Recent Posts

Pages: 1 ... 7 8 [9] 10
81
Beta / In-Progress Maps / Re: NEWMAP: 4T20 (Beta 1)
« Last post by jitspoe on March 26, 2022, 03:54:03 AM »
Looking good!  I really like how the lighting turned out.  The physics completely freak out if you jump up against the pillars with lights in them in the middle, though.
82
Beta / In-Progress Maps / Re: NEWMAP: Foundpath (Beta 1)
« Last post by jitspoe on March 26, 2022, 03:35:21 AM »
Uploaded to the Social Saturday server so it can be play tested.  I might be out again for the next one.

Just my personal opinion, but I think the crate lights look silly.  I always gave DT a hard time about them. :)  I notice you're missing the high res textures for them, too.  Did I fail to include them in the latest update, or are you not running build 45?
83
Beta / In-Progress Maps / Re: New Map : abrock Beta1
« Last post by jitspoe on March 26, 2022, 03:19:57 AM »
Looks like a nice!  The paths seem a little long.  I'd have to play it with people to get a better idea of how it feels, but consider rotating the base exit 90 degrees and cutting out most of that wrap around path.  I feel like it's going to be a lot of traversal with no action.

The flag platform does allow you to double jump up to the back path, but it's pretty difficult.  I'm guessing that route isn't intentional (without the help of a teammate).  If it is, I'd suggest a ladder or something for more casual players.  If not, you might want to make the platform flush with the ground to avoid that.

Using _sun_surface will get you much more natural lighting than _sun_ambient + _sun_diffuse.

On the minor detail side: Some of the crate textures are misaligned, and all of the barrel textures are upside-down.  You might want to add some ramped or stepped clip brushes next to the sideways barrels so you don't stop when trying to walk over them.
84
Beta / In-Progress Maps / Re: Rally Remake Beta 1
« Last post by jitspoe on March 26, 2022, 02:55:47 AM »
Nice!  Looking a lot better!  Some suggestions for improving lighting:
- Make sure you use the -extra command to antialias the shadows and make them look less blocky.
- Use _sun_surface instead of _sun_ambient.  This will require adjusting the lighting quite a bit, but looks more natural and less flat.

I noticed some of the ladders (in particular, the one on the left exiting the red base) seem inconsistent, like you can climb then fall down.  Here's a guide on how to fix a lot of common issues with ladders: https://forums.digitalpaint.org/index.php?topic=5439

Finally, minor thing, but the edge of the ceiling is flush with the sky in the middle, making it look paper thin (visible in your 3rd screenshot).  Would look better to push the sky up a bit and give it some thickness.

Look forward to giving this a play!  I've uploaded it to the Social Saturday server.
85
Beta / In-Progress Maps / Re: Rally Remake Beta 3
« Last post by Clipz on March 25, 2022, 08:44:55 PM »
Granted, it's been almost a decade since I touched this map. Dr Nilex, finally convinced me recently to do it.

I skipped a beta 2 release because I started a beta 2 way back in the day, added another path and a 2nd flag. (I don't think a 2nd flag would fit this map.)

What changed?

- All textures have been aligned. In the process I somehow made the wall textures scale 1 x 1.41. Before you write it off... It looks great, probably the best mistake I've made while mapping.

- Wood was rotated where it needed to be.

- Mid is a little bit larger, the speed jump from ledge to ledge is more difficult. I didn't intend for this, but I think it's better this way and will result in less flag captures.

- I added a banner to indicate team colors

- I changed it so you spawn with equipment now, no more loading co2 and finding guns and only having brass barrels. This map has 6 spawns per side: Containing 1 Automag, 1 Autococker, 1 Spyder, 1 Carbine and 2 VM's (Because they are op)

- Redesign of the "X" in the base

- Changed the floor textures in the tunnels and inside the bases to not make the map the same few textures.

- Added Clipz Brushes around the ladders/metal trim so people won't stop while jumping.

I'm hoping this can be the final beta and finally put this one behind me.

Thanks and I hope you enjoy!
86
Beta / In-Progress Maps / New Map : abrock (Beta5)
« Last post by DrNilex on March 25, 2022, 04:00:39 PM »
Small CTF map focused on 2v2
Current beta version : Beta5
87
Beta / In-Progress Maps / NEWMAP: Foundpath (Beta 1)
« Last post by Clipz on March 22, 2022, 07:28:23 PM »
Foundpath is a remake/remaster of the classic map lostpath.

The goal for this map was to create a better gameplay and to give it a more modern look as well.

I hope everyone enjoys!
88
Beta / In-Progress Maps / NEWMAP: 4T20 (Beta 1)
« Last post by Clipz on March 22, 2022, 07:14:10 PM »
4T20 is another remake/remaster of a classic map called Fort20.

The goal of this map was to bring the quality of the map up to modern times and give it a gameplay buff.

I hope you all enjoy!
89
Beta / In-Progress Maps / NEWMAP: Outdune (Beta 2)
« Last post by Clipz on March 22, 2022, 07:09:15 PM »
Outdune is a remake/remaster of an old classic map called Indune.

The goal was to make the map look more up to date and less chokey.

I hope you all enjoy.
90
Beta / In-Progress Maps / Re: New Map : acastiron
« Last post by Clipz on March 19, 2022, 06:00:48 PM »
We played this a few times today, first was a 2v2 and then a 4v4/5v5.

Maps fun, I really love your attention to detail. The beams over the flag look so cool.

As we spoke about yellow was tough to see with the grass. You said you will change it to blue probably.

Only other things I heard people on discord say that was negative is the double jump to the high back door area from the flag is tough.  I'm not a fan of trick jumps that lead to paths much and I think there may be a better option. Also the mid low seems somewhat awkward. It would be nice if there was an ice jump to get back to the main grass area above otherwise people can just trade flags and never see each other.

Pages: 1 ... 7 8 [9] 10