Digital Paint Discussion Board

Development => Mapping => Completed Maps => Topic started by: DrRickDaglessMD on August 04, 2007, 01:15:19 PM

Title: Kung Fu - Final Release 14/08/2007
Post by: DrRickDaglessMD on August 04, 2007, 01:15:19 PM
Hi all,

Here is my and Reeds latest map-making endeavor. The inspiration is taken from watching too many kung-fu movies lately, and as such takes the form of 2 warring chinese restaurants in a enclosed pagoda compound.

The map is recomended max 16 player, though supports 32 discreet spawns. Game mode is CTF. Also, note that it makes use of the CTP1 (Community Texture Pack beta 1) textures (http://dplogin.com/forums/index.php?topic=7836.0), those of which we have used are included in the specially named ZIP.

There are 2 paths, high taking you through the store-room and over the upper floor of the pagoda, low being a brawl across the street level and pagoda grounds. There is also a 3rd entrance to each base, consisting of a air-con duct that has been forced open and is only accessible from one end (pagoda street level).

we have updated the high-routes with a blocker wall which you can see in the newly added screenshot below. As well as this, KoreMagna was kind enough to sort us out with a couple of custom textures which adds a great touch of authenticity to the map. These are included in all the download options below.

Screenshots:

(http://img384.imageshack.us/img384/4659/sshot014nj9.jpg)

(http://img237.imageshack.us/img237/8093/sshot015ug1.jpg)

(http://img184.imageshack.us/img184/2563/sshot016yx3.jpg)

(http://img237.imageshack.us/img237/4135/sshot017xd6.jpg)

(http://img184.imageshack.us/img184/5655/sshot018wj6.jpg)

(http://img231.imageshack.us/img231/420/sshot021vb0.jpg)

pretty hot stuff, huh!

Download:

3 flavours for you -
here (http://rapidshare.com/files/48955039/kungfu_final_noctp1.zip.html) - Just the BSP for those of you who already have the CTP1. (1.2mb Zipped)
here (http://rapidshare.com/files/48954810/kungfu_final_hires.zip.html) - BSP + CTP1 Hi Res + Low Res textures we have used (7.6mb Zipped) If you want good quality but don't have the CTP1.
here (http://rapidshare.com/files/48953998/kungfu_final_lowres_server.zip.html) - BSP + CTP1 Low Res textures (1.6mb Zipped) for server admins or users on 56k.

Thanks go out to the guys at www.gamedesign.net for their great quake 2/bsp tutorials, to KoreMagna for her great work on the chinese writing textures and to those of you who gave us all the great feedback along the way!

We'd be really grateful is server admins could start adopting the map now so it can start getting as much exposure as we hope it will!

- Dr Rick Dagless M.D and Reed ([-DarkP-])

edit: fixed download links, typo be gone!

edit 2: updated to version beta 2 (which is our Final so isn't listed as 'beta2'!)

***Changelist***
 - Corrected the problem with the release on Linux servers.
 - Corrected wood texture alignment.
 - Corrected Clipping Plane alignment on the roof
 - Implemented func_areaportals, however ineffectual it turned out to be.
 - Implemented vis-blockers high in the pagoda.
 - Included custom textures.
 - Fixed various misaligned brushes.
 - Removed 'textured' door and replaced with 'brush-constructed' door in restaurants.
 - Increased lighting value in stockroom striplights.
 - Some other small stuff I can't think of right now.

Title: Re: New Map: Kung Fu
Post by: KiLo on August 04, 2007, 01:34:22 PM
Just looking at the screens made me want to touch myself. ;)
Title: Re: New Map: Kung Fu
Post by: Cobo on August 04, 2007, 01:47:24 PM
Amazing level of detail, good job.
Title: Re: New Map: Kung Fu
Post by: [GT]Snipen on August 04, 2007, 01:59:29 PM
Looking it over now, from the SS's it looks great. I found an issue with your zip file you have ctp1 in caps (CTP1 )so when you load the map  it say  it can't find the textures, I changed it but thouhgt I'd let you know.

Tipicaly I don't put beta map on the servers, but this one seems to be running smooth so I am up loading it .
Title: Re: New Map: Kung Fu
Post by: y00tz on August 04, 2007, 02:07:12 PM
If I remember correctly Snipen, CTP1 is supposed to be in caps... 

Doctor, how long did this take?

