DP" texture box has a backwards texture.

Cheers,
y00tz
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: lekky on May 12, 2007, 05:24:49 PM
i don't think jitspoe would like the coloured map name :P

the map is pretty cool tho gj
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: pastorkjl on May 14, 2007, 04:48:09 PM
I have fixed all the errors you guys have found, and I have added a little more eye candy. I will try to release a beta2 soon. thanx
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: Spook on May 14, 2007, 04:57:05 PM
you added eye candy to a candy store... even greater
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: y00tz on May 14, 2007, 05:45:13 PM
Spook is right, this was a darn good map before, I can't wait for beta2, keep it up Pastor.
Title: Re: HCA Jericho (beta 1.0) Ready for Download...
Post by: jitspoe on May 14, 2007, 07:15:22 PM
Excellent work so far.  I wish everybody could put this much work into their maps.  I'll look through it more in depth later, but I love how much detail you were able to add without kicking the r_speeds up too high.

I've put the map up on the beta server (see pm for details) to test.
Title: Re: HCA Jericho (beta 2.0) Ready for Download...
Post by: y00tz on May 16, 2007, 08:21:43 PM
w00t for b2! I was just coming here to check to see if you had a new version (I might have found a problem, but I'll check when I get b2)

EDIT:
Okay, here it is, the top is in b1 (it's in both betas, at both bases) the second pic is beta2 obviously.
it's a simple misaligned brush...

The map looks good great though, the brushes are just annoying because it stops the character.

I like the new eyecandy, and the r_speeds never went above 2100 in game.
I think the rocks look a little flat (unrealistically flat) and take away from the rest of the map. 

Thanks,
y00tz
Title: Re: HCA Jericho (beta 2.0) Ready for Download...
Post by: pastorkjl on May 16, 2007, 09:14:42 PM
2100 Ouch! No more eye candy. I dont like the rocks. Kurt
Title: Re: HCA Jericho (beta 2.0) Ready for Download...
Post by: jitspoe on May 16, 2007, 11:38:10 PM
I've uploaded beta2 to the beta server.

A couple little things that bug me.  You've put a lot of attention into the texturing and alignment, but there are a few areas that don't look right.

First shot:  I'd suggest moving the block brushes slightly so the texture aligns cleanly with the edge of the brush and you don't have a bunch of "half-blocks".  It looks particularly bad on the corner of the tan blocks jutting out.  You end up with some impossible blocks.  Also, to the right, you have blocks that are half tan and half grey.  With the low res textures it's not really noticeable, but with the high res textures (don't have them handy on this machine), the grey and tan blocks look quite a bit different.  When you line the brushes up with the textures, you might also want to rotate some of the block textures 90 degrees so that the block structure makes more sense.

Second shot: It would be nice if the stairs lined up better with the block textures on the side.  I'm not sure how easy that would be to fix, but right now it looks like somebody just took a chainsaw and randomly sliced stairs out of a block wall, when in reality, the blocks would be placed as stairs.  Also, the metal texture has varying scales.  You probably want to stick with a 1.0 scale or higher everywhere possible as scaling the texture down can increase r_speeds and lightmap area.

As for the rocks, 3D clipping planes are your friend.  Oh, and I think you need to increase the ambient sun light a bit.  Some of the areas are really dark, even though they are outside.  Also, the sun angle needs to be lower to line up with the sky better (plus it would be cool to see those pillars casting longer shadows).
Title: _
Post by: Dirty_Taco on May 17, 2007, 12:53:08 PM
Post removed
Title: Re: HCA Jericho (beta 2.0) Ready for Download...
Post by: blaa on May 22, 2007, 07:41:10 AM
Hi, kurt, I have sent you a PM, I think you havent seen it..
Title: HCA Jericho (beta 4.0) Ready for Download...
Post by: pastorkjl on July 21, 2007, 04:49:47 PM
Beta 4 - Here is the third version.

