Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: blaa on October 19, 2007, 09:57:55 AM
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Started this map as I had a clear hand sketch infront of me, so the map making process was pretty fast, but thanks to different issues the map has been in making from august now, and probably take some weeks more.
I made this map keeping 2v2 in my mind. Has 4 spawns - you spawn with gas and equipment is near your spawn, you can change your barrel and gun in mid area to a better type.
Map has 2 ways to flag, a small tunnel and a "main" route. You can access the tunnel from the start of main route (by start I mean that you come from mid) or you can do a easy double jump. Also, there is a teleporter what will basically get you from mid to flag, but the jump is not that easy.
screenshots:
http://scythe.planet.ee/dp/myland2/sshot112.jpg - overall picture of base and tunnel.
http://scythe.planet.ee/dp/myland2/sshot113.jpg - Mid area.
http://scythe.planet.ee/dp/myland2/sshot114.jpg - Mid. Taken from the main entrance.
http://scythe.planet.ee/dp/myland2/sshot115.jpg - Mid. On the far right hand side you see the main entrance. Above you is the teleporter.
Things to do:
- add some light to purple side (next to cliffs, where the shadow is really dark)
- Fix the small cave just right from main when you come to mid (you get stuck there)
- Maybe some better jump to teleporter than those lame crates.
- Boats are misaligned and suck a bit.
- something...
Map supports koth, 1-flag and CTF.
Beta1:
http://scythe.planet.ee/dp/myland2/myland2_b1.bsp
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Looking good. I'll run around in it later on and see whats what.
FtX
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Very nice!
The tunnel that ends concerned me at first but since you can climb out the window, it'll work. I couldn't find the teleporter, I looked on top of the area you show. I agree that the map has some dark areas. Only ran through it briefly, but it looks like you've spent alot of time on it and are doing quite well. Lots of angles on this map, which is tough to work with.
The water edges are a bit square, and the ground around the water is kindof flat. I'd suggest dropping the whole water area lower and sloping the ground down into it gradually. Easier said than done, and I'm not saying anything is wrong with what you have, but it would look better imo.
Again, very nice.
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Looks like the opposite of blah, heh. I like the looks of it man, I'll download later! :D
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http://scythe.planet.ee/teleporter.bmp
theres the teleporter.
Havent done much since the post. testing which light values would work to make shadows a bit more brighter..
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You have big problems on this map. Your brush work was ambitious but it left you with lots of small gaps in the walls where poly are being drawn. If you turn on gl_showtris and walk around the edges (especially where the mid leads to the bases) you will see that there are lines for poly you can't see. The net effect is that you have r_speeds over 2000 in the middle. Now all that aside I like the map, but you have major revision to go through before any further testing can happen.
FtX
PS: When you fix this you may find that your vis and light times drop a bit.
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"lots of small gaps in the walls"
maybe you could tell abit more about my problem? I dont really get it.
you are correct with the high r_speeds (max 2100 or so)so im interested to fix this.
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The odd shaped brushes that make up the walls have tiny gaps that add extra poly, like I said look real close to the walls with gl_showtris on and you should be able to see it, look for triangles that seem to project backwards from the face of the wall.
FtX
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Ok here's 2 examples of what I was talking about...
(http://aycu29.webshots.com/image/30948/2000101834937548271_rs.jpg) (http://allyoucanupload.webshots.com/v/2000101834937548271)
(http://aycu03.webshots.com/image/30482/2000115470482520940_rs.jpg) (http://allyoucanupload.webshots.com/v/2000115470482520940)
This is really just the tip of the iceberg, it will take alot of work to tame this puppy...
(http://aycu39.webshots.com/image/31278/2000190446876202242_rs.jpg) (http://allyoucanupload.webshots.com/v/2000190446876202242)
Thats just way too much poly break up for that amount of real esate. Also, you may want to add/up the sun_diffuse (50-100) and sun_ambient values (20-50) to lighten the shadows a bit.
FtX
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Well the highest r_speeds i got was 2150(without reflectivewater, with it i got 3550 :(). Tried something to fix the last sshot you posted, but im kinda running blind here, since i have no clue what to do, to be honest. The first 2 sshots you posted are probably caused bu overlaps, but im not sure. As far as i know there are like 1 or 2 places where i did some errors on purpose. Well its not like I wanted to have overlaps, but it ended that way..
screenshot of the mid: http://scythe.planet.ee/bsp_mid.jpg
btw, cant seem to remember how to have a new line in "message", anyone wants to clear it up for me?
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btw, cant seem to remember how to have a new line in "message", anyone wants to clear it up for me?