Ladies and gents, this is exactly how much detail we should be putting in to all of our maps.
This has seriously made my day :D


edit:  replaced screeny with a shot from my paintball2 directory, instead of my pb2-texture-test/ directory :P
Title: Re: New Map: Kung Fu
Post by: MosEz on August 04, 2007, 02:11:33 PM
OLE!

but i would make something with this house in the mid. Maybe a mid way but the rest is awesome...

jesus christ... nicely done
Title: Re: New Map: Kung Fu
Post by: [GT]Snipen on August 04, 2007, 02:15:26 PM
Either way its wrong somewhere , in the map or the zip because the map is asking for the texture files from ctp1 not CTP1. In the zip the file is CTP1.
Title: Re: New Map: Kung Fu
Post by: y00tz on August 04, 2007, 02:21:03 PM
Is it not working? It worked fine for me..
Title: Re: New Map: Kung Fu
Post by: DrRickDaglessMD on August 04, 2007, 02:36:15 PM
OLE!

well it took about a week, me and Reed have been bored and it has rained a lot where we're from lol.

Thanks a lot of the feedback guys, you're comments have made our days too - Snipen thanks for the upload, Reed is looking into the problem you mention now (he put the Zip together on his machine).

We considered putting a Low-Mid in, but we are really constrained by the limits of BSP - the mid is pretty much as complex as it can be without really crossing the line of performance degradation on some peoples machines. If there's a lot of support for that route then i'll see about reworking it :)

- Rick
Title: Re: New Map: Kung Fu
Post by: Apocalypse on August 04, 2007, 02:42:17 PM
:o Amazing once this is done everybody better put on their servers!!!!
Awesome job Doc. You say limits of BSP welllllll.......
Hey, i edited the compiler.

Set the -chop value in final compile (high quali) to an higher one, so there aren't so much light datas because of a worse light quali.

Notice that this is just working for the MAX_PATCHES ERROR, but you should try to find other ways to fix it before you edit the compiler (scale up textures, use detail brushes).
http://digitalpaint.planetquake.gamespy.com/testwiki1/pb2wiki.php?word=Map+Compiling+Errors (http://digitalpaint.planetquake.gamespy.com/testwiki1/pb2wiki.php?word=Map+Compiling+Errors)
chef
Hope that's what limits your talking about and I hope it helps :)
Title: Re: New Map: Kung Fu
Post by: [GT]Snipen on August 04, 2007, 02:42:45 PM
Ok y00tz hold my hand I'll walk you through it step my step.

1. Seen post seen map liked the look

2. Downloaded map ( BSP + CTP1 Low Res textures (1.5mb Zipped) for server admins or users on 56k.)

3.Unzipped Download

4.Started Paintball

5.Typed map kungfu_beta1

6. Map loaded

7.Textures didn't load

8. Looked in paintball folder textures file was there

9. Looked at console said server didn't have texture files from ctp1

10. Went back to paintball folder looked at CTP1 folder

11. Renamed CTP1 to ctp1

12. Restarted paintball game

13. Textures loaded fine

14. Made post to make DAG aware that some body else might have this problem and not know why they don't have textures

15. Take another 10 minutes to explain the obvious , the map ask for lower case ctp1 and the zip had uppercase CTP1

Now are we on the same page? The map needs to ask for correct folder whether it's upper or lower case. Hope I helped out.
Title: Re: New Map: Kung Fu
Post by: y00tz on August 04, 2007, 02:47:25 PM
Haha figured out the problem, Snipen it wasn't "CTP1" before, it's "CPT1".  CTP1/ctp1 should work the same, but he misspelled it.

Be sure to fix that Doc.
Title: Re: New Map: Kung Fu
Post by: Chef-Killer on August 04, 2007, 02:52:57 PM
:o Amazing once this is done everybody better put on their servers!!!!
Awesome job Doc. You say limits of BSP welllllll.......
Hey, i edited the compiler.

Set the -chop value in final compile (high quali) to an higher one, so there aren't so much light datas because of a worse light quali.

Notice that this is just working for the MAX_PATCHES ERROR, but you should try to find other ways to fix it before you edit the compiler (scale up textures, use detail brushes).
http://digitalpaint.planetquake.gamespy.com/testwiki1/pb2wiki.php?word=Map+Compiling+Errors (http://digitalpaint.planetquake.gamespy.com/testwiki1/pb2wiki.php?word=Map+Compiling+Errors)
chef
Hope that's what limits your talking about and I hope it helps :)

I don't think so, because there is light in this map, so there couldn't be this error.

It's a very nice map, great job.
I have just one suggestion, rotate the misaligned wood textures so, that they are logical.

I have uploaded the map to the OTB server (http://www.otb-server.de/access/register.php).
Title: Re: New Map: Kung Fu
Post by: [GT]Snipen on August 04, 2007, 02:54:49 PM
My mistake I over looked the obvious a typo, but I'm good at making afew typos myself. However I looked at the upper and lower case because Linux is flaky on it.
Title: Re: New Map: Kung Fu
Post by: KiLo on August 04, 2007, 03:00:50 PM
Doc you lost all my respect for this map by hosting it on bad Rapidshare.

So I mirrored it here (http://www.savefile.com/files/944248).
Title: Re: New Map: Kung Fu
Post by: Reed on August 04, 2007, 03:10:42 PM
My bad, i was in such a rush to get it zipped up i made the typo, updating the links as we speak.

