Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: y00tz on October 14, 2007, 11:39:37 PM

Title: y_soffice
Post by: y00tz on October 14, 2007, 11:39:37 PM
This is a map made pre-CTP and I just gave it two small touchups, it's actually what inspired me to  make custom textures, all the textures in this map are from BEFORE I learned to photo-source as well as some of my better techniques now...

Anyway, it's 'based' off of my old office building, before we moved in...  Obviously lots of stuff was tweaked to make it into a map.

It's a typical small and fast 1v1 DM style map.

I was planning on slapping it on my server when we get faster downloads and not waste time with a thread, but I guess if you have suggestions to improve, I'm not against eventually adding a lot of detail and more space and creating y_loffice (large office).

Thanks,
y00tz

Zip attached last! Extract into paintball2/  (includes /pball)
Included:
Map
Custom plant
CTP1 subest (1 image)
y_soffice/ textures
LINK: http://www.dpclans.com/y_soffice_beta1.zip
EDIT: It's important to note, if  you guys want any of these textures, they'll be included in the next release of the CTP, as well as over 100 others.  In the meantime, feel free to use them for your own maps if you wish (as well as the model)

In the spirit of open-source, I'll release the .map after we go through the betas...



(http://www.dpclans.com/y_soffice1.jpg)
(http://www.dpclans.com/y_soffice2.jpg)
(http://www.dpclans.com/y_soffice3.jpg)
(http://www.dpclans.com/y_soffice4.jpg)
Title: Re: y_soffice
Post by: nightryder on October 14, 2007, 11:55:46 PM
more furniture, pictures, coffee tables...

my dad works in an office and usually its pretty cramped, i think this just needs more stuff
Title: Re: y_soffice
Post by: FlaMe on October 14, 2007, 11:56:16 PM
looks pretty sick. also have u checked ur dplogin account lately? you should... #team_aV
Title: Re: y_soffice
Post by: y00tz on October 15, 2007, 12:00:04 AM
more furniture, pictures, coffee tables...

my dad works in an office and usually its pretty cramped, i think this just needs more stuff

Ehh, well I could easily pack it down with stuff, that wouldn't be a problem, but it's 'modeled' after the day before move-in.  If I make a large office, I'll do cubicles, chairs, water coolers, tables, desks, a lobby, etc.  Thanks for the feedback.

Edit:  Haha this map is clearly from my newbiER days :P But we play it 1v1 at the office a lot and it's always been a lot of fun...

And Flame, I've had A LOT of offers from clans after I made a post in the clans area, so after I check them all out I'll make a decision, thanks though.
Title: Re: y_soffice
Post by: nopyo on October 15, 2007, 12:08:07 AM
Sweet, did your office really have red carpet? :D

Also, just took a look at dpclans.com, are you making your own site?
Title: Re: y_soffice
Post by: y00tz on October 15, 2007, 12:14:32 AM
Sweet, did your office really have red carpet? :D

Also, just took a look at dpclans.com, are you making your own site?
It wasn't that bright of a red, really more of a maroon, I hated it for the first few months, but after I first spilled gatorade on the floor and couldn't tell.. I loved  them.
But the site... ehh it's pretty much just experimenting with how powerful Drupal is.  There is a site in the works, but it's on the backburner considering I have a lot of real, *paying* sites to do first. 
Title: Re: y_soffice
Post by: DaRkNeSS on October 15, 2007, 01:58:18 AM
Looks amazing, what game is that for?
Title: Re: y_soffice
Post by: WarWulf on October 15, 2007, 02:45:47 AM
very sexy job y00tz you have given me hope for future level designers on digital paint :)
Title: Re: y_soffice
Post by: lekky on October 15, 2007, 08:52:11 AM
But we play it 1v1 at the office a lot and it's always been a lot of fun...

So thats why you stay in the office till midnight xD !!!
Title: Re: y_soffice
Post by: y00tz on October 15, 2007, 09:05:01 AM
Haha, you're actually right Lekky, we usually play DP over LAN atleast an hour or two a day, it's a favorite around here, and definitely reduces stress. 

Things to note
-Missing texture will be included in next .zip
-Autococker was originally a Spyder, then we decided it wasn't worth the jump, so I meant to make an automag, but surprisingly the autococker, although fast, sometimes isn't worth getting in this map, since you start out with a 12gram and CO2 and ammo are sparse.