1. Did a bunch of junk - cant remember.
2. Thought I needed to get this released so I can move on.

Thanks again... Kurt
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: pastorkjl on July 21, 2007, 04:50:56 PM
pics
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: Eiii on July 21, 2007, 04:56:35 PM
Awesome! Looks even better than before.
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: KiLo on July 21, 2007, 06:56:55 PM
I forget this map even existed but it is looking better than ever now.
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: Termin8oR on July 21, 2007, 10:42:30 PM
Map looks great.
Good Job.
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: frozi on July 22, 2007, 08:40:29 AM
i like it but did you think about jumps?
and is there more for us to see?
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: Apocalypse on July 22, 2007, 10:53:16 AM
Very nice I love it. Just noticed first pic is it supposed to be like that second pic has pretty high r_speeds looking into the jail as well as inside the jail.
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: Chef-Killer on July 22, 2007, 01:32:49 PM
1200 is ok, isn't it?
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: y00tz on July 22, 2007, 02:09:44 PM
1,200 will be fine, especially since it's hard to even get it.

I know of places in this map to get 3k, and I'm going to download b4 to see if he's fixed them.

Looking great Kurt :D

Edit:  Nice job, putting the pillars in broke up the visibility and lowered the r_speeds to about 2k, not bad.

Also, it looks amazing with my blend of high-res textures and my high-res grass :)
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: Apocalypse on July 23, 2007, 11:09:35 AM
Oh woops if you move along that ledge I got up to like 2000 something......
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: KnacK on July 23, 2007, 01:53:43 PM
i like it but did you think about jumps?
and is there more for us to see?

THIS IS NOT A JUMP MOD KTHX!
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: iEATnoobs on July 23, 2007, 02:00:42 PM
Great looking map, but a few jumps and tricks here and there would make it better. Just because knak cant jump doesnt mean u shouldnt put in any double jumps in it.
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: KiLo on July 23, 2007, 02:01:30 PM
Aw KnacK you're taking my fun away.

I prefer to do this:

Digital Paintball 2 IS NOT A JUMP MOD
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: jitspoe on July 26, 2007, 01:09:17 AM
Coming along great.  I didn't see anything major that needed work, just some little visual tweaks here and there.  On your next map, make sure you stick with a grid and use calculated alignments and scaling rather than eyeballing stuff.  It will save a lot of headaches and keep things perfectly aligned.

Another thing - your screenshots seem a lot brighter than the map did when I played it.  It looks good in the screenshots, but seems a tad bit too dark in game.  I'd suggest scaling up the lighting a bit.  You can do this really easily with a custom batch file that just adds "-scale 1.5" (or whatever you want to scale it to) to the "rad" line.

All these cool new beta maps coming out -- we need to organize some kind of beta map testing party :)

Edit: Forgot to attach my demo of things to tweak.
Title: Re: HCA Jericho (beta 2.0) Ready for Download...
Post by: jitspoe on January 29, 2008, 12:19:23 AM
Haven't seen pastorkjl around in a while, but I hope he comes back to finish this map.  I played this with a handful of people on the beta server and it was pretty fun.  There are some key things that need to be addressed, though (don't remember what all my demo covered):

- There's a jail spawn outside of the jail.
- The one-way paths really confuse people.  Perhaps make a triggered door that only lets you out of the path exit, but not in.  You might also want to turn the spawns around that are near the one-way path exit.  People tend to go straight toward it then run into a dead end.  By that time, the enemy already has the flag and is headed back to their base.  Another possibility would be to just have a ladder so that it's possible to get out at the other end.
- The jail spawns are too clustered together.  It's really easy to spawn camp in the jails.  This isn't super critical, but the spawns should really be spread out some.
- There is no ammo in the jail.  The weapon upgrades in there are pretty pointless if you only have 10 shots.
Title: Re: HCA Jericho (beta 4.0) Ready for Download...
Post by: Eiii on January 29, 2008, 12:51:12 AM
If he's not back, we could just pester him at his email to give us the .map file. :)
Title: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: pastorkjl on April 22, 2008, 02:25:00 PM
Hello everyone! It has been a while since I've talked to everyone, but I'm still doing a little mapping. I have been working on Jericho for a long time. Please download it and give me your feedback.