We could do with some play testing at some point if anyone can give us some feedback, thanks.
Title: Re: New Map: Kung Fu
Post by: Eiii on August 04, 2007, 03:31:28 PM
Oh lord this map looks amazing. <3
Title: Re: New Map: Kung Fu
Post by: lekky on August 04, 2007, 03:51:22 PM
Almost as beautiful as yourselves. Nice job :D
Title: Re: New Map: Kung Fu
Post by: [GT]Snipen on August 04, 2007, 04:09:53 PM
Ok as I feared , Muff joined the server and ask why the textures didn't download I had to go and rename the folder with the  lowercase letters. The folder name was in uppercase and was the correct spelling , as I stated before Linux is quirky on upper and lower case.

ALSO  WOW Y00TZ  why did you change your SS ? I wanted the textures you had for the walls  they where lighter and I liked the look.
Title: Re: New Map: Kung Fu
Post by: y00tz on August 04, 2007, 04:19:33 PM
ALSO  WOW Y00TZ  why did you change your SS ? I wanted the textures you had for the walls  they where lighter and I liked the look.

They're included in the next version of the CTP, but I can give them to you in a bit, they aren't good substitutes for metal1_2, since they're too light.
Title: Re: New Map: Kung Fu
Post by: Eiii on August 04, 2007, 04:36:54 PM
This map would look amazing with phong shading in the right places. darn max_patches... :-\
Title: Re: New Map: Kung Fu
Post by: Xena on August 04, 2007, 04:53:39 PM
it looks nice but since you titled it "kung fu" it looks more japanese then chinese. especially when you have the japanese flag in the background (the yellow and red one)... and the building do look more like a japanese temple rather then a chinese building.

You might consider changing the name to Japanese Temple instead.
Title: Re: New Map: Kung Fu
Post by: DrRickDaglessMD on August 04, 2007, 05:30:22 PM
Hmm, the sun isn't the japanese flag, which is white with a red circle. However I suppose its reminiscent of the japanese rising sun, i guess we got our style a little mixed up there! still, i like the look of it.

Also, the pagoda is based on a shaolin temple style design, as you can see on the right of the wikipedia page on 'Kung Fu' (http://en.wikipedia.org/wiki/Kung_fu), which of course is chinese.

hope that clears it up for you!

- Dr Rick
Title: Re: New Map: Kung Fu
Post by: Cobo on August 04, 2007, 06:20:01 PM
This map would look amazing with phong shading in the right places. darn max_patches... :-\
Thats Eiii's way of saying "Good Job"
Title: Re: New Map: Kung Fu
Post by: Eiii on August 04, 2007, 06:24:29 PM
Oh lord this map looks amazing. <3
Title: Re: New Map: Kung Fu
Post by: Cobo on August 04, 2007, 06:27:58 PM
Oh lord this map looks amazing. <3
Thats Eiii's way of saying "Oh lord this map looks amazing"
See the difference?
Title: Re: New Map: Kung Fu
Post by: Xena on August 04, 2007, 09:51:40 PM
Hmm, the sun isn't the japanese flag, which is white with a red circle. However I suppose its reminiscent of the japanese rising sun, i guess we got our style a little mixed up there! still, i like the look of it.

Also, the pagoda is based on a shaolin temple style design, as you can see on the right of the wikipedia page on 'Kung Fu' (http://en.wikipedia.org/wiki/Kung_fu), which of course is chinese.

hope that clears it up for you!

- Dr Rick

From the image it's yellow and red and even if it's white and red, it's the japanese imperial flag. it was used during ww2. chinese would NEVER EVER use any sun-like image.
(http://www.biocrawler.com/w/images/thumb/b/bc/180px-Imperial_japan.GIF)
japanese imperial flag.

the map itself does look very nice

sorry, the chinese-japanese relation is a VERY touchy subject.

i never trust wikipedia. haha but i'll take your shaolin temple for it. why not call it shaolin temple then?
Title: Re: New Map: Kung Fu
Post by: Cobo on August 04, 2007, 10:09:51 PM
i never trust wikipedia.
When it comes to trusting on the internet, wikipedia is the only way to go :-\
Title: Re: New Map: Kung Fu
Post by: Reed on August 04, 2007, 10:19:40 PM
The map is influenced by far Eastern culture, think Japan, China and Korea. The reason it is named Kung Fu is more of a marketing decision, simply put it is easier to remember kungfu than it is shaolintemple. Also, the original idea came from watching many old martial art movies, particularly those using Kung Fu.

Thanks for all the praise guys, I think I speak for me and Dagless when I say we're very pleased with the outcome of the map. The main downside are the r_speeds, which can have some fps hits, but nothing major (we hope).