Questions
How do I make the map start as DM by default?  gamemode 1, silly y00tz.

But, is there a way I can make a button that when shot or pushed, will turn off some of the lights?


Thanks for the feedback guys, cheers and good luck,
y00tz
Title: Re: y_soffice
Post by: Eiii on October 15, 2007, 09:45:56 AM
But, is there a way I can make a button that when shot or pushed, will turn off some of the lights?

It looks like you could do that in Q2, but I tested it out and it's not possible in pball, or it doesn't work the same way.

It would look terrible anyway. ;)
Title: Re: y_soffice
Post by: T3RR0R15T on October 15, 2007, 10:14:37 AM
Looks nice.

The plants needs a little bit work.
How u make it? Its easy?
Title: Re: y_soffice
Post by: ViciouZ on October 15, 2007, 11:40:56 AM
It's a model he made, like the bigleaf2 model.

@Eiii: No lightramp? :-((((((((((((((((
Title: Re: y_soffice
Post by: Eiii on October 15, 2007, 12:30:24 PM
Lightramp just does a lightramp, right? That should work, but you can't control it with a button or something.

EDIT: Nevermind, looks like you can control lightmaps in Q2. Let's see if you can in pball!

EDT2: Noep.
Title: Re: y_soffice
Post by: ViciouZ on October 15, 2007, 12:32:55 PM
http://www.gamedesign.net/node/32#target_lightramp

Edit: darn, you edited first!
Title: Re: y_soffice
Post by: y00tz on October 15, 2007, 12:35:14 PM
So it IS possible?  I just think it'd be cool to blackout the other side of the map with a 'light switch'

-y
Title: Re: y_soffice
Post by: Eiii on October 15, 2007, 12:52:32 PM
It IS NOT possible. Either arghRAD doesn't support non-static lights or the paintball engine doesn't.
Title: Re: y_soffice
Post by: y00tz on October 15, 2007, 12:53:55 PM
It IS NOT possible. Either arghRAD doesn't support non-static lights or the paintball engine doesn't.

K, thanks.
Title: Re: y_soffice
Post by: Zorchenhimer on October 15, 2007, 02:25:02 PM
It's a model he made, like the bigleaf2 model.

@Eiii: No lightramp? :-((((((((((((((((

I think the smiley you're looking for is:
(http://zilla-clan.net/upload/images/26224_frown-x-26.GIF)

:D

-= on topic =-

I love how this map looks, y00tz. But you might want to fix that paper texture. papers usually aren't triangular. :P
Title: Re: y_soffice
Post by: sk89q on October 15, 2007, 02:27:25 PM
I don't think the lasers work either =( or any lighting effects (except the boring light entity effects) =(

*already tried all the entities before*
Title: Re: y_soffice
Post by: y00tz on October 15, 2007, 02:40:03 PM
Better Z?
Title: Re: y_soffice
Post by: Termin8oR on October 15, 2007, 02:41:29 PM
Very sexy y00tzy.
Title: Re: y_soffice
Post by: Zorchenhimer on October 15, 2007, 02:45:01 PM
Much better. Cant wait to actually play this map. Good work.
Title: Re: y_soffice
Post by: ViciouZ on October 15, 2007, 02:47:26 PM
I did a few tests after Eiii's post, and I think it's possible to use lightramp, but you have to use qrad3.exe, which is pretty bad.
Title: Re: y_soffice
Post by: y00tz on October 15, 2007, 02:49:53 PM
It's fine, I'll just stick with this.   Thanks for all work put into this though, all of you. :D

Edit:
-Included .psd for the wall texture for whomever wants it
Jitspoe, PSD upload support please?

Title: Re: y_soffice
Post by: Garrett on October 15, 2007, 04:50:13 PM
Beautiful man
Title: Re: y_soffice
Post by: eradicator on October 15, 2007, 10:02:13 PM
nice map y00tz, if only this was possible in everyday life. ;)
My dad works for the feds (bank inspector in Detroit)
I'd love to shoot his office to s.h.i.t.
Title: Re: y_soffice
Post by: DrRickDaglessMD on October 16, 2007, 02:56:50 AM
Its talk like that'll end you up in Guantanamo Bay, eradicator!

