Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: mik1 on May 04, 2007, 07:40:43 AM

Title: new map - insideDM
Post by: mik1 on May 04, 2007, 07:40:43 AM
this is simply dm map. is it too simply?

sreenshots
MIDDLE
http://img72.imageshack.us/my.php?image=sshot004cl3.jpg
UPPER PATH
http://img149.imageshack.us/img149/2664/sshot005mf3.jpg
FALL DOWN START POSITION
http://img225.imageshack.us/img225/2344/sshot006of3.jpg
OVER
http://img147.imageshack.us/my.php?image=sshot007dc9.jpg
Title: Re: new map - insideDM
Post by: mik1 on May 04, 2007, 07:42:05 AM
oh and the map.
i forgot that.
Title: Re: new map - insideDM
Post by: magalhaes on May 04, 2007, 07:52:30 AM
Are you sure you want to do a dm that small and give everybody carabines?
Title: Re: new map - insideDM
Post by: jitspoe on May 04, 2007, 06:48:23 PM
http://digitalpaint.planetquake.gamespy.com/testwiki1/pb2wiki.php?word=New+Map+Release+Procedure

You need to release the map as a beta first for review before you finalize it.  Also, your map needs lighting and a full compile.  It's all fullbright now.  Also, filenames should be all lowercase so they don't cause issues with Linux.
Title: Re: new map - insideDM
Post by: T3RR0R15T on May 04, 2007, 07:04:05 PM
Renamed to "insidedm_b1.bsp" at the OTB-Servers.
Title: Re: new map - insideDM
Post by: basilo on May 04, 2007, 07:11:54 PM
Just want to point out some texture issues:

1. middle (your screen #1) - that trans33 on metal is a nice idea, but just doesn't look right. Maybe just make it opaque?

2. starting position (my screen #1) - replace the brown bricks with red ones.

3. middle (my screen #2) - rotate wood textures A and B by 90 degrees so they line up with the middle ramp. Leave C and D alone :)
Title: Re: new map - insideDM
Post by: lekky on May 04, 2007, 08:02:02 PM
wouldnt a and b be better, i mean more natural to have the planks that way? then just align the little ramp.
Title: Re: new map - insideDM
Post by: basilo on May 04, 2007, 08:21:40 PM
Better yet.  8)
Title: Re: new map - insideDM
Post by: jitspoe on May 04, 2007, 08:39:47 PM
Renamed to "insidedm_b1.bsp" at the OTB-Servers.
I would advise against putting incomplete maps up on the server.  Even if they're a beta, they need to be fully compiled.
Title: Re: new map - insideDM
Post by: mik1 on May 08, 2007, 03:49:06 PM
ok. i will make next insideDM_b2 i will light it and stuff.
Title: Re: new map - insideDM
Post by: basilo on May 09, 2007, 04:39:41 AM
insideDM_b2

Haven't you read jitspoe's comment?

Also, filenames should be all lowercase so they don't cause issues with Linux.

Name it insidedm_b2 and everything will be just fine ;)
Title: Re: new map - insideDM
Post by: Pimp on May 09, 2007, 06:03:44 AM
http://digitalpaint.planetquake.gamespy.com/testwiki1/pb2wiki.php?word=New+Map+Release+Procedure

You need to release the map as a beta first for review before you finalize it.  Also, your map needs lighting and a full compile.  It's all fullbright now.  Also, filenames should be all lowercase so they don't cause issues with Linux.

rofl, its every time the same procedure...
Title: insidedm_b2
Post by: mik1 on May 09, 2007, 10:20:39 AM
b2 is done sreenshots:

http://img444.imageshack.us/my.php?image=sshot009qh1.jpg
http://img444.imageshack.us/my.php?image=sshot010ue0.jpg
http://img63.imageshack.us/my.php?image=sshot011yu3.jpg
http://img150.imageshack.us/my.php?image=sshot012vt9.jpg
Title: Re: new map - insideDM
Post by: T3RR0R15T on May 09, 2007, 12:46:58 PM
can u upload the bsp too ?
Title: Re: new map - insideDM
Post by: jitspoe on May 09, 2007, 01:40:03 PM
Much better.  I'd tone the brightness of the lights in sshot009 down a little bit.  They look super bright.  On the surface properties of the lights, you can adjust the value to change the brightness.
Title: Re: new map - insideDM
Post by: KiLo on May 09, 2007, 01:41:09 PM
can u upload the bsp too ?

