Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: ViciouZ on May 29, 2007, 04:33:59 PM
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As anyone who saw it knows: My first map, chambord, was a horrific blocky brush massacre.
This is chambord2, it's a daytime castle-siege map.
There really isn't any more to say, so please criticise constructively, and enjoy :-).
http://www.viciouz.co.uk/other/maps/chambord2_b1.bsp
Screenshots below.
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much better.
if someone grabs he caps lol
i was going to say:" WHAT just one way into the castle???" but then i sau that side entrance.
I think you should add some more cover outside tho
gj anyway :)
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Thats what I was thinking, matze and i just playtested it with some pubbers on the ch1ll pub.
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Uploaded to y00tz's Venue
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What I really want to see is what happens when 20 speed pub newbs get their hands on it before I've added more spawns.
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- Tweak the battlements so that you can drop through them down to the flag (like on siegecastle, e.g.).
- The two speedways at each front corner of the fort are to narrow to "fly" through them without being stopped immediatelly.
- More cover for offensive team :P
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- The two speedways at each front corner of the fort are to narrow to "fly" through them without being stopped immediatelly.
That's the reason there are ramps, so you can jump over them, but I think I like your idea better.
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Might be cool if you could make entrances into the castle after the end of the water left and right.
(http://img481.imageshack.us/img481/1116/sshot070mk6.jpg)
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Matze suggested that in-game, I'm thinking of removing one of the grates and making a cellar.
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Uhh did my post before get removed? I swear I made a post. Any way here it is again
1st Screenshot:
This is just way too dark, you can't see a thing inside the tower.
2nd Screenshot:
More cover and and an alternate path are a must for the offensive team. I could have camped and sprayed and taken the entire offensive team out.
3rd Screenshot:
Remove the grate or make the water flow less hard, getting stuck in there is a pain.
4th Screenshot:
Sun doesn't line up w/ shadows. Maybe use the sun angle things and switch up the lighting.
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http://digitalpaint.planetquake.gamespy.com/testwiki1/pb2wiki.php?word=Sun+Angles
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You could possibly put a path along one of the sides, like make a ledge on top of one of the walls.
Maybe even in a lttle more clutter inside the castle and as everyone else said outside.
Other than that it is looking good.
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There are a ton of errors and messed up excrement in this map, too much that I'm not even going to take the time to screen shot it.
Your raised land on the hills are actually above the ground by like 1 unit, your spiral stair case is extremely messed up, the grates stick out of the wall and are unaligned, the barrels are too tall and unaligned, the wall work is really bad and sloppy with gigantic spaces in it and stuff. It looks like all you did was take wedges and lay them on top of eachother.
If you fixed all of that it wouldn't be bad.
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Clutter that field up. You could also put in underground-ish bunkers. ie a tunnel leading to a hole in the ground that faces the castle (like under the barrels). I'd show you an example, but its late and I don't feel like it. :P
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What I think -
1. You overtried to create cool looking cliffs - they look pretty sad atm (see screenshots).
2. I think the size of those castle bricks is way too big, but that is just a personnal opinion.
3. Those new routes coming sound good ;).
So, rather go with | walls than try something like that. Texture is good enough - Everyone can understand that there should be a cliff - not necessary to detail it like that. Would be good though.
sshots of bad cliffs
http://www.zone.ee/scythe/sshot095.jpg?2
http://www.zone.ee/scythe/sshot096.jpg?2
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Pretty much all of those points are valid, and I'll start on fixing them. The cliffs do look bad :-(
Anyway, y00tz and KiLo, download the attached demo.
Also, is there a way to rotate the sky instead of changing the sun?
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sky sky 10 :P
But it isn't that, what you want to have ;)
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Here is the new beta, I got it from ViciouZ
-stripped rocks away
-added some crates
-tweaked battlements for bitmate
-added side "speedways" for matze
-added cellar
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Quite good not near as blocky (yay! :) ) there is two minor errors both with the screen shots below for screen shot 1 not a biggy but would make it look better if fixed so there wasn't a hole and screen shot 2 you could line or camp and shoot through there and it would, not even be funny other than that though excellent work viciouz.
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I think it's done on purpose (at least on the first shot).
Once the offensive team is in the tower, they should be able to shoot into the base, without being hit easily.
For the second shot, it's vice versa, the defensive team is able to kill the offensive in the tower.
Just my thought...
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Why is the map called Chambord2 when Chambord was never finished? Just because the first map was scrapped doesn't mean the name had to be, too. Just seems kind of strange, but your call.
The brushwork seems really haphazard, though it looks like beta2 cleaned that up a lot. I'd look into using clipping planes for the rocks. You can create pretty decent stuff with minimal effort that way.
There are some areas where you can see through the sky to other parts of the map, which looks bad. Need to do something about that.
The spiral staircase really needs to be re-done. There are a bunch of floating boards and it just looks sloppy. BSP has a function to create spiral staircases, so this should be trivial to fix.
