Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Apocalypse on August 04, 2007, 12:50:53 PM
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Hey guys this is a small three path CTF meant for fast action. This is by far the smallest map I've ever worked on. Also I know the name sounds cheesy but I couldn't think of anything else.
Anyways the first download is the beta 1 including one ctp1 texture included for those of you who haven't downloaded (dirt something 4). Then a screenshots of each base.
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1. Got any more pics? Perhaps one from above?
2. The straight walls look boxy and ugly :-\
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Note: The CTP texture needs to go into a folder in your textures folder called "ctp1".
About the map:
Pros
-Plays fast
-"Multiple paths"
-Lit well
Cons
-Very basic
-Autococker is too big for small map
-The top area is hollowed out, maybe there would be a way to get in there?
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Cons
-Very basic
-Autococker is too big for small map
-The top area is hollowed out, maybe there would be a way to get in there?
@y00tz
Number 1 very basic.... what would you suggest to make it less basic? That was kind of the point but I suppose I could change.
Number 2 do you think I should replace with another gun? Maybe a carbine and make players start with VMs?
Number 3 I was thinking of that but I couldn't think of a way for people to get up there without changing the whole structure can you think of anything?
I'll fix the ctp1 texture with the next beta.
@Cobo
On the next beta I suppose I could make the bases more like in this pic would that be good?
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Number 2 do you think I should replace with another gun? Maybe a carbine and make players start with VMs?
I haven't looked at the map yet at all but if it is like I think Stingrays might be a good choice.
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you got some magical half floating crates that look funny to me.
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot000.jpg)
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot001.jpg)
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Spook and his high fov lol.
I'll fix it in the next beta Spook I thought I fixed thoughs that's all the ground on either side is confusing that's all.
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Number 2 do you think I should replace with another gun? Maybe a carbine and make players start with VMs?
What's with gun type "medium" or "high"? So there are sometimes cockers, but sometimes also other guns.
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Number 2 do you think I should replace with another gun? Maybe a carbine and make players start with VMs?
What's with gun type "medium" or "high"? So there are sometimes cockers, but sometimes also other guns.
Do you mean in the center if so I suppose I could do that.
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@Cobo
On the next beta I suppose I could make the bases more like in this pic would that be good?
Is that from the side or from above?
Making everything the same wouldnt be any good either, try to make random stuff.
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seems like the blue team have an advantage?????
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the map is perfectly symmetrical so both teams have the same advantages.
apoc: it's just fov 160 =]
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Spook it's much higher then my 90 lol.
It's from the top Cobo also what do you mean by everything?
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I mean in the player spawn.
Should be this:
"GiveGun" "high"
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Ok thought you were talking about the gun in the centre that sounds good.
Edit: Eeek post count 666
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Something like this would look bad:
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Something like this would look better:
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Hmm.... it would take a bit longer but I suppose I could do it in beta 2.
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It's pretty easy with the shear tool in BSP.
Default is pressing ctrl+shift and left clicking. It will allow you to move a single face without moving the whole brush.
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It's pretty easy with the shear tool in BSP.
Default is pressing ctrl+shift and left clicking. It will allow you to move a single face without moving the whole brush.
Alright thanks.
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I can't see much from the screenshots, but i will download and play it.
Edit:
Things i noticed:
Don't know if it's supposed to be this way, but the crates are always in the way, so it's hard to get going fast.
Spawn points need to be rotated. Set them away from the base. (see pic) so for the top, it would be
"classname" "info_player_deathmatch"
"angle" "270"
which is "south" in bsp
then for the bottom, do
"classname" "info_player_deathmatch"
"angle" "90"
which is "north".
edit again: oops, forgot to upload the pic ;)
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wow nice screens apocalypse! i can see the ENTIRE map from that point of view! there is NO WAY i couldn't tell what the map is like just by looking at those! Problems: The crates are almost impossible to get on top of or jump over, too easy to camp bases, crates are annoyingly close to each other, but its a good speed ball map
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@Soggy: Number 1 sorry about the screens I would take one from above but then it looks stupid because the roof of the tunnel is a diff texture.
Number 2 You can't get on the crates I do it easy......
Number 3 any suggestions on how to make it harder to camp?
Number 4 yeah I might get rid of some in the next beta.
@Smack: Number 1 same thing I said to Soggy also though you can get speed by getting on top of them and jumping from crate to crate.
Number 2 thanks Smack forgot to change that I thought I remembered them starting at 90 oh well as soon as I get an answer from y00tz I'll start up on beta 2.
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Well, after a few tries, I can now get on top of the crates... but I think you should add maybe 2-4 more paths that go to different sections of the base, without the crates. Have the paths slanted up too, so you can gain speed. That's what we need in a speedball map. :)
This would help a few things:
1. base would be more easier to get to
2. newbies would have an option if they can't manage the crates. (like me :P)
3. base would be harder to defend because you'd have people coming from more directions
4. More paths are always nice 8)
Something like in my drawing: (but please do it better than I did, this is an opportunity to include some curved walls! ;))
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I think I'll just add two of those paths you showed.
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I think I'll just add two of those paths you showed.
Alright, sounds good, which ones?
Hopefully the outer ones.
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Yeah I don't like the inner ones how they go like this
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It would make it to hard to pick up speed.
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Yeah I don't like the inner ones how they go like this
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It would make it to hard to pick up speed.
Yeah, I kind of added them as an afterthought.
Anyways, if you're doing the outer ones, good luck on making the big loops. Remember to make them slope up to the middle, then back down.
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You could always add one of each - one path that goes from the side of the base and another that goes to the back, or maybe mix and match -- a path on each side that goes from the side of one base to the back of the other. Just try to balance them out so that they all take about the same time to travel. And do something about those boxy walls. Clipping planes are your friend.
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I'm currently working on the base as I type I'm having a few problems beta 2 will be out soon though.
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Sorry for the duble post but beta 2 is out I am having some troubles with the extra paths so you'll have to wait till beta 3 for them.
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Out where?
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Gahhhhh!!! I feel stupid now, anyways here it is.
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I've uploaded your map to the beta server. I've attached a demo of things that could be revised.
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good work apocalypse. i like the map so far. In b3 maybe you could find a way above the tunnel, so there is maybe 2 layers to the tunnel. i think there r too many boxes tho in the whole thing,tunnel and paths. perhaps make those barrels so they r thinner and u get stuck less easily.anyway keep up the good work! ;D
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Jits I just took a look at you demo all your ideas seem logical so I'm going to start up on them now.
Cuso I still need to think of a way for people to get up top suggestions are welcome.
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Apocalypse i attached a .map file of my idea to get to the top of the tunnel. it is very rough, but i did enough so you can tell what is what. enjoy ;D
-Cusoman
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Hey guys here is b3.
Fixed
-rounded off entrance to the tunnel
-aligned entrance to the tunnel
-thickened tunnel walls
-used only one type of rock
-included ctp1 textures in a ctp1 folder
coming in b4
-two paths for quick entry to other base
-way to switch paths at mid
-thin out tiles and aline colours
-maybe a way through top tunnel.
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looking good! :D you gave a .wal file in the ctp1 folder you made, is that what you wanted people to have, or the actual texture. Either way, keep up the good work. cant wait to see this map finished! ;D
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I've got beta 3 up on the beta server for play testing. Let me know if you need the login information again.
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looking good! :D you gave a .wal file in the ctp1 folder you made, is that what you wanted people to have, or the actual texture. Either way, keep up the good work. cant wait to see this map finished! ;D
I would say yes but I'd be lying :P