Author Topic: Again new map "Paint Combat"  (Read 4641 times)

Pimp

  • VM-68
  • Posts: 122
Again new map "Paint Combat"
« on: July 14, 2005, 04:21:59 AM »
hi, here my new map, its a small map i know, but i think its not horrible bad done ^^ :D
what do u think? combat_b1.bsp



« Last Edit: July 15, 2005, 05:21:26 AM by Pimp »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Again new map "Paint Combat"
« Reply #1 on: July 14, 2005, 11:48:48 AM »
From the screenshots, it looks too much like arctic (pbcup) for my tastes, but I'll check it out when I get home.

Pimp

  • VM-68
  • Posts: 122
Re: Again new map "Paint Combat"
« Reply #2 on: July 14, 2005, 01:07:34 PM »
yeah thats right, because i know that pbcup is a map that much people often like to play, and i like it to. i know that it istnt good to copy some thinks from other maps, but it ist copied  :P

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Again new map "Paint Combat"
« Reply #3 on: July 14, 2005, 02:36:50 PM »
Ok, thoughts:

- Spawing with autos is bad, especially on small maps.  I'd spawn with low end-weapons and put a couple better weapons on the harder-to-reach platforms, so people actually have to take time to pick them up and can't just rush and spray.  Also, spawning with CO2 takes away from the "rush or reload" factor.  Everybody will just rush because they don't have to take time to grab equipment and reload co2.
+ The rspeeds are nice and low.
- The rock walls are square and bland -- perhaps you should use a cement texture instead to make them look like a constructed structure (part of the textures are themed that way).  That or make them look... more rocky.
- Texture on top of the walls is a tiled metal texture -- looks kind of odd and will look stranger with high res textures (not to mention have a metal sound when I get that implemented, which won't fit).
- The textures on the hay bales should be rotated to fit the angle of the brushes.
+ Multiple paths, which makes it 100x's better than pbcup :)
- The walls are too low in some spots - you can see through the sky and it looks bad (see attached sshot).
- 1-foot-thick plywood (or technically particle board) looks funny.  It would look a lot better if you made it really thin, like real plywood, then made some support boards that looked like 2x4's.  Something like this:
http://www.4peaks.com/th011004.jpg
http://www.4peaks.com/fthbuild.htm
http://www.mellcorealty.com/plywood.jpg
http://www.stta.org.uk/Resources/structuralplywin.jpeg

And you should open source it so other people can help tweak it (relase the .map file).

Termin8oR

  • Autococker
  • Posts: 1023
Re: Again new map "Paint Combat"
« Reply #4 on: July 14, 2005, 07:24:52 PM »
Wow very nice... yes i think it kinda looks like pbcup and it does look great, just spawning with autos is kinda bad... to much rushing, fast past game.

-Termin8oR

agent-hwk

  • VM-68
  • Posts: 178
Re: Again new map "Paint Combat"
« Reply #5 on: July 14, 2005, 10:26:23 PM »
yeah like every one says the autos is nt a smart thing.. and those two walls i dk i jst think there too close

Pimp

  • VM-68
  • Posts: 122
Re: Again new map "Paint Combat"
« Reply #6 on: July 15, 2005, 05:19:37 AM »
I've done some things, does it looks better now?

here is the new vers. and the .map file, perhaps u can show me what u mean with the plywood, i dont really understand this, if u like, u can edit the map file and show me the result.

combat_b2.bsp
combat_b2.map




jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Again new map "Paint Combat"
« Reply #7 on: July 15, 2005, 11:38:33 AM »
I'll tinker with it when I get back from work.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Again new map "Paint Combat"
« Reply #8 on: July 15, 2005, 04:21:08 PM »
Like this:


Pimp

  • VM-68
  • Posts: 122
Re: Again new map "Paint Combat"
« Reply #9 on: July 18, 2005, 02:48:00 AM »
so, ive done something with the plywood and perhaps it looks pretty fine:

here is the combat_b3.bsp file







jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Again new map "Paint Combat"
« Reply #10 on: July 18, 2005, 11:29:05 AM »
Looks better, but you need to rotate all the textures so the wood grain goes along the length of the boards.  This is usually easiest if you do it from the beginning -- make one board with all the textures aligned, then clone it (ctrl-space) to make more boards.

Termin8oR

  • Autococker
  • Posts: 1023
Re: Again new map "Paint Combat"
« Reply #11 on: July 19, 2005, 12:20:07 PM »
yes, it is easier to clone the boards with the wood grain going the same way then it all being tossed every where.

-Termin8oR

Pimp

  • VM-68
  • Posts: 122
Re: Again new map "Paint Combat"
« Reply #12 on: July 25, 2005, 03:38:35 AM »
so, it's finnished...
here is the final version of combat.bsp

does someone can put it on a server? that would makes me happy  :)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Again new map "Paint Combat"
« Reply #13 on: July 26, 2005, 11:13:00 PM »
I'll put it up.  Also, consider releasing your maps under the GPL, or at least releasing the .map files for reference.

SdC.Captin

  • VM-68
  • Posts: 118
Re: Again new map "Paint Combat"
« Reply #14 on: August 03, 2005, 03:02:10 PM »
hehe ill put it up nice map man!

loial21

  • Autococker
  • Posts: 2807
Re: Again new map "Paint Combat"
« Reply #15 on: August 03, 2005, 06:00:55 PM »
Jitspoe is it both EVL?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Again new map "Paint Combat"
« Reply #16 on: August 03, 2005, 07:41:02 PM »
yes, and it's EV1, not EVL, lol. :)

loial21

  • Autococker
  • Posts: 2807
Re: Again new map "Paint Combat"
« Reply #17 on: August 03, 2005, 08:37:35 PM »
you dont know and thanks