(First screenshot) With the changes in beta 2, the r_speeds shot through the roof. At its current state, the map will be unplayable on many computers. (2nd shot) Even under the base where there's not much of anything visible, the r_speeds are pretty high. I'd suggest doing away with the reflective water there. Perhaps bring the water level all the way up to the ceiling so that the water surface isn't visible, or find a way to block that area off from the outside so it's not trying to render reflections of the whole map.
(3rd screenshot) Something weird is going on inside the base. I'm not sure if you just used a whole bunch of little brushes somewhere or what, but it's split to hell. This is part of what's hurting your r_speeds.
The rungs of the ladders need to be made less thick, and the texture needs to be rotated to go along the length of them. Wouldn't hurt to make the sides of the ladders less thick, too.
I don't really like the wood with haphazard nails textures, especially covering a large surface area since it doesn't tile well. I'd suggest using something different.
There's not anything supporting the upper floors -- just a thin layer of bricks jutting out from a wall. There's no way a structure like this could stay upright. It needs some arch supports or something to help the believability.
I've put the map up in rotation on the beta server for testing.
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There's a mis-aligned brush in the circular structure that contains the spiral stair case. If you have trouble finding it I can provide a screenshot.. it's 1 pixel.
There are some areas where you can see through the sky to other parts of the map, which looks bad. Need to do something about that.
If you're having trouble finding these areas, get on a wall, or a castle side and they stick out.
The cellar has box-lights. Need I say more? :P I feel so claustrophobic in the cellar, that I'll probably never go in there in-game.
It's a fun map, and overall I think it's a good siege map (is that saying much? I kid I kid), I can't wait for the next map.
Oh and about the name, Chambord2, Jitspoe is correct, so maybe you should finish Chambord someday, and make it really good?
Cheers,
y00tz
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I think it's done on purpose (at least on the first shot).
Once the offensive team is in the tower, they should be able to shoot into the base, without being hit easily.
For the second shot, it's vice versa, the defensive team is able to kill the offensive in the tower.
Just my thought...
Ok we'll just wait and see what Viciouz says I just thought it was a bit odd thats all.
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I know why there is high wpoly now, so I'll try and fix that.
Jitspoe, that IS the BSP spiral staircase tool...
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Took you long enough to reply :P
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Yeah, got annoyed at BSP, my keyboard and coffee in general when a combination of the three turned every brush in beta3 into a func_wall entity.
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Yeah, got annoyed at BSP, my keyboard and coffee in general when a combination of the three turned every brush in beta3 into a func_wall entity.
Lol :P maybe you shouldn't drink coffee at the computer.
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Yeah, got annoyed at BSP, my keyboard and coffee in general when a combination of the three turned every brush in beta3 into a func_wall entity.
In case you didn't know, there's a "revert to world" option.
Jitspoe, that IS the BSP spiral staircase tool...
Hm, in that case, do this: make a cylinder with the outside radius matching the inside radius of the tower, and the inside radius matching radius of the center pole. Make it like 8 or 16 units tall, and only 1 segment. Now you have essentially a flattened ring of stairs. Elevate each one above the other all the way around, then just copy the whole thing and paste as many times as you need to get to the top. I think this is the method I used for the towers in siegecastle.
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Well, I deleted the old beta3. Here is the new beta3. Basically all I did was redo the stairway as jitspoe suggested. The wpoly is up on b1 but down from b2. I think adding the basement somehow added a lot on. I also think I need to redo the basement section. Anyway, here's the new beta3.
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Look good. I like the spiral stairs much better now. I Just found two small issues in the map. First pic, not sure if you can see it too good, but you used two different water textures here (one reflects, the other doesn't). Second pic, you might want to rotate those textures.
Also, for that little triangle in the water in front of the castle, that looks... odd. Try putting a rock there or something similar.
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I made a demo of things that need revising. The map is also in rotation on the beta server.
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So how am I meant to stop stuff showing through the cliffs?
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So how am I meant to stop stuff showing through the cliffs?
Maybe raise them? It makes sense to me, but maybe it won't work. IDK.
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Or make the walls thicker, and move the sky further out to the side.
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I love you map man. Played it on the Beta server and was amazed. Good work man.
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I need to finish this :-/
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Do it man, its a very simple yet fun map. I enjoyed it on the Beta server.
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Server owners please remove this map if it's on your servers as I finally found a good floor plan and I'm going to have a third attemp at getting it done. Prepare the r_speedometer as this is going to be pretty big :D
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Server owners please remove this map if it's on your servers
Heh, I should probably just clear the beta server rotation considering there are still maps like this on there that haven't been touched since 2007. I've removed it now. I'll go ahead and post some feedback in case you still plan to work on it:
- Sometimes a defending player spawns with the offense. Forget to set the teamnumber on one of the spawns?
- It's really annoying if you fall off into the water and get pushed back under the base and can't do anything in time to stop somebody from grabbing the flag.
- Walls need a lot of work, both to look more natural, and get rid of the black areas (glitched lighting?).
- Need to put some clip brushes around the ladders so you don't end up climbing up where you can hit your head on the ceiling/next floor.