I know this map probably won't please the masses, but I hope it will at least inspire some people to treat maps like a work of art.
Title: Re: New Map: Kung Fu
Post by: DrRickDaglessMD on August 05, 2007, 11:34:20 AM
actually thats the japanese imperial naval ensign, but yeah i get your point.

and 'work of art' reed? I thought we just said we wanted to make a 'goshdarn hawt map'!

while on the topic of r_speeds, how are peoples systems holding up on this map? I have a pretty powerful machine so I dont actually see any drop in fps, but apparently reed did occasionally in alpha testing.

- Jim
Title: Re: New Map: Kung Fu
Post by: ViciouZ on August 05, 2007, 11:55:09 AM
My FPS is fine, which is suprising.
Great amount of detail.
I also <3 this map because my house's walls, ceilings, and driveway are all over it.
Title: Re: New Map: Kung Fu
Post by: KiLo on August 05, 2007, 12:02:19 PM
I normally get 1000 fps on just about everything. Most of the map here is fine I just have only 2 places where I get horrid fps drops. See the screens below.

(http://i201.photobucket.com/albums/aa85/mjet214/kung_fps2.jpg)

(http://i201.photobucket.com/albums/aa85/mjet214/kung_fps1.jpg)
Title: Re: New Map: Kung Fu
Post by: Eiii on August 05, 2007, 02:15:25 PM
Wow, over 7000 polys in that area. I'm not sure what's causing this other than the hueg amount of awesomeness in this map.

EDIT: Looks like you have nothing detailed. All the wood posts along the walls are probably breaking them up a TON, and giving you lots of extra polys. And the barrels on the ground, etc, etc. Detail stiff. In this case, it'll probably help a lot.

EDIT2: Yep, looking at the tris confirmed that. This map's poly count could be a ton lower with some detailing. Also, you can see into one base or the other from most places- I'd suggest you look into putting func_areaportals inside the doors. Should help a lot.
Title: Re: New Map: Kung Fu
Post by: SWSoggyWaffles on August 05, 2007, 05:27:56 PM
We need more maps like this!
Title: Re: New Map: Kung Fu
Post by: Cobo on August 05, 2007, 05:50:34 PM
And not like this ;)
http://dplogin.com/forums/index.php?topic=2441.0
Title: Re: New Map: Kung Fu
Post by: Xena on August 05, 2007, 07:38:30 PM
now i see the blue base... it makes a bit of sense :) blue base look nicer ;) lol

you said it's based on shaolin temple, did you consider using any shaolin monks imagery? or used '少林' (shaolin) the actual chinese text? i think it might be cool to add either shaolin '少林' or kung fu '功夫' at the entrance or somewhere.

i do like it, would like to try it out eventually.

edit: i dont know if the chinese text will come out properly - might have you change encoding to traditional chinese (big5)
Title: Re: New Map: Kung Fu
Post by: DrRickDaglessMD on August 05, 2007, 07:43:08 PM
haha thanks Eiii for the comments, although im a little unsure about what you mean:

when you say nothing detailed, do you mean on the pagoda, or at all? because i assure you, almost everything is detailed apart from walls, ceilings and floors. having said that, the only exception to this is the pagoda, where most internal stuff is detailed, but things such as the crossbeam designs slightly under the highest roof are not.

We'll look into the func_areaportal thing, sounds like it could be promising from the article on gamedesign.

keep the feedback coming guys, this is all good stuff so far!

- Dr Rick Dagless M.D

p.s you posted as i typed this, koremagna, the chinese text might look amazing on the map, but whether we could quite do it justice with BSP is another matter! I'll ask reed to take a gander at it.

Edit: KiLo, i just noticed how misaligned the blue 'paint splat logo' texture is on your screenshot - any idea why that is? it seems fine on my version!
Title: Re: New Map: Kung Fu
Post by: y00tz on August 05, 2007, 07:57:53 PM
I think he's talking about Detail brushes
Title: Re: New Map: Kung Fu
Post by: DrRickDaglessMD on August 05, 2007, 08:08:41 PM
haha on reading that again, i see that it could be misconstrued. i mean i applied the detail brush attribute (keyb shortcut 'D') to everything barre the walls, ceilings, etc....

hope thats a little clearer!

- Rick
Title: Re: New Map: Kung Fu
Post by: Eiii on August 05, 2007, 08:46:09 PM
Okay, what the hell. Detail brushes shouldn't split anything, but they do. Something's wrong with the build tools... >_>
Title: _
Post by: Dirty_Taco on August 05, 2007, 09:31:15 PM
Post removed
Title: Re: New Map: Kung Fu
Post by: Xena on August 06, 2007, 01:30:01 AM
p.s you posted as i typed this, koremagna, the chinese text might look amazing on the map, but whether we could quite do it justice with BSP is another matter! I'll ask reed to take a gander at it.

let me know which/what chinese text you want to use. Whether you want computer generated or true chinese brush writing, i can get it done for you (jpeg wise...). and i did try the map out on a server (it was running the map). i see what the sun is... it's a stupid door. lol i didn't notice on the image. it's very nice except the space is quite tight, not enough jump spot but the 'secret' air vent is a nice touch :)

keep it up! would like to see the final touch.
Title: Re: New Map: Kung Fu
Post by: y00tz on August 07, 2007, 03:46:42 AM
Has this been mentioned?

