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Messages - BASEBALLDUDE

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1
Other Stuff / Re: Random Funny Stuff
« on: April 14, 2019, 10:26:56 AM »
Licensed to Ill by the Beastie Boys?

More like Licensed to IL by the New York Yankees, who already have 12 guys on the Injured List even though the season is barely two weeks in.

2
Beta / In-Progress Maps / Re: New map: Orion (contest entry) (beta 3)
« on: September 15, 2018, 09:13:01 AM »
Orion Beta 3 is here!

Download: https://drive.google.com/file/d/1Meyx9wISjiiTx-4iN7TCz-pYVAWEqCyV/view?usp=sharing

Changelog
-improved overall layout for competitive balance
-more flexibility between routes
-changed the base layout to accommodate a variety of skill levels

Screenshots have been updated.

3
Mapping / Re: New BSP (0.97b)
« on: September 09, 2018, 12:52:00 PM »
The rotate and flip about x/y/z axis tools do not work properly if I have entities selected. Is anyone else having this issue?

4
Mapping / Re: New BSP (0.97b)
« on: September 07, 2018, 07:08:09 PM »
I finally fixed the problem. It was looking for Paintball in C/program files when it should have been looking in C/games.

5
Mapping / Re: New BSP (0.97b)
« on: September 02, 2018, 03:15:34 PM »
I downloaded the new BSP and tried to compile my map, but I got an error (see screenshot).

"The system cannot find the path specified."
"The syntax of the command is incorrect."

What's going on? Why is it confused about the directory?

6
Mapping / Re: 20 Year Anniversary Mapping Competition
« on: August 29, 2018, 08:49:02 PM »
Can we extend the deadline to the end of this weekend? Map needs more work than I realized...

7
Completed Maps / Re: New map: Concrete b1 (contest entry)
« on: August 23, 2018, 02:37:47 PM »
Like the others have been saying, this is a very good lookin' map. I like your use of custom textures.

Consider taking out the reflective water. It causes r_speeds to spike in certain places, causing considerable lag even on my Windows 7. Type 'r_speeds 1' into the command window while playing the map so you can see the wpoly count. Wpoly can get over 6000 on your map, and ideally you want to bring it under 2000.

Another thing about the water, I shouldn't be able to walk on it as if it were solid ground. Jesus.

Just running around on the map, I think it would be fun to play. I like how there are some skill-based jumps but also easy straightforward paths for beginners. This is a balance that I am trying to strike with my own map.

8
Beta / In-Progress Maps / Re: New map: Orion (contest entry) (beta 2)
« on: August 21, 2018, 03:42:38 PM »
Looks like the layout still needs work. Currently working on b3 which will focus on having a more balanced layout.

9
Beta / In-Progress Maps / Re: New map: Orion (contest entry) (beta 1)
« on: August 13, 2018, 10:53:11 AM »
Orion Beta 2 is here!

Download: https://drive.google.com/file/d/16b0o19znFv5NSbbX4GUqqAh3k0OgjINW/view?usp=sharing

Screenshots have been updated.

Changelog:
-re-made the layout for better, more competitive gameplay
-improved r_speeds (removed reflective water, better hint brush placement)

I released beta 2 sooner than I would have liked because there are still some aesthetic issues that I would like to address. But I would really like to know if I got the layout right this time before I start polishing the visuals. If you can get something going, please play-test this map and give me feedback on the jumps, flow, balance, and strategy of Orion. If feedback on gameplay is very positive, I'll start working towards the final release (after b3) starting with the aesthetics.

10
Beta / In-Progress Maps / Re: New map: Orion (contest entry) (beta 1)
« on: July 03, 2018, 04:01:33 PM »
I've been working on beta 2 a bit, but I'll be so busy this summer that it's not going to be ready by the end of the mapping contest. So whoever's judging the contest entries, probably jitspoe, please judge Orion beta 1. Beta 2 will be released in late August and will feature a redesign focused on making it more appealing to competitive gameplay.

11
Beta / In-Progress Maps / Re: New map: Orion (contest entry) (beta 1)
« on: June 09, 2018, 09:58:51 AM »
Do NOT add a white flag in the middle. Look at DP2 maps - maps with middle flags DO NOT get played. Mirror2 had a few brief moments where it was actively played - but that was due to being able to see white flag from base. Camping IS A PLAY STYLE, just like rushing is. White flag makes for awkward gameplay.

Now, honest feedback? This map only has a chance at seeing play in small pubs. It's a tournament entry, so that's fine. But the base is boring. Flag in a flat room in a corner, water just adds annoyance and no gameplay change.

