Author Topic: My first map-the Great Outdoors  (Read 5575 times)

Termin8oR

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Re: My first map-the Great Outdoors
« Reply #20 on: May 22, 2006, 09:40:16 PM »
Looks good.
But you need sshots of whole map, like bottom/sides.
But its great.

-Termin8oR

Dirty_Taco

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« Reply #21 on: May 22, 2006, 10:26:50 PM »
Post removed
« Last Edit: July 26, 2010, 12:44:38 AM by Dirty_Taco »

supertanker

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Re: My first map-the Great Outdoors
« Reply #22 on: May 23, 2006, 12:10:13 AM »
I'm glad you all like it, I will probably (officially) release it on my site tommorow or the day after...I just have some final things to finish.

This is my first paintball map. I have used other editors (Build for Duke Nukem, Dedit for Shogo) and started GTKRadiant for another GPL game called Tremulous, but I don't have much experience. This is my first full map with GTKradiant.

Here is what I had planned for the weapons:

A Stingray at each bunker
An carbine on top of each base and a hopper and ammo inside each base.
Barrels, ammo, and c02 scattered equally around at each base.
An automag, ammo, and c02 in the upper tunnel
An autococker in the center of the lower tunnel, with ammo/c02.
Carbine or Vm68 in the center of each of the outer tunnels
Personally I hate the VM68, so it will probably be a carbine.

Do you think that layout is fair?

Screenshots:
http://levelzone.net/gods.zip (stands for GreatOutDoorsScreenshots)


Last question 'fore I go to bed...how do I make lower intensity lights without making hte radius smaller? Is there a differnece between _light and light?


jitspoe

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Re: My first map-the Great Outdoors
« Reply #23 on: May 23, 2006, 01:26:50 AM »
You can specify a weapon class if you don't know which specific weapon you want, for example "low" will spawn a trracer or stingray, "medium" will spawn a carbine, spyder, or vm, and "high" will spawn an autococker or automag.  I just made a quick run around beta 2 -- the flag room looks like it will be too easy to defend.  Somebody could just sit in the corner where the light is and shoot people coming down the stairs or the doorway without even moving.  It's always a good idea to put the flag in a location where it's grabable even if somebody is trying to defend it.  The steps are a bit large -- you should probably make them about half that height, and also tweak the texture alignment on them.  The barrels also need to have their textures scaled down, and you should make them narrower so they don't look so fat.  I like how you've tried to make the top of the map more natural looking with rock-shaped brushes, but the bottom half still looks very box-like.  Overall, it's not bad for a first map.  If you keep at it, I can see you making many great maps in the future.

As for your question about the lighting, I never use light entities, personally.  I just use the surface lights.  You can adjust the intensity of a surface light by changing the value in the surface properties.  I don't know how to do that specifically in gtkradiant, but if it has Q2 support, it should be there somewhere.

supertanker

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Re: My first map-the Great Outdoors
« Reply #24 on: May 23, 2006, 05:11:19 PM »
Yeah it does. As for the bottom being too boxish, I don't want to ruin the bases and other geometry. I will probably drag the brushes down lower though.

GTKRadiatn has surface properties much likes BSP, I think I already found it.

Do you use it on all of the brushes, or only some?

GTKRadiant has a weird thing, there is only one value box. I guess it adjusts the value of whatever you set the surfaceflag to.

jitspoe

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Re: My first map-the Great Outdoors
« Reply #25 on: May 23, 2006, 10:02:50 PM »
Light is the only thing that takes a value, so there's only 1 value box.

supertanker

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Re: My first map-the Great Outdoors
« Reply #26 on: May 24, 2006, 02:21:03 PM »
Well, I took most of the advice, so here is the Great Outdoors final release!

http://www.levelzone.net/greatoutdoors.zip

I hope its good enough to make someone's server...

RaN-CiD

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Re: My first map-the Great Outdoors
« Reply #27 on: May 24, 2006, 03:58:50 PM »
it's on rotation on the [SR] server