(http://img148.imageshack.us/img148/9412/sshot024qp2.th.jpg) (http://img148.imageshack.us/my.php?image=sshot024qp2.jpg)
Title: Re: New Map: Kung Fu
Post by: DrRickDaglessMD on August 07, 2007, 09:54:55 AM
ok, I've implemented the func_areaportals, corrected that wall texture, put in some vis-blockers in the pagoda and tidied a couple of other things up.

I looked into the wooden block thing you mentioned, Eiii, and one side was misaligned, so ive corrected that. Definately all detailed though, so i don't know how to procede. how did you get the tris up? ive looked all over for the command lol

any other suggestions?

KoreMagna, getting a chinese brushed logo for each base, probably just saying 'red' and 'blue', in black, at 128x128 (low res) and 1024x1024 (high res) would be awesome, as long as we could keep the filesize down-ish. If its too much trouble just let me know, its no problem. PM me if you need any more details!

Thanks,

- Dagless M.D

Title: Re: New Map: Kung Fu
Post by: ViciouZ on August 07, 2007, 09:56:47 AM
gl_showtris 1 i believe.
Title: Re: New Map: Kung Fu
Post by: Reed on August 07, 2007, 10:15:22 AM
Hmmmm, thought i'd fixed that y00tz.
Title: Re: New Map: Kung Fu
Post by: Xena on August 07, 2007, 04:31:55 PM
no, that's detailed... you do want the word red and red colour? and blue in blue? oh wait... you said black... lol

I'll PM you the pics... let me dibble, dabble on a few different selections for you.
Title: Re: New Map: Kung Fu
Post by: Eiii on August 07, 2007, 07:40:07 PM
As I said- detailed brushes SHOULDN'T split other brushes, but they apparently do. Again, wtf.

darn YOU QVIS3!!
Title: Re: New Map: Kung Fu
Post by: DaRkNeSS on August 07, 2007, 11:12:43 PM
That is one nasty looking map.

Great work guys.
Title: Re: New Map: Kung Fu
Post by: Corporal Perez on August 08, 2007, 03:50:42 AM
Kilo what graphics card do you have?
Title: Re: New Map: Kung Fu
Post by: KiLo on August 08, 2007, 03:54:38 AM
Kilo what graphics card do you have?

Well I gots an NVIDIA GeForce Go 7900 GS with 256 MB of RAM
Title: Re: New Map: Kung Fu
Post by: lekky on August 08, 2007, 09:57:37 AM
I have the exact same card, how the hell do you get 500 more fps than me?
Title: Re: New Map: Kung Fu
Post by: KiLo on August 08, 2007, 10:09:06 AM
I have the exact same card, how the hell do you get 500 more fps than me?

Do you have cl_maxfps 0, cl_locknetfps 0 and gl_swapinterval 0?

It also may have to do with the rest of you computer too. I am running a 2.0 GHz Intel Core 2 Duo with 2 GB of RAM. So that may have something to do with it.
Title: Re: New Map: Kung Fu
Post by: Apocalypse on August 08, 2007, 11:58:51 AM
Could also be internet connection I know my cable lowers my fps.
Title: Re: New Map: Kung Fu
Post by: blaa on August 08, 2007, 12:18:35 PM
I dont think internet speed lowers fps :D. There may be some connection problems (like there were with GT when peoples pings went mad at some time). When im downloading or whoever using the same internet in my home is doing something and then i start dp, then i see PPS loss, bot fps loss :). So, that argument, apocalypse, is probably wrong.

Who gives a intercourse if u have 300 fps? 82 is more than enough..
Title: Re: New Map: Kung Fu
Post by: Apocalypse on August 08, 2007, 12:27:27 PM
Lol maybe that comes from me having 5 other windows open at the same time.
Title: Re: New Map: Kung Fu
Post by: Nitroboy on August 08, 2007, 12:38:33 PM
yehhhh, i see alot of my crappy textures, yehhhh. :D
Title: Re: New Map: Kung Fu
Post by: DrRickDaglessMD on August 08, 2007, 02:06:19 PM
im having a nightmare with the func_areaportal, a showtris is still showing the engine drawing most of the main when you're stood by the tables.

ive tried different methods for putting the AP in, only one of which doesn't result in an 'area portal doesn't touch 2 areas' error, the 3-ply wall method on gamedesign.net. The engine still draws whatever is beyond the sun doors, so obviously the areaportal isn't working correctly. There are no leaks past the portal, to my knowledge.