Mid looks like it has POTENTIAL from first glance, but as Jeongwa mentioned - there's no real flow, jumps, etc.. I only am looking at screenshots, but I assumed that big volcano thing was something you could ramp off and get good speed - but Jeongwa mentioned you cannot. If you adjusted that to a form of jump, that could land in a "HBD" pathing into the base - maybe it takes you to a spot that drops behind flag. Move flag more to middle of room so someone cannot just sit directly on flag and never be grabbed on.

Key things: GOOD maps, whether 1 flag or 2 flag, you should not be able to stand directly on flag and have the advantage in a 1v3 to never get grabbed on. Camping is a strategy, but maps should not be made to make camping easy. Even maps like Airtime, Propaint1, the advantage of a good setup is often the 3v1.  (not always, but due to recon not being perfect and good timing, at least theres chances for grabbing flag).
Hey dude, thanks for this legitimately helpful feedback! (not sarcasm). I'll definitely re-work the map's flow so that the gameplay is more strategic and skill-based.

12
Beta / In-Progress Maps / Re: New map: Orion (contest entry) (beta 1)
« on: June 09, 2018, 06:36:01 AM »

IMO the map is not really enjoyable to play on because it has barely any jumps. It might be good for players that doesnt strafe but thats it.
Thanks! I'll keep that in mind as I make beta 2. You might see some fun/useful jumps in a future release. ;)

Your idea of adding a white flag on top of the middle "volcano" would work to add more interest in the middle part but from what i remember i couldnt even straigh up walk up there.
Yeah, if I add a white flag I would have to make it easier to get up there. Maybe a ladder on the side of the mountain.

13
Beta / In-Progress Maps / Re: New map: Orion (contest entry) (beta 1)
« on: June 07, 2018, 09:43:01 AM »
Remember, feedback is appreciated. Some things I'm considering:
1. Making the upstream path more obvious. It's not a problem if you know the map, but some noobs take a while to realize it's there.
2. Currently there's no reason to go to the top of the peak other than exploration. Should I add a white flag there or maybe just some autocockers?
3. Aesthetics: What's everyone's opinion on the textures, lighting, etc? I'm thinking of adding some more decorations to the middle parts of the map.
4. r_speeds: I love the reflective water at each base, but unfortunately it causes the r_speeds in that area to shoot up considerably. Is there a way to get around this issue using strategically placed hint brushes, or will I have to remove the reflective water?

15
Beta / In-Progress Maps / New map: Orion (contest entry) (beta 3)
« on: June 03, 2018, 10:03:53 PM »
Orion is a mid-sized map that takes place within the crystal caverns of some faraway planet. There are two main routes with moderate flexibility within and across routes. The game mode is single-flag CTF.


Download Orion Beta 3 here: https://drive.google.com/file/d/1Meyx9wISjiiTx-4iN7TCz-pYVAWEqCyV/view?usp=sharing

Make sure you use all the files I included in the zipped file. There are custom textures from the BASEBALLDUDE texture back (I added some new ones) and a custom skybox.

Shoutouts to Rick for the colored barrels, open_war/promarijan for the crystals, jitspoe for the lanterns, Mighty Pete for the skybox, and all y'all who helped me learn how to make maps several years ago.

Feedback is appreciated.

Enjoy!

[Screenshots updated 9/15/18]

16
Mapping / Re: Mapping. Contest
« on: May 30, 2018, 09:49:16 AM »
I'm in

17
Completed Maps / New Map: Underwater
« on: January 03, 2018, 12:46:04 PM »
Wow, it's been over two years since I've worked on this map and over a year since a new map has been completed. (Really? none in 2017?) So I'm gonna start the new year by announcing the final, completed version of Underwater! Here's the download link: https://drive.google.com/file/d/1yjPnpC-2OsFTcR-n-66AC5RhCJPsovEP/view?usp=sharing

Yes, it's the exact same as beta 5. Sorry jitspoe for not getting around to doing those lighting changes. Truth be told I couldn't find the .bsp file on my computer, but beta 5 was about as good as I could make this map other than the sun lighting.

If you already have beta 5 on your computer, you could just rename it by taking off the _b5 and putting it in your maps folder if you don't want to bother with the download link.

Please move this thread to the Completed Maps section.

HAPPY NEW YEAR!

18
Mapping / Re: .wal - editor
« on: July 27, 2017, 09:57:04 AM »
Wally is a good one. I don't have any links for you though.

20
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 19, 2016, 08:07:35 AM »
i found a leak  i tray to make screenshot
and its already all on server
I believe the proper term is HOM (Hall of Mirrors) on one of the ramps. This sometimes happens when qvis makes a mistake, and it can usually be solved with hint brushes.

A "leak" refers to something where you can see or access stuff beyond the map's bounds. It's also associated with HOM, but it's the mapper's fault rather than qvis. I don't think this map has a leak.

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