Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Garrett on September 10, 2007, 10:33:13 PM
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Beta one since the first beta's lights were trashed.
The map uses the CTP1.
Things I know about
-need ladders
-fix play spawns and game modes
-add stuff in side hallways and up stairs
-add a way out of the middle section
-add jail break button
-hint brushes
-add entites
What I need to know is if it would be better to remove the hallways that cross the center.
Ill have screen shots up tomorrow.
Leave some criticism but please keep it constructive.
Special thanks to Spook and Chef
ALSO: NEED A NAME
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Hi Garrett,
Just had a quick gander at your map, thoughts as follows:
- Barrels are far too detailed, having barrels that are like 20 sided brushes means r_speeds's are going to be insane. Just looking across your barrel-filled midsection is like 3500+. Thats almost as much as Kungfu was across the mid, without the sexyness!
- The window in the standing barricade near the bases isn't the right height to shoot through, either stood up or crouched - play about with it to get the right level.
- Im not sure about this one, but it looks like the floor of your high tunnel (blue floor) intersects the roof brush. It might not, its hard to tell from the BSP, but you're going to want to avoid overlapping brushes.
Try to remember to touch all your textures up like the tops of the barrels too. Im sure it'll be interesting to play when its more populated and such, keep goin!
- Dagless
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Thanks Dagless. Ill fix the windows. Not sure what you taking about with the upper tunnel intersecting and what not. A screeny will help.
Forgot to final compile the last so this is the true beta.
(http://img.photobucket.com/albums/v91/4wheelingman/sshot003.jpg)
Dual time
(http://img.photobucket.com/albums/v91/4wheelingman/sshot002.jpg)
A shortcut in darkness...
(http://img.photobucket.com/albums/v91/4wheelingman/sshot001.jpg)
Blitzing up the middle might work...
(http://img.photobucket.com/albums/v91/4wheelingman/sshot000.jpg)
...or you might end up here, in jail. Don't worry, a team mate can get you out
Is there a quicker way to making the barrels less detailed with out have to replace each barrel, on at a time?
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Indoor maps are fine, just try to be a little more realistic with your walls, ceiling and floors. No one is going to have expensive hardwood flooring on the 50' walls of their warehouse or what not. Also try to keep the scale in mind too. Things like support columns and trusses would give the map a neat environment in some areas. This map looks like it's still stuck in 1999. The visual quality of maps has greatly improved over the last number of years and your map is going to be over-looked pretty quickly unless you step up to the plate and deliver a quality and visually pleasing map. I'd take out the coloured wood as well. That's another thing that is seen far too often in early-era maps.
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Ok the quick fixes then,
-Get rid of alot of the wood and change the textures
-Fix the windows at the spawn
XtremeBain, most of the support columns are suppose to be in the middle part since the walls go straight to the ceiling. I could figure out something else. Any ideas
I also need a way to quickly change those barrels to a less detailed shape. Is there any quicker methods besides doing it all from scratch.
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ok well i decompiled your map to have a go at the barrel thing and there is a way but its not very speedy really. if you select a barrel and go Brush > Make > N-Sided, then set it to 8 sides and to 'take bounds from seed brush' it will change it for you, but you'll have to select every barrel individually to do it.
While i was at it i looked at the overlapping brush thing I mentioned before - It does infact overlap. Always keep your brushes from intersecting each other, not only will it make your map cleaner and easier to edit, it will reduce your r_speeds.
- Dagless
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Ok, I need to see where it is. If you could post a screen cause i have no clue where you are talking about.
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I fixed the sides to a different texture and the roof and moved up the wooden object at spawn.
In next beta
-ladders
-player spawns
-barrels less detailed
-jail break button
and anything else that is mentioned in this thread
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Wow. This has come far from that very big box a ran thru on your first attempt. Well Done. I like the improvements. Did u rename this thread, or is this a new thread, because now u must have like 2 or something for this map?? As for a name, i still dont know, but good job so far. Just light those side tunnels that u get to via barrels and it will look good. Also i think that little drop down area next to the spawn is a good idea, but once you get there you're stuck because you cant go anywhere from that tunnel. i suggest making a latter in the drop down part so you can get out, and choose either middle or attic to be able to move thru, otherwise its not another passage, its just a dead end. Anyway, cant wait to see "needs a name" 3.
lol i think you should call it the nameless wonder.
-Cusoman
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Haha, sounds good. I tried to make the message read needaname1 but I kept getting an odd error. Ill be adding ladders in next beta and as for the lighting of the tunnel, I was thinking of leaving it like that because it reminds me of airtime. If not, Ill add alittle light in there.
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ctrl+space = clone. Make one good barrel, lock the textures (alt+L), and clone it. It shouldn't take long at all to repopulate your map. Make sure your textures are aligned and you've assigned barrel top/bottom textures. If you want realistic sized barrels, scale the texture to .5 and make the barrels 32 units tall.
You can also select by texture to select and delete all of the old barrels.
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Having realistic (in terms of life) barrels in DP makes barrels unrealistic (in terms of DP).
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I like to think that I can't jump on to a barrel in real life, so I like them 64. On the other hand, my verticle jump isn't 6', so....
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Barrels only come up to my waist. They're about the same height as a hurdle for track running, so they should be easily jumpable.
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... lol. You do realize that things come in different sizes? Actually, im quite amazed how the love-everything-as-big-as-possible-USA has small barrels.
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Yeah, but I've never seen a 7 foot tall barrel. How big do they make them in Europe?
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Yeah, but I've never seen a 7 foot tall barrel. How big do they make them in Europe?
Lol, that made me laugh out loud!
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I am 185cm tall and barrels come up to my chin, or atleast to my nipples (:-o). Yes, I've seen smaller ones too, must be the darned american barrels!!!!
The main point is that half sized barrels look silly ingame.
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I am 185cm tall and barrels come up to my chin, or atleast to my nipples (:-o). Yes, I've seen smaller ones too, must be the darned american barrels!!!!
The main point is that half sized barrels look silly ingame.
That would be around 46 units - almost exactly half way between the big 64 unit barrels and the 32 unit barrels.
(http://tbn0.google.com/images?q=tbn:Y7uQ_Xn5XZHULM:http://ww1.prweb.com/prfiles/2007/05/14/526211/OilDrumArtCeremony.jpg)
I guess we do have small barrels. Can you find a picture of one of your European barrels for reference? I've never seen anything that big.
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This is blaa next to a small Estonian barrel.
(http://www.oak-barrel.com/barrels_and_ornaments/hot_tub_barrel.jpg)
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All english barrels are filled with real ale, and are thus not currently available for photoshoots. Try again later.
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Ill get to fixing those barrels soon. School has been such a pain.
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This is blaa next to a small Estonian barrel.
(http://www.oak-barrel.com/barrels_and_ornaments/hot_tub_barrel.jpg)
Er... completely different type of barrel. Those aren't the metal oil drum type barrels you usually see on paintball fields (what the textures in the game are modeled after).
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Maybe not american paintball fields...
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hehe