...Which would probably more fun than being in jail on Midnight. ;)

- Dagless M.D
Title: Re: y_soffice
Post by: FourthX on October 16, 2007, 09:24:32 AM
Lights can still be turned on and off, check the map f00ks (or however the fudge it's spelled).

Looking good yootz.

FtX
Title: Re: y_soffice
Post by: eradicator on October 16, 2007, 04:15:47 PM
Lol ok Dag ill watch my back. ::)
Title: Re: y_soffice
Post by: Eiii on October 16, 2007, 04:31:43 PM
Apparently ArghRAD doesn't support it, though.
Title: Re: y_soffice
Post by: Krewzer on October 17, 2007, 03:43:28 AM
It supports it just fine... I don't know what lightramp is, but you can use a func_button with target set to the light. Of course the light will have to be an enity with that targetname. Eiii stop telling people things can't be done... there's usually more than one way to do something.

And to make the light turn on you use the damage setting.
Title: Re: y_soffice
Post by: Eiii on October 17, 2007, 04:02:08 AM
Krewser: I did that, and it didn't work. I haven't heard anything about this damage setting, though, nor do I see why it applies. ;)

Were you able to get it to work?
Title: Re: y_soffice
Post by: FourthX on October 17, 2007, 09:34:23 AM
The damage setting lets you make shootable buttons (splatmesa flag forcefield).

FtX

Title: Re: y_soffice
Post by: Eiii on October 17, 2007, 12:21:09 PM
Oh, he meant on the button. I thought he meant on the light/lightramp.
Title: Re: y_soffice
Post by: Krewzer on October 18, 2007, 01:15:23 AM
Yes it works, I didn't go into a detailed explanation because yootz decided not to do it anyway, and I don't have the process memorized. It's actually not that difficult. You can set the lights to either start on or start off, have a timer and so on... neat stuff.
Title: Re: y_soffice
Post by: y00tz on October 18, 2007, 01:19:35 AM
@Krewzer, I'd be willing to implement it if you could go over the schematics more in-depth.

Thanks,
y00tz
Title: Re: y_soffice
Post by: Eiii on October 18, 2007, 01:23:19 AM
At this point, I'm curious as well. :P
Title: Re: y_soffice
Post by: Krewzer on October 18, 2007, 01:39:37 AM
I'll post a link and the process found on gamedesign.net just out of laziness:

Switchable lights
Let's say we wan't a light to be turned on or off by some other event (be it a button, trigger, etc..) What we need to do in this case, is to set up the triggering event (in this case, a func_button) and give it a "target" (we'll use "lt1".) Now, we need to create a light, and give it a "targetname" of "lt1". We now have a light that turns off when we hit the button. If you would like the light to turn on when you hit the button, set the start_off spawnflag for the light.

http://www.gamedesign.net/node/27

Note: yootz, please be aware your light will need to be an entity. If you want the button to be shootable to turn off/on the lights that can be done, or you can make it so people touch it (bump into it). I'm sure you can do a small test map to make it work. If you truly need help making it work I certainly will help, just don't have the time at the moment to make a sample map of it. MegaKudos to gamedesign.net
Title: Re: y_soffice
Post by: Eiii on October 18, 2007, 01:43:03 AM
Did you actually test that? Because that's what I did, and it didn't work.
Title: Re: y_soffice
Post by: sk89q on October 18, 2007, 02:19:49 AM
I tried that too... like two years ago. Didn't work for me. o.o

If someone could correct me, please do so. I would love to have toggable lights.

EDIT: Just checked right now. Didn't work. Map:

