Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jitspoe

Pages: [1] 2 3 ... 884
1
Cheater Reports and Bans / Re: Multiple Accounts, Aimbot: Snox
« on: April 04, 2026, 07:48:37 AM »
Crazy with the cheats still after all these years.  Detected again under DPLogin ID 231194 (turkishvirus / eptv).

2
Clans, Matches, and Tournaments / Re: Clan name change and retrieval
« on: February 02, 2026, 07:35:37 AM »
Done.

3
Mapping / Re: Guide: Installing and Starting BSP
« on: January 31, 2026, 10:29:47 PM »
Old topic, but I figured I'd share the fact that I made a video tutorial for this at some point (also edited the original post with the link): https://www.youtube.com/watch?v=ksw31sY4GRI

4
Map Graveyard / Re: New Map-Underground_World (beta_1)
« on: January 27, 2026, 07:00:51 AM »
Not sure if you'll ever come back to this, but I'll post some feedback just in case.  We played a couple times on Social Saturday.  I think some of the flow of the map is pretty good, but I would honestly cut out about 30% of the map, remove the 2nd flag, and add some more notable landmarks.  The biggest problem with the map is the fact that everything is just dirt and rock, so it's hard to tell where you are.

Since the mega link is probably dead by now, here's where people can download beta 1 now: https://dplogin.com/files/maps/beta/underground_world_b1.bsp

5
Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« on: January 26, 2026, 02:38:36 AM »
https://www.twitch.tv/videos/2672688485 is the Twitch VOD from when we played, though we were all ranting about the price of things and stuff so nobody was really commenting on the map, lol.  Might be useful, anyway.  I do like the hole that drops down from the window path to the water.  That offers a nice little mixup.  I do think the back path could stand to be a little shorter, though -- maybe cut out one of the zig-zag walls.

6
Beta / In-Progress Maps / Re: New Map: Wasteland
« on: January 26, 2026, 02:17:36 AM »
https://www.twitch.tv/videos/2672688485 at around 1:26 has my stream video and voice chat from when we played.  Note that the VOD will only stay live for a few more days, so watch it quickly for feedback!  People seemed to like it.  There are a lot of paths to get lost in.  That can be a good or bad thing depending on who's playing.  Felix commented that his younger self would love just wandering around getting lost and finding multiple paths, but I feel like the more straightforward maps tend to be the most popular.  I think a lot of players get annoyed when they can't find their way around.

For me, the biggest confusion factor is that you have 2 identical low mid areas that are actually different, but mirrored (area with the metal team bunkers, pipes, and puddles of water).  I would suggest consolidating those into 1 single low mid path.  With that, you could also balance the path lengths to be shorter so the main center path isn't so much faster.  Low could be a straighter shot with some branches to the other base entrances.  If you absolutely must keep both paths, at least theme one to look significantly different so it's obvious what path you're on.  Maybe have one rock and one with wood or something.  Also, it took quite a while before I even realized there was a 2nd flag.  I only saw it because I spawned by it.  It's hidden away in a little tunnel that doesn't really look like a main path.  Not sure it's really necessary, to be honest, especially with the player counts we have these days.  The mid part seems fun.  I think it'd be pretty enjoyable if you streamlined the low path(s) to play more like that as well.

Some of the lighting looks a little funky -- are you using the ericw tools?  Maybe it's just the way the point lights are placed.  Perhaps if there were light fixtures to emit all the colored light it would look more natural.

7
Beta / In-Progress Maps / Re: Map i forgot to post: haruko_b3
« on: January 25, 2026, 10:59:04 PM »
Here's the VOD from when we played: https://www.twitch.tv/videos/2672688485 Starts at around 36:40 (note that this will only be up for a few days).  People really seemed to like the way it looks.  There was some confusion on how to reach the 2nd flag, though.  I'd suggest taking the tunnel entrance and moving it closer, so it's on the wall right next to the flag and a much more straightforward shot to the flag.  Attached an illustration of what I mean (also noted that the sides of the wood texture need rotation -- some on the middle bridge need rotation as well).

I feel like the ice path is a bit extraneous with the number of players we have these days.  I didn't really use it.  If you do keep it, you should add a path out that doesn't require ice speed so new players and bots don't get stuck down there.

8
Beta / In-Progress Maps / Re: New Map: The Scarborough Bluffs
« on: January 23, 2026, 09:26:23 AM »
Oh, I forgot to mention, the lighting artifacts are from arghrad, I'm guessing.  You could try using the ericw tools for better lighting, though that might require tweaking a lot of the light values.  I explain the settings in this video.  It's for trenchbroom, but you could tweak the BSP batch files to use the different compile settings: https://www.youtube.com/watch?v=d5BtADbOsCs

9
Beta / In-Progress Maps / Re: New Map: The Scarborough Bluffs
« on: January 23, 2026, 09:16:28 AM »
Here's the Social Saturday VOD if you're curios to see somebody else play it and hear the voice chat: https://www.twitch.tv/videos/2672688485 Starts around 14-15 mins in.  It seems people weren't aware the 2nd flag existed since you can't really see it from the ground.  Perhaps you could find a way to tweak things to make it more visible and straightforward to get to.  Jumping on the hills in the back feels really awkward, so maybe you could kind of lower down part of the flag ledge and make all the ledges into more of a big ramp for smoother access to the 2nd flag and other path?  Attached an illustration (also pointed out some upside-down textures).

There are a bunch of little technical issues, but I think this bit you can see through the sky is the thing that bugs me the most (attached).

I kind of miss the white barrel on the ice path that let you hop to the bunker on the other side.

