Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: SmackWaters on September 05, 2007, 07:25:15 PM

Title: Release: Mystikal Beta
Post by: SmackWaters on September 05, 2007, 07:25:15 PM
This is my newest start to a map, (started it earlier today) and it's based off a old village. As the name implies, I'm going to be using some strange and interesting stuff in this map. For example, I made a "Sacrificial Base", an alternate base where you can return the flag for 8 points instead of 5. The catch is, you are eliminated when you return the flag. You also need to hit the hidden button to lower the walls/clip brushes around the sacrificial base, so it may not be very accessible in a pinch. I'm also focusing a lot on detail in this map. Anyways, here are some shots of what i have in store.

#1: "Sacrificial Base"
#2 & 3: Views of the map
Title: Re: Release: Mystikal Beta
Post by: Scope on September 05, 2007, 07:26:33 PM
This map seems like a great map gj =)
Title: Re: Release: Mystikal Beta
Post by: SmackWaters on September 05, 2007, 07:30:00 PM
This map seems like a great map gj =)

Thanks, I hope it will be. :D
Title: Re: Release: Mystikal Beta
Post by: nightryder on September 05, 2007, 07:55:08 PM
those fence posts are as big as people
Title: Re: Release: Mystikal Beta
Post by: Apocalypse on September 05, 2007, 08:04:49 PM
No download? It looks pretty good Smack great job again :)
Title: Re: Release: Mystikal Beta
Post by: SmackWaters on September 05, 2007, 08:06:09 PM
There isn't a download because it isn't a complete map yet. But count on a beta 1 some time soon :)
Title: Re: Release: Mystikal Beta
Post by: Apocalypse on September 05, 2007, 08:07:17 PM
Oh it looks pretty complete (as in for a beta) and I'll count on one.
Title: Re: Release: Mystikal Beta
Post by: SmackWaters on September 05, 2007, 08:12:49 PM
More shots of recent additions :D
Title: Re: Release: Mystikal Beta
Post by: Apocalypse on September 05, 2007, 08:14:22 PM
Oh, nice fountain it looks cool :) also how are the r_speeds throughout the map?
Title: Re: Release: Mystikal Beta
Post by: SmackWaters on September 05, 2007, 08:16:00 PM
R_Speeds aren't bad at all. This village is going to end after that big building, then it's going to open up into open desert, just for an interesting twist.
Title: Re: Release: Mystikal Beta
Post by: Apocalypse on September 05, 2007, 08:18:58 PM
Oh be sure to place a fair amount of obstacles to lower r_speeds in the desert area. Also I take it you have only completed the bases as you said going to not is.
Title: Re: Release: Mystikal Beta
Post by: Spook on September 05, 2007, 08:29:10 PM
those fence posts are as big as people

and the wood needs to be aligned :P
Title: Re: Release: Mystikal Beta
Post by: Garrett on September 05, 2007, 08:51:00 PM
Nice beginnings of a map man.  Look forward to beta one.
Title: Re: Release: Mystikal Beta
Post by: SmackWaters on September 05, 2007, 09:20:37 PM
Haha, somehow i wrapped up the beta really fast, it's compiling now. Needs more paths obviously, but it's a start.
Title: Re: Release: Mystikal Beta
Post by: nightryder on September 05, 2007, 09:38:05 PM
walls of houses could have a bit more detail
Title: Re: Release: Mystikal Beta
Post by: SmackWaters on September 05, 2007, 10:19:32 PM
Well, here's the initial release of the map I had started earlier. It does need more in the middle, but i felt I should get a release out there. Yes, I know there is a texture alignment error, but I don't feel like recompiling now. It will be fixed in the next release. Also note that this map makes use of the community texture pack (beta 1).

edit: Download beta 2 here (http://dplogin.com/forums/index.php?action=dlattach;topic=9178.0;attach=3300)
Title: Re: Release: Mystikal Beta
Post by: Garrett on September 05, 2007, 10:26:55 PM
Nice, Ill play it tomorrow when I can actually keep my head off the keyboard...
Title: Re: Release: Mystikal Beta
Post by: Spook on September 05, 2007, 10:56:07 PM
From the screenshots, EWWW ONE PATH!
Title: Re: Release: Mystikal Beta
Post by: KiLo on September 06, 2007, 12:50:49 AM
Haha I seen the title and thought it was something about teh washed up rapper. :D
Title: Re: Release: Mystikal Beta
Post by: blaa on September 06, 2007, 06:29:15 AM
The well thingie which u turn to get water out from the well is tooooo big. Those thingies are usually made out of metal and are tini.
Title: Re: Release: Mystikal Beta
Post by: blaa on September 06, 2007, 06:40:01 AM
The first pic = awful. A map shouldnt look box-like. Atleast this map you are making shouldnt. You have a open air project going and all you have is boxes. Carve the "desert area" edges. ( http://scythe.planet.ee/smack/map.jpg )

http://scythe.planet.ee/smack/vesi.jpg - The textures surrounding the water are a bit off for my taste.

http://scythe.planet.ee/smack/kaev.jpg - Like I told you in your other thread (why you had to make another thread btw?) Fix some well details. The rope (the blue texture) should be less thick and less blue :). The roof shouldnt end where the wall starts. And about that ammo. Thats just wrong. You probably have like 9 200ammos there. Better make ammos sized 50 or 100 and PLACE them around the map.