Code: [Select]
//BSPGROUPS0001
//BSPGROUPINFO"None" "255 255 255" "1"
//BSPFAVORITES0010
//PBALL/ADOOR03_4;PBALL/AZWALL3_1;PBALL/AZWALL3_2;PBALL/B_ARROW1;PBALL/B_BRL1;PBALL/B_BRL2;PBALL/B_BRL3;PBALL/B_BRT1;PBALL/B_BRT2;PBALL/B_BRT3
//BSPCAMERAS0005
//"-61.8 35.6 78.4 0 348 261"
//"0.0 -128.0 128.0 0 0 180"
//"0.0 -128.0 128.0 0 0 180"
//"0.0 -128.0 128.0 0 0 180"
//"0.0 -128.0 128.0 0 0 180"
//BSPMAPTYPE0002
{
"classname" "worldspawn"
{
//"0000" "0"
( 96 96 -32 ) ( -96 96 -32 ) ( -96 -96 -32 ) pball/sand1 0 0 0 1.0 1.0
( -96 -96 0 ) ( -96 96 0 ) ( 96 96 0 ) pball/sand1 0 0 0 1.0 1.0
( -96 -96 0 ) ( 96 -96 0 ) ( 96 -96 -32 ) pball/sand1 0 0 0 1.0 1.0
( 224 -96 0 ) ( 224 96 0 ) ( 224 96 -32 ) pball/sand1 0 0 0 1.0 1.0
( 96 96 0 ) ( -96 96 0 ) ( -96 96 -32 ) pball/sand1 0 0 0 1.0 1.0
( -224 64 0 ) ( -224 -128 0 ) ( -224 -128 -32 ) pball/sand1 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 96 96 160 ) ( -96 96 160 ) ( -96 -96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( -96 -96 192 ) ( -96 96 192 ) ( 96 96 192 ) pball/azwall3_2 0 0 0 1.0 1.0
( 32 -96 192 ) ( 224 -96 192 ) ( 224 -96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( 224 -96 192 ) ( 224 96 192 ) ( 224 96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( 96 96 192 ) ( -96 96 192 ) ( -96 96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 64 192 ) ( -224 -128 192 ) ( -224 -128 160 ) pball/azwall3_2 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 96 128 0 ) ( -96 128 0 ) ( -96 96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -128 96 160 ) ( -128 128 160 ) ( 64 128 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( -96 96 96 ) ( 96 96 96 ) ( 96 96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 224 96 96 ) ( 224 128 96 ) ( 224 128 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 96 128 96 ) ( -96 128 96 ) ( -96 128 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 128 96 ) ( -224 96 96 ) ( -224 96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 96 -96 0 ) ( -96 -96 0 ) ( -96 -128 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -96 -128 160 ) ( -96 -96 160 ) ( 96 -96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( -96 -128 96 ) ( 96 -128 96 ) ( 96 -128 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 224 -128 96 ) ( 224 -96 96 ) ( 224 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 96 -96 96 ) ( -96 -96 96 ) ( -96 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 -96 96 ) ( -224 -128 96 ) ( -224 -128 0 ) pball/azwall3_2 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 256 96 0 ) ( 224 96 0 ) ( 224 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 256 -96 160 ) ( 256 96 160 ) ( 288 96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( 224 -96 96 ) ( 256 -96 96 ) ( 256 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 256 -96 160 ) ( 256 96 160 ) ( 256 96 64 ) pball/azwall3_2 0 0 0 1.0 1.0
( 256 96 96 ) ( 224 96 96 ) ( 224 96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 224 96 96 ) ( 224 -96 96 ) ( 224 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
}
{
//"0000" "0"
( -224 96 0 ) ( -256 96 0 ) ( -256 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 -96 160 ) ( -224 96 160 ) ( -192 96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( -256 -96 96 ) ( -224 -96 96 ) ( -224 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 -96 160 ) ( -224 96 160 ) ( -224 96 64 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 96 96 ) ( -256 96 96 ) ( -256 96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -256 96 96 ) ( -256 -96 96 ) ( -256 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
}
}
{
"sounds" "4"
"angle" "180"
"target" "lt1"
"classname" "func_button"
{
//"0000" "0"
( -208 16 16 ) ( -224 16 16 ) ( -224 -32 16 ) pball/r_metal1 0 0 0 1.0 1.0
( -224 -32 48 ) ( -224 16 48 ) ( -208 16 48 ) pball/r_metal1 0 0 0 1.0 1.0
( -224 -16 48 ) ( -208 -16 48 ) ( -208 -16 -16 ) pball/r_metal1 0 0 0 1.0 1.0
( -208 -32 48 ) ( -208 16 48 ) ( -208 16 -16 ) pball/r_metal1 0 0 0 1.0 1.0
( -208 16 48 ) ( -224 16 48 ) ( -224 16 -16 ) pball/r_metal1 0 0 0 1.0 1.0
( -224 16 48 ) ( -224 -32 48 ) ( -224 -32 -16 ) pball/r_metal1 0 0 0 1.0 1.0
}
}
{
//"0000"
"spawnflags" "1"
"targetname" "lt1"
"origin" "0 0 144"
"classname" "light"
}
{
//"0000"
"origin" "0 0 24"
"classname" "info_player_deathmatch"
}
Title: Re: y_soffice
Post by: y00tz on October 18, 2007, 01:10:31 PM
Adding a host of extra stuff, more ground litter (I'm actually happy now that you can walk through models :D), will have soda cans etc.  Will add a little more realism and detail.  Here's a bonus for ya guys, it's the bulletin board that was left over from the last owners: (it's in the map now :D)
Title: Re: y_soffice
Post by: KnacK on October 18, 2007, 01:30:22 PM
rofl!

