Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: mik1 on May 04, 2007, 07:40:43 AM
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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
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oh and the map.
i forgot that.
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Are you sure you want to do a dm that small and give everybody carabines?
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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.
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Renamed to "insidedm_b1.bsp" at the OTB-Servers.
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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 :)
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wouldnt a and b be better, i mean more natural to have the planks that way? then just align the little ramp.
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Better yet. 8)
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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.
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ok. i will make next insideDM_b2 i will light it and stuff.
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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 ;)
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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...
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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
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can u upload the bsp too ?
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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.
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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.
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no, i mean the insidedm_b2.bsp
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i will upload light change version it wont take much time
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i fixet lights better?
http://img258.imageshack.us/my.php?image=sshot013zm1.jpg
PS.open the both ss12 and 13 and see the differnce :)
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Looks good. But I can't really judge it without the bsp file (hint hint).
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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.
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ok here it is. look around and i will fix if there is something wrong
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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?
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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.
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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
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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.
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no i let them like that because i wanted
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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