Any ideas?

- Rick Dagless M.D
Title: Re: New Map: Kung Fu
Post by: jitspoe on August 08, 2007, 03:40:18 PM
Looks nice.  I haven't had a chance to look through it thoroughly, but there are a few issues that stood out:

1) Scale.  The map is way out of proportion -- tables are over 5 feet tall, the doorknob is like over your head (I think y00tz mentioned he was going to fix the texture scale of the door in the final CTP release, but it will have to be adjusted in the map, too.  On a side note, making that door flush with the wall will reduce polygons, look better, and keep people from getting caught on it.)  The whole map almost needs to be scaled down to about half the size in order to look right, but that's probably not realistic.

2) Lots and lots of wood textures need to be rotated.  Wood grain should always go along the length of boards, and it should be consistent on all sides. 

3) Writing your name on the wall with brushes looks really cheesy and detracts a lot from what is an otherwise great looking map.

Eiii: The only thing detail brushes do is make vis ignore them.

Dagless: Areaportals are a real pain to get working.  They have to separate two completely separate areas of the map which are only visible to each other through the areaportal.  I think you also have to split the door frame apart, since everything on one side of the area portal can't be visible from the other, so if the door frame crosses over, it won't work.
Title: Re: New Map: Kung Fu
Post by: Eiii on August 08, 2007, 03:47:33 PM
Not according to http://www.gamedesign.net/node/53/#detail :/
Title: Re: New Map: Kung Fu
Post by: DrRickDaglessMD on August 08, 2007, 04:35:30 PM
thanks for comments,

I dont think altering the scale will be too feasible - it would be a tremendous amount of work and we agree that though your point is valid, to have realistic dimensions on the map (or any map, more or less) would be detrimental to gameplay. Take barrels for instance, they are designed to be 64 units tall, and thats taller than a dp character! last time i saw an oil drum, it wasn't taller than me (6').

We're working on the wood textures now - for a while I had no idea which ones you meant, then I realised that the brown wood 'sawmarks' were in fact 'woodgrain', so I'll correct them all now.

As for writing on the wall, it originally was there to make the wall more interesting and not totally bare and while it is certainly cheesy, we like it anyway and want to have a bit of fun with making the maps. I wouldn't leave it in if I thought it harmed the map in some way. We made the map so detailed because we're bored of maps that have nice flow but are essentially barren and uninteresting with no real stylistic themes - I don't think a bit of name dropping detracts too much from the overall style of the map. Plus we're massive egotists.

I split the doorframe and everything for the area portals, I cant think of what else I can do. As far as I can tell, my implementation is spot on the way it has been described on all the tutorials I've read. I'll keep fiddling till everything else is sorted, then I feel we may just have to live with it.

- Dr Rick Dagless M.D
Title: Re: New Map: Kung Fu
Post by: Spook on August 08, 2007, 04:55:00 PM
The map, infact, looks amazing. I just have one way off topic question... are you really a doctor? If so, what do you specialize in?
Title: Re: New Map: Kung Fu
Post by: lekky on August 08, 2007, 05:01:03 PM
He's a legend man, Vietnam and Falklands veteran and also a former warlock. Maverick doctor that saves peoples lives on a daily basis.
Title: Re: New Map: Kung Fu
Post by: DrRickDaglessMD on August 08, 2007, 05:57:13 PM
In my line of work there are Rebels and there are Innovators.

I'm a Rebel brain expert in rebelliance against conventional logic, in rebelliance against the world order. And if thats not being an Innovator - I don't know what is.

Thornton Reed is my boss, the hospital administrator - a real ballbuster, but he has to answer to WonTon. Lucien Sanchez is a hotshot surgeon, he's a good buddy, though we sometimes have punch-ups. Liz is a star pupil, you might say.

- Dr Rick Dagless M.D

p.s if that doesn't answer your question, don't expect a more coherent answer.
Title: Re: New Map: Kung Fu
Post by: y00tz on August 08, 2007, 06:04:54 PM
Quote from: http://en.wikipedia.org/wiki/Garth_Marenghi's_Darkplace
The premise of the series is that in the mid-1980s, Garth Marenghi and his publisher Dean Learner made their own TV series on a shoestring budget. Set in Darkplace Hospital in Romford, Garth Marenghi's Darkplace tells of the adventures of Dr. Rick Dagless, MD, as he fights the forces of darkness while simultaneously coping with the pressures of running a modern hospital. In spite of the programme's obvious flaws — wooden acting, cringeworthy scripts and amazingly poor special effects, to name but three — both Marenghi and Learner still regard the series as a masterpiece. But nobody else does, which is why it's taken nearly 20 years to reach the screen.
Title: Re: New Map: Kung Fu
Post by: jitspoe on August 08, 2007, 06:43:13 PM
Not according to http://www.gamedesign.net/node/53/#detail :/
If you read carefully, they moved the brushes 1 unit away from the wall -- a practice I don't generally like.  While it sometimes reduces the number of polygons, it increases the overdraw (which is typically what has more of an impact on the framerate) and can cause funny shadows or just plain look weird.  It can be effective when used properly, and only with small brushes, though.
Title: Re: New Map: Kung Fu
Post by: Eiii on August 08, 2007, 06:49:38 PM
I thought they were presenting the detailing as an alternative to the one-unit-away thing. >_>