Very nice touch.
Title: Re: y_soffice
Post by: y00tz on October 18, 2007, 01:34:50 PM
In place of "tree service" I had:

KnacK's Lawn Care
"We do the weedwacking, so you don't get busted for wallhacking"
Title: Re: y_soffice
Post by: bitmate on October 18, 2007, 01:36:50 PM
Seems like the "e" of "service" is written on the board itself.
Despite that I really like it :D
Title: Re: y_soffice
Post by: sk89q on October 18, 2007, 02:30:00 PM
I finally got a chance to check out the map.

It looks good, but the scale seems to be really off. The plants are the right size... but the tables and counters... you can't even see over them.
Title: Re: y_soffice
Post by: S8NSSON on October 18, 2007, 03:02:22 PM
(http://www.logictechnologies.com/keith/heehee.jpg)
Title: Re: y_soffice
Post by: ViciouZ on October 18, 2007, 03:13:57 PM
More! More! More!
Title: Re: y_soffice
Post by: sk89q on October 18, 2007, 04:05:37 PM
(http://img487.imageshack.us/img487/8773/boardch0.png)

PSD: http://sk89q.therisenrealm.com/uploads/board.psd

*Note: Uses layer blending features. May not be supported in other photo editing programs.
Title: Re: y_soffice
Post by: y00tz on October 18, 2007, 04:43:24 PM
haha looks good great  :o, but the joke is ab used (typo by jits)

permission to use?
Title: Re: y_soffice
Post by: sk89q on October 18, 2007, 04:45:22 PM
Permission to use, modify, distribute, hump, etc. ;)

All the original images I utilized are available for any usage too.
Title: Re: y_soffice
Post by: Krewzer on October 18, 2007, 06:01:38 PM
I'm haven't gotten switched lights to work either.... I apologize to Eiii, tell people that stuff can't be done all you want.  I haven't given up yet but I thought for sure that I had switched lights working on a map... like I said I haven't given up yet.

That bulletin board is great!

Edit: Ok, just came across this: "Note that all switched lights and lightstyles are disabled in multiplayer."

I again apologize.
Title: Re: y_soffice
Post by: sk89q on October 18, 2007, 06:39:51 PM
Lightstyles are not disabled in Paintball however (applicable to light entities).
Title: Re: y_soffice
Post by: eradicator on October 18, 2007, 07:02:14 PM
Haha that bulletin board is sweet, I like y00tz idea for knack's lawn care.
In place of "tree service" I had:

KnacK's Lawn Care
"We do the weedwacking, so you don't get busted for wallhacking"
LOL! ;D
Title: Re: y_soffice
Post by: y00tz on October 19, 2007, 01:35:06 AM
Thanks sk89q.  I was going to just source a pic but I had no time.  Thanks s8n and sk89q for lending your skills.
Title: Re: y_soffice
Post by: jitspoe on October 23, 2007, 06:57:47 PM
A couple things:
- The zip paths should be like pball/textures/whatever/... not y_soffice_beta1/pball/... (so people can extract directly to the paintball2 directory)
- Beta maps should go in pball/maps/beta/
- If the textures are going to be in the CTP, shouldn't they be in the textures/ctp1 directory?
- Needs the proper gamemode settings in the worldspawn so it starts in DM mode.
- As mentioned before, the tables and stuff are too large.
- The lights stick down from the ceiling too far.  They should probably just be flush with it.
- The grey texture looks out of place (looks kind of like metal).
- Maybe photo-source the scattered paper texture so they look a little more natural.
- I'd throw in a path to connect the two dead ends so each area has two paths.

Looks good overall.