Hope the feedback helped!

10
Beta / In-Progress Maps / Re: New Beta : Trainstation_beta2
« on: January 21, 2026, 09:05:17 AM »
I know you said the main speed (which I assume was the straight shot from base to base trough the upper middle) was OP, but I think most of it felt fine.  Rather than trying to find way to slow that path down, it'd probably be better to streamline the other routes.  You could potentially chokepoint it a bit more so it's easier to control and not as viable to speed through.  Could also remove the hole in the glass above the flag.

The paths to the 2nd flag feel like they're just intentionally made to be awkward.  Fine for experienced players, but they're going to be really clunky for new players and bots to navigate.  You could, at the very least, change the box next to the ramp to a set of stairs and maybe add a ladder to the path the barrel jump goes to.  I don't believe main objective should be behind trick jumps.

The tunnel texture did not appear to be included with the zipfi... wait, rar file?  Who are you?!

I'm not sure whats with the mist brushes up by the autococker, copied from Tini's map.  Is there a reason you want it to look like you can't pass through but you actually can?

11
Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« on: January 17, 2026, 09:18:35 PM »
Yeah... don't trust chatgpt.  You should only make things detail that won't have any chance of blocking line of sight.  Things like the wooden frames on the bunkers and such.  The only thing the detail flag really does is speed up vis times.  If you're using the ericw tools, it seems -nodetail actually just disables the detail flag and -omitdetail removes the detail brushes.  Since you're in BSP, though, you can just do group|omit detail to see what's detailed.  I'd suggest this:

- Select everything (~ key)
- Press the [-Det] button to remove all the details.
- Explicitly select the frame brushes and such and press [+Det] to add detail to those.

I tried compiling with -omitdetail and huge chunks of map are missing that should be blocking line of sight like the terrain, and there's even an open gap to the outside here which is probably why vis'd so poorly.

12
Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« on: January 17, 2026, 04:57:35 AM »
You still have a bunch of stuff visible through these walls.  You sure you don't have the detail flag on them set?  Even without hint brushes or any fancy stuff like that, these areas still shouldn't be visible.

I believe you can compile the map with -nodetail to hide all the detail brushes and make it apparent what's hidden that should be blocking vis.  Also, if you're using BSP, you can do Group | Omit detail to hide all the detail brushes and see if there's any gaps or missing walls allowing line of sight.  Sadly, I don't think there's anything like this in Trenchbroom.

13
You just have to account for having limited visibility around water so you're not showing too much at any given time.

14
Beta / In-Progress Maps / Re: Map i forgot to post: haruko_b3
« on: January 15, 2026, 06:54:00 AM »
I had forgotten about this one!  We'll have to give it another go next Social Saturday.

15
Beta / In-Progress Maps / Re: New Map: Wasteland
« on: January 15, 2026, 06:46:03 AM »
Something changed with the directory structure of the new server I'm hosting the forums on.  You should be able to upload attachments again, now.

16
Now you can see why water adds so much to r_speeds (in addition to the reflections).

This is a little fix I'm working on for the next build, but mostly an excuse to test to see if attachments work on the new server now.

17
Beta / In-Progress Maps / Re: New Map : Trainstation
« on: January 09, 2026, 06:56:14 AM »
Nice!  I've got it uploaded for next Social Saturday.  Is this the next iteration of the trainyard map or is trainyard still in development as well?

18
Beta / In-Progress Maps / Re: New Map: The Scarborough Bluffs
« on: January 08, 2026, 05:22:26 AM »
Cool!  We'll give it another test next Social Saturday!  I did notice a bunch of textures on the red side (specifically the barrels and banner) are upside-down still.  Not sure if you're using Trenchbroom or something else to map, but a little protip if you are using Trenchbroom: You can build one barrel, align it perfectly, put it in a group, then do a linked duplicate for all other barrels.  If you ever need to adjust the alignment, it'll update on all instances of the barrels.

19
Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« on: January 06, 2026, 07:56:56 AM »
If you type "gl_showtris 1" at the console, you can see what's rendering.  Note that if you look at the back path from the middle or go into the back path and look toward the middle, nearly everything is rendering, even though there are solid walls blocking it.  I think this is the primary issue.  I'm guessing you have some surfaces marked as detail so they aren't blocking visibility.

20
Beta / In-Progress Maps / Re: New Map: Wasteland
« on: January 06, 2026, 07:51:08 AM »
Looks like you've learned to work within the limits of the Quake 2 engine on this one!  Much better r_speeds and visibility blocking here.  We'll have to give it a go next Social Saturday, but just running around, here are my initial thoughts:

- Not obvious what surfaces are ice, so I was kind of surprised when I started sliding on various metal surfaces.  Could throw a thin, transparent glass texture on top to make it look like ice.
- Main flag is a bit clunky to get to for bots and new players.
- 2nd flag and surrounding paths seems like a bit much for the number of players we have these days.
- Why not just call it "wasteland"?  The prefix makes it difficult to remember map filenames.

On the technical/nitpicky side:
- The water down low doesn't go all the way to the ground, so you can see the surface on the top and bottom.
- Sky does not necessarily block visibility, so there's some areas where you can really see through parts of the map, especially after going through the tunnel with the ramp at the end.  Might have to cover that with rocks or other geometry.
- The banner textures are not aligned.  Probably because you're using the jpg textures directly (which have a special case thing to change the scale since the original banner texture was not a power of 2).  You can use the .wal files instead, as outlined in this video: https://www.youtube.com/watch?v=d5BtADbOsCs

Pages: [1] 2 3 ... 884