EDIT: As a matter of fact...
Quote
Qbsp3 will not use the planes of detail brushes to split your map,
Title: Re: New Map: Kung Fu
Post by: Apocalypse on August 09, 2007, 09:48:32 AM
Just noticed this you can see through from above the spot with the airconditioner (on the roof).
Title: Re: New Map: Kung Fu
Post by: DrRickDaglessMD on August 09, 2007, 10:36:43 AM
ahh yeah we're aware of that phenomenon, but most of the roof is clipped so we're not too worried.

were you able to get up there without lowering the grav or no-clip obs'ing? for the sake of completeness I'll add another few clips anyway.

- Rick
Title: Re: New Map: Kung Fu
Post by: Apocalypse on August 09, 2007, 10:40:55 AM
Once I was on the roof rom nocliping yes I just went out on the string of lights (jumped) then ran in though I think Spook and some others skilled at jumping might be able to get to that roof without noclip or grav.
Title: Re: New Map: Kung Fu
Post by: Termin8oR on August 09, 2007, 02:53:59 PM
The map looks great.
Good job guys.
Title: Re: New Map: Kung Fu
Post by: Spook on August 09, 2007, 04:34:56 PM
Hehe, apocalypse, i took that as a challenge :P

http://zilla-clan.net/upload/116615

it definitely needs clip brushes there
Title: Re: New Map: Kung Fu
Post by: Eiii on August 09, 2007, 04:47:02 PM
Even I was able to get up there with some work, so they're really needed. Players getting up there could be a gameplay-killer.

EDIT: Just found another route up there. :D You need to put clip brushes above every wooden post on the wall, if you don't want players getting on them either.
Title: Re: New Map: Kung Fu
Post by: Apocalypse on August 10, 2007, 12:03:40 PM
Nice Spook I maybe could make it if I tried and wasn't so lazy lol.
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: DrRickDaglessMD on August 14, 2007, 12:20:17 PM
Hey,

I've just updated the thread title and first post with the details of the final release of Kung Fu.

The download links are all updated and a fresh screenshot is included for your perousal.

For those of you too lazy to click the '1' at the top of the page, ill link you to the post here. (http://dplogin.com/forums/index.php?topic=8283.0) ;)

Thanks for all the comments guys,

 - Dr Rick Dagless M.D and Reed
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: jitspoe on August 14, 2007, 04:08:48 PM
Hm... that's going to cause problems if things like the door scale are fixed with the CTP.  Texture alignment will be messed up.

Edit: I see you made a door out of brushes.  It's still huge, though. :)  Doorknob is over your head.  The rotated wood looks a lot better.  Oh, and it would be nice if you'd pitch those annoying Thumbs.db files.  Those things drive me nuts.
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: DrRickDaglessMD on August 14, 2007, 04:17:23 PM
- Removed 'textured' door and replaced with 'brush-constructed' door in restaurants.

I took the door out to get around that issue and replaced it with one made out of brushes and more generic textures.

As far as I can tell no other alterations to the textures we used from the CTP unless they are particularly radical will impact the map very badly.

- Rick

edit: yeah, scale is screwy on the map, but its in proportion to itself at least, if not the DP bloke. I don't think it hurts the map and if it were in realistic scale then the gameplay would be abominable! Sorry about the Thumbs, ill reup the zip's when I can find the time.
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: Spook on August 14, 2007, 04:56:15 PM
That writing looks amazing with the map, very nice job overall
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: KiLo on August 14, 2007, 05:42:23 PM
I just checked out the final and I still have the same fps drop in it. It doesn't matter to me but on some non-high performance computers it may cause some lag.
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: FlaMe on August 14, 2007, 05:43:21 PM
lol sorry we cant all have "high performance computers" kilo, lol cocky
 
But yeah, sweet map, I added it to my list... keep it up =D
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: DrRickDaglessMD on August 14, 2007, 05:56:15 PM
yeah, I should apologise right now to people who find their computers aren't up to playing this map smoothly in all areas. I cried bitter tears of frustration trying to get the func_areaportal's to work, which would have at least eliminated the problem downstairs, but there isn't much I could have done to cut it down outside high.