Also, what I just saw. All the houses seem to be "aligned". If it were a village and not a suburb then they would be atleast somehow different than the others.

Also, the desert doesnt look like a desert. I would rather use sand1 (sand2, whichever number you like more). Yootz`s texture isnt working there.
Teleports were quite good imo.
Map looks a bit too little, but the overall picture is promising.

And please, if you are now going to add a new path because "all maps must have 2 paths!!!!!uno!!!!!!" then please dont make the route look like its forced there. (example: carbinewarz)
Title: Re: Release: Mystikal Beta
Post by: SmackWaters on September 06, 2007, 07:12:34 AM
Thanks for the advice.
Title: Re: Release: Mystikal Beta
Post by: y00tz on September 06, 2007, 08:02:13 AM
How long have you been working on this?
Title: Re: Release: Mystikal Beta
Post by: Magical-Tree on September 06, 2007, 01:53:17 PM
Please change that grass texture, Makes the whole thing look really cartoonish...

Otherwise it's looking pretty good, keep it up. =]



~MT
Title: Re: Release: Mystikal Beta
Post by: Apocalypse on September 06, 2007, 04:11:54 PM
Haha, somehow i wrapped up the beta really fast, it's compiling now. Needs more paths obviously, but it's a start.
What's taking so long?
Edit: Never mind just found the other topic.
Title: Re: Release: Mystikal Beta
Post by: Apocalypse on September 06, 2007, 04:56:41 PM
Just a couple things I've noticed
First and second are misalignment with the well thing.
Thurd is misalignment in a dessert wall.
Fourth your fountain is floating?
Fifth would grass really in such a straight line change that much?
Sixth you might want to put some water in there.
Edit: just realized you can ramp over the sacraficial temple thingy easily off of the logs into the 8 score spot are you supposed
to be able to do this?
Title: Re: Release: Mystikal Beta
Post by: blaa on September 07, 2007, 08:32:34 AM
 Actually, this map is awful gameplay wise. You have awful bottleneck. Find a way to fix bottleneck situation first.
Title: Re: Release: Mystikal Beta
Post by: jitspoe on September 12, 2007, 09:14:04 PM
Put it up on the beta server.  Attached the usual demo.
Title: Re: Release: Mystikal Beta
Post by: SmackWaters on September 13, 2007, 05:59:35 PM
-Release- Beta 2

Here is my revised version of beta 1. You will find additional paths, different texture usage, mostly things like that.

However, I removed the sacrificial base because i found out about an exploit that i was unable to fix. (capping without dying). So, download, and a comparison screenshot. Enjoy :D
Title: Re: Release: Mystikal Beta
Post by: FlaMe on September 13, 2007, 06:16:34 PM
looks pretty sweet... nice =D
Title: Re: Release: Mystikal Beta
Post by: Apocalypse on September 13, 2007, 06:37:13 PM
Was the way to drop the flag beside it?
Title: Re: Release: Mystikal Beta
Post by: SmackWaters on September 13, 2007, 06:41:16 PM
No..

I'll have to explain it.

The sacrificial base had a base entity and a trigger hurt entity on the same spot. The problem was, if they were both the same size, you would get killed before you capped the flag. So i had to make the trigger hurt 1 pixel smaller than the base. The problem was, it was still possible to take a really tiny step and capture the flag without getting killed.
Title: Re: Release: Mystikal Beta
Post by: Apocalypse on September 13, 2007, 06:58:15 PM
Oh I see now that I think about what I said that wouldn't have worked.
Title: Re: Release: Mystikal Beta
Post by: blaa on September 14, 2007, 07:30:45 AM
The 2nd route you added seems "forced". Use some imagination and find a better way :P.
Title: Re: Release: Mystikal Beta
Post by: SmackWaters on September 15, 2007, 04:54:22 PM
The 2nd route you added seems "forced".

I was afraid of that. Well, the idea is most people will use the "non forced" route, so the people who take the time to use the other route will have an advantage.
Title: Re: Release: Mystikal Beta
Post by: jitspoe on September 19, 2007, 09:40:58 PM
Uploaded to the beta server.  Attached a demo.