insidedm_b1 is in the 2nd post. I don't know if that is what you were looking for or not.
Title: Re: new map - insideDM
Post by: T3RR0R15T on May 09, 2007, 01:52:21 PM
no, i mean the insidedm_b2.bsp
Title: Re: new map - insideDM
Post by: mik1 on May 10, 2007, 11:51:17 AM
i will upload light change version it wont take much time
Title: Re: new map - insideDM
Post by: mik1 on May 10, 2007, 12:03:01 PM
i fixet lights better?
http://img258.imageshack.us/my.php?image=sshot013zm1.jpg

PS.open the both ss12 and 13 and see the differnce  :)
Title: Re: new map - insideDM
Post by: Zorchenhimer on May 10, 2007, 01:07:23 PM
Looks good. But I can't really judge it without the bsp file (hint hint).
Title: Re: new map - insideDM
Post by: jitspoe on May 10, 2007, 01:20:43 PM
Yeah, it's hard to tell for sure since going outside of the level changes the appearance.  It looks like you might need to brighten the areas with the crates up a bit now.  Zip the bsp up and attach it and we'll take a look around.
Title: b2
Post by: mik1 on May 10, 2007, 02:03:07 PM
ok here it is. look around and i will fix if there is something wrong
Title: Re: new map - insideDM
Post by: y00tz on May 10, 2007, 02:10:06 PM
mik1: It's cool I guess, I just don't like the lighting.  In the middle theres one very small light above the autoocker yet there are no corner shadows and it's the brightest area..


Jits: At several times my epoly randomly went from 800 written in white to 3000 in yellow then 5500 written in orange font... is this bad?
Title: Re: new map - insideDM
Post by: jitspoe on May 10, 2007, 02:25:14 PM
y00tz: If you have other players in there, then that's not much to worry about -- the player models are pretty high poly.  If wpoly goes up that high, then it's something to worry about.

mik1: Lighting looks pretty good.  There's a couple things you need to fix before I can put this up on the server for testing.  First off, the filename needs to be all lowercase (linux is case sensitive, so it's easiest to keep everything lower case).  Second, you don't have the gamemode set in the worldspawn, so it defaults to CTF mode (or whatever the server is set to) instead of DM.  Add "gamemode" "1" to the worldspawn.

I also noticed a few areas where there were slight brush misalignments.  Looks like you weren't using the grid (Or used a grid size that was too small).  Always use the grid!

Oh, and the one-way transparency in the middle tower looks really weird.  I think it would look better if it were just solid.
Title: Re: new map - insideDM
Post by: basilo on May 10, 2007, 03:02:44 PM
I really like the lighting, too. Yeah, maybe the round light in the center could be a bit bigger, but overall I think it's very well lit. I also like the fact that one can now escape from the autococker box. :)

Still, there is one and only one thing that baffles me: how did you get one of the wood floors (to the right in your XY view) to be rotated by exactly 88,8 degrees? :o ;D
Title: Re: new map - insideDM
Post by: Chef-Killer on May 10, 2007, 03:21:32 PM
The beta2 looks nice.

I noticed one thing:
(http://img523.imageshack.us/img523/189/sshot061jv8.jpg)

Rotate two oppositely woodtextures in the spawnrooms by 90 degrees.
Title: Re: new map - insideDM
Post by: mik1 on May 11, 2007, 11:58:13 AM
no i let them like that because i wanted
Title: b3
Post by: mik1 on May 12, 2007, 06:41:10 AM
heres b3 sreensoths
*added 2 pats
*fixed some thigs

http://img220.imageshack.us/my.php?image=sshot018ox1.jpg
http://img510.imageshack.us/img510/5015/sshot019cb6.jpg