Thanks,
Kurt
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: pastorkjl on April 22, 2008, 02:27:15 PM
Some pics...
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: y00tz on April 22, 2008, 02:28:38 PM
That looks amazing, glad to see it's not dead
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: jitspoe on April 22, 2008, 03:14:37 PM
I enjoyed playing this map (the previous betas) on the beta servers and hoped you'd come back to wrap it up.  I'll try to check it out later today.

I've merged the old threads on this map so we can keep everything in one place.  Feel free to edit your first post with new screenshots/download links.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: pastorkjl on April 22, 2008, 03:32:03 PM
Thanks jitspoe. Also make sure you have the correct beta version. We did alot of playing (beta testing) on our school server and several online players jumped in and played. So Im afraid their is alot of versions of this map floating on the net.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: jitspoe on April 22, 2008, 03:59:15 PM
That's why I stress numbered betas, so it's easy to tell which is the latest one.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: Cameron on April 23, 2008, 03:15:24 AM
 * Cameron sits back and wonders how people map that well...  Very Nice Buddy.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: skitzo on April 23, 2008, 06:32:29 PM
i don't know if this was mentioned before and/or fixed but on rare occasions after you die you spawn outside of the jail =/

- There's a jail spawn outside of the jail.

never mind :D
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: jitspoe on April 24, 2008, 01:07:48 AM
Ok, the spawns are really weird in the new version.  Sometimes you'll spawn out in the middle of the map and be able to get the enemy flag before the enemy even gets to their own base.  Did you mean to make them DM spawns and not set the game mode?  Other than that and a few texture nitpicks, it looks really good.  I'll try to give more detailed suggestions in the future.  In the mean time, it's up on the beta server for play testing.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: Cameron on April 24, 2008, 03:28:18 AM
Ok, the spawns are really weird in the new version.  Sometimes you'll spawn out in the middle of the map and be able to get the enemy flag before the enemy even gets to their own base.
Noticed that as well.  But i want to get on that Beta Server and play it with people :)
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: wasp on April 24, 2008, 04:59:00 AM
its looking awesome keep it up. The textures look like the best ive ever seen on dp
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: y00tz on April 24, 2008, 11:30:01 AM
The textures look like the best ive ever seen on dp

Isn't everything just stock?
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: M-A-Zing on April 24, 2008, 10:31:14 PM
yeah they are all stock textures, but i believe that he is referring how the textures are utilized and aligned so well.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: jitspoe on April 25, 2008, 10:47:50 AM
Man, it took me a while to figure out that you just put a clip ramp on the stairs.  I was trying to figure out why they behaved differently than normal stairs, haha.  I still haven't had a chance to play test this much, but I have a couple suggestions:

- Now that you have the ladder going up the hole in the base, perhaps you should change the colors there -- at least right under the ladder.  For example, there is a red barrel and red metal under the blue base.
- Not sure i like the window by the flag.  Before you used to have basically two paths to get to the flag/cap point, but since it's opened up now, you're exposed at the single path right as you exit the ladder.  I'll have to actually play it to see how this pans out, though.