I'm satisfied that I tried as much as was reasonable to cut it down but I'm just going to have to accept that it wont be as smooth as I'd like on low-end PC's. Having said that, Reed doesn't have a high spec PC (athlon 2400+, Radeon 9600 Pro, etc...) and his didn't drop below 100fps.

- Dag, Yo
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: Xena on August 14, 2007, 08:11:31 PM
wow... it looks nice... can't wait to try out.

hee hee, those words look great in those spots ;)
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: Apocalypse on August 14, 2007, 09:02:00 PM
Amazing I'm going to PM Jits right away to add it to the DPPUG server list.
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: KiLo on August 15, 2007, 12:19:33 AM
DPPUG server list.

*map list
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: Apocalypse on August 15, 2007, 06:25:55 PM
Yeah there was something weird going on but it stopped now.
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: Magical-Tree on August 15, 2007, 06:29:32 PM
Nice map guys, One of the best for this game so far. The doors in each base needs to be fixed though, as do the desks. They're not in proportion to player and the rest of the map. Otherwise this map is amazing.



~MT
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: DrRickDaglessMD on August 16, 2007, 10:31:22 PM
in case any OTB members see this, could you check to see if your servers have the textures associated with kungfu, it appears people downloading the map off OTB servers don't seem to be getting the textures.

Thanks,

- Dagless
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: sudo on August 18, 2007, 10:29:46 AM
Why did you choose the kanji for "basket?"  That's sort of random.
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: DrRickDaglessMD on August 18, 2007, 10:55:17 AM
haha I was waiting for this one,

KoreMagna gave us the textures of the characters, which were intended to mean Red and Blue to denote the bases. Not being a chinese speaker, I have no idea what they might say in reality! Either way I think for most westerners they are aesthetically pleasing, as long as they aren't offensive or something I think they are at worst a curiosity for chinese speakers! Are you sure its kanji anyway, it was my understanding it was traditional chinese.

- Dagless
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: Xena on August 18, 2007, 08:16:09 PM
kanji is not chinese... however, because during a certain period there were a HUGE chinese influence on japanese culture... hence why there are chinese text (in which the japanese call kanji) in the japanese language.

I can assure you that those 2 words means red and blue and it's traditional chinese. the simplified chinese text for blue is *slightly* different.

oops, just checked... sudo's right... i gave you the wrong word! aah!!! :S I will fix that RIGHT now... the word is basket... let me send you the word blue... lol silly me...

edit: thanks sudo for pointing that out. i bet some people wont even notice the difference after the change :D
Rick: check your PM :)
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: nopyo on August 19, 2007, 12:05:38 AM
I'm Chinese, I can help with all the language stuff if you guys ever need. Also, the difference is the top of the the character, but i'm sure you already know that. :)
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: loial21 on August 19, 2007, 01:57:14 AM
Honorable map.
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: Rick on August 19, 2007, 03:54:46 AM
The amount of detail is remarkable. Good Job!
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: Apocalypse on August 19, 2007, 09:15:21 AM
Awesome it's up on the dppug server.
@loial maybe you should have Snipen put it up on the GT servers.
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: DrRickDaglessMD on August 19, 2007, 11:41:36 AM
haha don't worry about it KoreMagna. I'll upload a fixed version so people can get that in the future, and I've put the updated textures in a small zip here if people want the correct one: clicky (http://zilla-clan.net/upload/235029).

Red vs Basket ftw.

- Dr Rich Douglas
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: Xena on August 19, 2007, 03:08:51 PM
Red vs Basket ftw.

haha, that's kinda funny

I'm Chinese, I can help with all the language stuff if you guys ever need. Also, the difference is the top of the the character, but i'm sure you already know that. :)
Yes... I should know better... ;)
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: jitspoe on August 22, 2007, 07:29:49 PM
haha don't worry about it KoreMagna. I'll upload a fixed version so people can get that in the future, and I've put the updated textures in a small zip here if people want the correct one: clicky (http://zilla-clan.net/upload/235029).

Red vs Basket ftw.

- Dr Rich Douglas
Haha.

Oh, and can you attach that zip or something?  The download isn't working.

Edit: Nevermind, it works now.

Big file size difference.  Old jpeg is only 5kb, new one is 36kb.
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: {appy Hamper on October 16, 2008, 12:51:03 PM
Doc you lost all my respect for this map by hosting it on bad Rapidshare.

So I mirrored it here (http://www.savefile.com/files/944248).

Sorry for the ridiculous time lapse here, but I was wondering if I could get a working mirror for this map, since Kilo's is not on anymore (I can't use rapidshare)...
Title: Re: Kung Fu - Final Release 14/08/2007
Post by: Zorchenhimer on October 16, 2008, 02:01:12 PM
ftp://otb-server.de/pub/Maps/kungfu.bsp

Or if you have a newer build, you can just connect to a server that is playing this map.