Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: Osiris on July 17, 2007, 05:47:41 PM

Title: NEW MAP: Barnyard (in development)
Post by: Osiris on July 17, 2007, 05:47:41 PM
Now my BSP is working i have taken on Map Making. Queenie and i started it yesterday and finished most of it today. the beta it not yet complete but will be soon. the name sounds sorta lame i know, but it is actually a fairly decent map (i think so at least) :P 

SCREENIES:
(http://runepixels.com/uimages21/sshot002.jpg)
(http://runepixels.com/uimages21/sshot003.jpg)
(http://runepixels.com/uimages21/sshot004.jpg)
(http://runepixels.com/uimages21/sshot005.jpg)
(http://runepixels.com/uimages21/sshot006.jpg)
(http://runepixels.com/uimages21/sshot007.jpg)
(http://runepixels.com/uimages21/sshot008.jpg)

Beta version attached

Please feel free to leave CONSTRUCTIVE criticism.

Download >>- http://rapidshare.com/files/43910254/barnyard_b1.bsp. -<<
Title: Re: NEW MAP: Barnyard (in development)
Post by: Cobo on July 17, 2007, 05:50:01 PM
:-\ Before you start making threads about maps, and releasing them you should make a lot of maps first.
At least practice for a few months.
Title: Re: NEW MAP: Barnyard (in development)
Post by: y00tz on July 17, 2007, 06:09:44 PM
Barnyard?  Reminds me of what Apocalypse is doing.
Title: Re: NEW MAP: Barnyard (in development)
Post by: nopyo on July 17, 2007, 11:08:42 PM
I have an idea: Barnyard pong.
Instead of a ball, you shoot a cow around, every time someone hits it, it goes "moo".
Can some pro-mapmaker tell me if its possible?
Title: Re: NEW MAP: Barnyard (in development)
Post by: Eiii on July 17, 2007, 11:09:45 PM
It isn't. Not the moo bit, at least. I don't think the model will work either.

EDIT: Nope, you can change the model of a pong ball. But the bounding doesn't change.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Chef-Killer on July 18, 2007, 12:22:51 PM
:-\ Before you start making threads about maps, and releasing them you should make a lot of maps first.
At least practice for a few months.

hm... if it is a "good"/"interesting" map, he should post it, but with link and screenshots. First maps aren't always rubbish :)
Title: Re: NEW MAP: Barnyard (in development)
Post by: Apocalypse on July 18, 2007, 12:41:38 PM
:-\ Before you start making threads about maps, and releasing them you should make a lot of maps first.
At least practice for a few months.

hm... if it is a "good"/"interesting" map, he should post it, but with link and screenshots. First maps aren't always rubbish :)
Yeah mine almost got out of beta......
Barnyard?  Reminds me of what Apocalypse is doing.
Raggggghhhhh!!!!!! You stole my idea let me at 'em let me at 'em jk.
My map is going to be a siege you have to steal the farmers prized pig lol haven't even started the pig model yet though.
Back on topic: let's just wait and see what he has in store for us.
Off Topic: I missed the part about him and queenie so this is me *Who the heck posted that golem? and since when did golem get a computer and figure out how to use it Apocalypse thinks hey wait what the heck since when was golem alive!!!!!!!!
Then I saw it said me and queenie lol.
Title: Re: NEW MAP: Barnyard (in development)
Post by: y00tz on July 18, 2007, 01:17:32 PM
First maps aren't always rubbish :)

I like to think that too :D

My first map, Terminal, is STILL in production after months... it's not rushed, and it features custom models and textures... it's the reason I started the CTP.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Apocalypse on July 18, 2007, 01:48:32 PM
Yes that one is quite nice remeber labrynth that almost got out and I'm not the type of person that just starts mapping and is really good at it the main thing that makes them not that good quite often is because they go for something a pro would have difficulties with or maps that the idea just doesn't fit the paintball style but a farm would be pretty nicely fit.
Title: Re: NEW MAP: Barnyard (in development)
Post by: QueeNiE on July 20, 2007, 01:34:06 PM
BTW I'm helping him so its a combined effort Tongue


So its still going to rock.