\n
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http://scythe.planet.ee/dp/myland2/myriver_b2.bsp
some guns need to be changed, some textures (the sand texture, which got intercoursed when i scaled it bigger). But dunno, otherwise looks ok. R_speeds below 2000, because i turned reflective water off :P (by detailing water brush)
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That's not a real solution, I tested it with ref water off and found places with 2300 r_speeds.
FtX
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I don't think setting the water to detail is going to change anything. If it did, it probably just made the game lie about the r_speeds. I like that you've added a bunch of detail to your rock structure, but as FourthX pointed out, there are a lot of little gaps and overlaps that are kicking your r_speeds up (and make the map look bad). Sort added a really cool feature to BSP that allows you to get the clipping plane from the side of any brush. This is handy for dealing with brushes that don't quite line up. You can select the brush that protrudes, then get the clipping plane from the brush it's supposed to be flush against, and just carve off that excess area.
There are a few spots, like where the carbine rests on that little ledge, where there is a gap between the brushes. You need to make the ledge a little larger so it comes up flush with the wall or even overlaps it a little (overlapping is OK so long as two faces aren't on the same plane. The compiler will cut out the hidden faces).
To be honest, I'd get rid of the boats completely. They look cheesy (you'd need a model to pull that off well), and add to the r_speeds a lot. It's also really unrealistic the way they're mirrored and both have a hole in the exact same spot with the exact same shape.
I've uploaded your map to the beta server.
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To be honest, I'd get rid of the boats completely. They look cheesy (you'd need a model to pull that off well), and add to the r_speeds a lot. It's also really unrealistic the way they're mirrored and both have a hole in the exact same spot with the exact same shape.
But then lekky would lose his camp spot :(
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http://scythe.planet.ee/dp/myland2/myriver_b3.bsp - not many improvements but I fixed the entities and blabla
there are a lot of little gaps and overlaps that are kicking your r_speeds up (and make the map look bad).
There are not many overlaps. Especially not with the rock structure. I cut those parts parallel with sky out from the itself, so there can be no overlaps or misalignments. There are overlaps with those 2 tombs (or whatever) when you enter from mid and start going to base. I have to redo that part. Some mistakes on the teleporter "structure" aswell.
Oh and there are overlaps when you go to that tunnel from those 2 "tombs". Then there are tini overlaps inside the tunnel and in that camping spot in the main route.
To be honest, I'd get rid of the boats completely.
There are lots of things what may and look better when modeled and not built from brushes. I wont delete the boats, but I will change the holes and change their position. But if teams who are already eager to play this map 24/7 start yelling at eachother "I WANT PURPLE BECAUSE THEY HAVE A BIGGER HOLE IN THE BOAT" then I tell them to blame jitspoe.
If it did, it probably just made the game lie about the r_speeds
Well i said that i turned reflective water off for everybody. Which of course means noone can use it so everyone have a bit lower r_speeds.
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Demo attached and map uploaded to the beta server.
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this maps good. i get stuck behind the alcove all the time just walking tho. fix up the holes and stuff behind that little alcove on the opposite sides of the river
i actually really like this map
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Blaa would love those tips 3 months ago =\
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Shut up magalhaes. So voodoo, just yesterday I opened this map and fixed some stuff. And few hours later someone pretty random finds the thread, which is pretty old :/.
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Hello, here is the final release of the map.
Sorry jits, i didnt fix half of the mistakes you pointed. Because like 4thx pointed the map building process by me left me with lots of errors and blabla. yes, you can still get stuck. Yes there are pretty plain misalignments.
I actually tried to fix alot, but in the end I ended up with 7000 r_speeds, so I have no further interest in working with this map.
Download:
http://scythe.planet.ee/dp/myland2/myriver.zip
Place it to your pball folder. It consists of the map (same as b3) and the .txt file.
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Bummer. By the way, it spams the console with "Bad field -> value == ###" when you load it up.
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just a couple things i noticed
if you get up against the wall here, theres an invisible block that won't let you move left. it might not matter though
(http://i108.photobucket.com/albums/n39/JohnnyDare/glitch2.jpg)
heres a rather strange one. if i walk through that opening straight, i get stuck and cant move, but if i look a different direction i can get through it. its also passable if i change my fov. you'll kind of have to see it for yourself to get what i mean
(http://i108.photobucket.com/albums/n39/JohnnyDare/glitch1.jpg)
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Hello, here is the final release of the map.
Sorry jits, i didnt fix half of the mistakes you pointed. Because like 4thx pointed the map building process by me left me with lots of errors and blabla. yes, you can still get stuck. Yes there are pretty plain misalignments.
I actually tried to fix alot, but in the end I ended up with 7000 r_speeds, so I have no further interest in working with this map.