I like the way you've got the paths set up.  Lots of ways to sneak around people.  This is the kind of map I'd like to include with the game.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: pastorkjl on May 06, 2008, 03:36:35 PM
Hello jitspoe, Can you let me know what needs to be done for the final release? Thanks for everything. Kurt
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: jitspoe on May 07, 2008, 01:15:32 PM
I think the big thing is fixing the spawns so they're closer to the base.  From my play testing, it seemed I spawned closer to the enemy base than the enemy did at some times.  The spawns out in the middle would be good if you added DM mode (haven't checked - do you support different game modes?) but for standard CTF mode, they just don't work well.  I'll try to look at it some more and give you some more feedback when I'm home.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: jitspoe on May 08, 2008, 10:49:28 AM
Did some more play testing last night.  There's one spawn that's like right in front of the enemy base.  That really needs to be (re)moved.  Other than that, you may want to change the colored markers right under the base now that there's a ladder, and there are a few very minor texture alignment issues I could go around and point out if you want, but they aren't critical.  I'm probably the only one who would notice.  The map looks amazing, especially with some of the high res textures I have.  I would love to include it with one of the releases.  I'd like to play test it some more first, though.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: pastorkjl on May 08, 2008, 01:41:26 PM
I will change the spawn locations. If you want to point out the texture misalignments, I will fix them. I know that the underground metal texture has some issues. We have been playing this level alot and my students have exploited some of the weak areas of this level (i.e camping, paths, ect.) and because of this their are some tweaks I have made to make it a little more difficult.

When you give it your stamp of approval, the hca_jericho is yours.

Thanks for putting hca_fort in your last release - Im honored.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: jitspoe on May 21, 2008, 07:23:19 PM
Sorry it took me so long, but here's a little demo pointing out some trivial things.  Also, you should try adding some support for other game modes, like DM.  It would be a fun DM / TDM map, I think.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: pastorkjl on May 28, 2008, 10:52:21 AM
Im working on it as I get time. Thanks
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: Krewzer on June 06, 2008, 02:42:09 PM
Looks very nice. I'd move the spawns further from the middle though. At least one spawn puts you almost into the other teams base.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: RoBbIe on June 09, 2008, 03:38:47 PM
WoW looks good
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: jitspoe on March 15, 2009, 03:05:36 PM
Please come back and work on this.  I really like the map, but the current spawns are a big issue.  For example, one of the red spawns is right in front of the blue base, facing the middle, so you end up walking toward your own base (or if you turn around, you're practically spawning in the blue base).  I would completely get rid of all the spawns in the middle.  Another thing that's kind of confusing is the fact that the low path directly under the flag is the opposite color, so if you're at the ladder, you're surrounded by, say, red markings, then climb up into the blue base.  Maybe change the colors part way through.  Ideally, right in front of the jail, so you'd know which side somebody will come from if he grabs the flag and drops down.  On the topic of the jail - you need more spawn points.  People can easily spawn camp the jails, since everybody spawns in a row there, which can be kind of annoying.  Also, by the spawns on one side, you can get stuck between the barrels and the wall.  And, finally, a minor thing, but if you go up the left side of the ladder by the base entrance, you hit your head and get stuck.  Maybe put a clip texture on the side to prevent people from even climbing up that way.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: musickid999 on March 19, 2009, 09:20:35 PM
There is only ONE thing I can really say. darn!
Pastor, you should really continue with this map. Everytime you create a new beta, it just gets better and better.
If only I had your patience... lol
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: KI3S on March 19, 2009, 11:24:39 PM
Name:  pastorkjl
Date Registered:  November 03, 2006, 12:32:09 AM
Last Active:  May 28, 2008, 09:52:38 AM


Have you found a way to contact him? I don't think he will be checking forums  since he hasn't been on forums in almost a year.
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: Cameron on March 20, 2009, 01:03:39 AM
He came back after about a year last time.  I guess we'll just have to hope he comes back, unless someone contacts him :).
Title: Re: New Map: Jericho (Beta #7) (Back from the Dead!)
Post by: y00tz on March 20, 2009, 01:47:31 AM
Name:  pastorkjl
Date Registered:  November 03, 2006, 12:32:09 AM
Last Active:  May 28, 2008, 09:52:38 AM


Have you found a way to contact him? I don't think he will be checking forums  since he hasn't been on forums in almost a year.


If I recall correctly, he's a teacher - which explains the lack of work on the map.  Check his last active... right as school ended in '08, I suspect this summer we might actually see him.