Oh, and we added screenshots and a download.


^^
Title: Re: NEW MAP: Barnyard (in development)
Post by: magalhaes on July 20, 2007, 02:03:56 PM
Few things:
-you can get stuck in the back entrance to base. (i'll post screenie if you can't find how)
-should add another entrances for flag..probably you should make it possible to get to the roof from outside.
-those teleport doors piss me off :P especially on that tower where you can be teleported out after climb the stairs.

Other than that seems like a fun map. :)
Title: Re: NEW MAP: Barnyard (in development)
Post by: y00tz on July 20, 2007, 02:09:08 PM
r_speeds are a nightmare, averaging  6,000 with 60 FPS.
Misaligned brushes
Can't get into tall white structure
Not a good choice for the barn wood
r_speeds, once again, are horrendous!

do not use rapidshare, just attach betas please.

Edit: I've attached the beta for anyone who doesn't want to mess around with the really shady filehosting place he uses.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Chef-Killer on July 20, 2007, 02:22:31 PM
I think it is normal that the r_speeds are so high in this beta1. There is no light and i would think that there is also no vis. Light your map, do final compile and the r_speeds should be lower.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Cobo on July 20, 2007, 02:26:27 PM
I dont think vising is going to help 6k wpoly too much :-\
Title: Re: NEW MAP: Barnyard (in development)
Post by: Apocalypse on July 20, 2007, 02:27:09 PM
Chef knows he always has high r_speeds lol.
But then again Cobo might be right to I'd give it a try anyways though.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Chef-Killer on July 20, 2007, 02:28:32 PM
Of course it would work. VIS is for a good playability.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Cobo on July 20, 2007, 02:31:24 PM
I know VIS lowers rspeeds, but I dont think it will lower it to an acceptable level.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Apocalypse on July 20, 2007, 02:35:37 PM
Lol I was looking at the r_speeds and I forgot to remove bots so I look at the r_speeds and it was like 17000+ and I'm like holy cow that definitely isn't right then I remembered the bots lol.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Cobo on July 20, 2007, 02:39:23 PM
Woah! I dont think I've ever got bigger rspeeds than 8000 lol.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Chef-Killer on July 20, 2007, 02:40:04 PM
You have to look at the wpoly, the epoly's could be 20000 on each small maps, if there are many entities or players.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Apocalypse on July 20, 2007, 02:45:32 PM
You have to look at the wpoly, the epoly's could be 20000 on each small maps, if there are many entities or players.
Wpoly was still really, really high.
Title: Re: NEW MAP: Barnyard (in development)
Post by: Zorchenhimer on July 20, 2007, 06:28:27 PM
Can't believe no one has said it yet. Light it!!
Title: Re: NEW MAP: Barnyard (in development)
Post by: magalhaes on July 20, 2007, 06:43:40 PM
There is no light and i would think that there is also no vis. Light your map, do final compile and the r_speeds should be lower.
o_O
:P
Title: Re: NEW MAP: Barnyard (in development)
Post by: Zorchenhimer on July 20, 2007, 06:46:42 PM
... So I just scanned it.
Title: Re: NEW MAP: Barnyard (in development)
Post by: jitspoe on July 25, 2007, 07:42:46 PM
Before releasing a beta, the map needs to be more complete, and at the very least vised and lit.  Open maps do not work very well with this game engine.  Even after vis, the r_speeds will still be really high (if vis ever completes).  There is simply nothing blocking visibility from different areas of the map.  I'll take a look at it after it's properly compiled.
Title: Re: NEW MAP: Barnyard (in development)
Post by: cusoman on August 16, 2007, 10:33:53 AM
you need to fix the latters, bots will be climbing up the wrong side.
i think this map could be fun. to lower the r_speeds i suggest shortening the map and put lots of haystacks in the field, then with vis r_speeds would lower cause you wouldnt load whats behind the haystacks.
(http://i185.photobucket.com/albums/x23/cusoman/barnyardlatter.jpg)
Title: Re: NEW MAP: Barnyard (in development)
Post by: jitspoe on August 16, 2007, 08:01:21 PM
Haystacks probably won't block vis, unless you're thinking of massive walls of them.