Author Topic: two new maps im workin on...  (Read 4879 times)

jitspoe

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Re: two new maps im workin on...
« Reply #20 on: September 19, 2005, 02:48:52 PM »
Use clipping planes unless you want to wait 3 days for vis to complete. ;)

loial21

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Re: two new maps im workin on...
« Reply #21 on: September 19, 2005, 06:46:29 PM »
Small MAPS!!!!!!!!!!! taco, jitspoe =  large scale trolls

jitspoe

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Re: two new maps im workin on...
« Reply #22 on: September 19, 2005, 07:41:16 PM »
I think the size is fine.  It's the layout, items, and brushwork that need improvement.  Of the 4 new maps, I think sand has the most potential, but...

FOR THE LOVE OF GOD QUIT SPAWNING EVERYONE WITH AUTOS

And yes, sand does have a bad spawn teamnumber.  BSP has a handy "select by" tool that will let you select by key/value so you can quickly find spawns for different teams.  As DT mentioned, you could also do some work on the terrain to make it look better.  The flat 90 degree corners looks pretty bad with the sand texture.  Also, arghrad has an option that lets you smooth out or phong shade the lighting on surfaces.  If you set a value on a surface (but don't check the light flag), all the surfaces of that value will be blended together.  I've actually got that set by default on the barrel textures (you may have noticed they don't look as blocky as they do on some older maps), and with the new BSP pack I'm working on, I'm setting it by default on some of the ground textures as well.  The downside to this is that it can lead you to a MAX_PATCHES error a lot sooner.  Oh, and a lot of barrel textures are misaligned, and there are some barrels part way in the wall and stuff.  You should fix all that.  I'd also get rid of the water.  Not only does it look out of place in a desert-themed map, but it's annoying.

idea: needs better lighting (at first I didn't think it was lit at all, until I hit one small area with lighting).  I'm not sure where you were going with the center area, but... it's weird, and you can get stuck.  There's a lot of misaligned brushes.  At the top of the hills, the hill is about 1 unit off leading to a very small vertical wall, which stops your forward momentum when running up it -- rather annoying.  The 7-foot-tall sawhorses look funky, too.  It might be an OK layout, though.

Beach:  The lighting actually looks pretty good in this one, but the layout is blah.  One path combined with all autos will lead to a very boring spray match.  Also, when you get up on the towers, the r_speeds go through the roof.

Castle: meh... doesn't look much like a castle, and it's basically a box map.  The lighting is way too bright.

Oh, and just for reference: 8 units is supposedly 1 foot (though that's a bit small, it's more like 9.3 units unless you want the player to be 7 feet tall).  Many of the things in your map are extremely large.  Most pb2 maps (and quake series maps in general) suffer from this, but it seems especially extreme in your maps.  Some of the ladder rungs, for example, are almost 4 feet tall.

Eiii

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Re: two new maps im workin on...
« Reply #23 on: September 19, 2005, 10:07:37 PM »
I actually Beach. It's a good start, but needs a structure in the middle with a SMALLER HILL, and more cover/etc in the bases. Something like stalemate might work well on the map...

loial21

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Re: two new maps im workin on...
« Reply #24 on: September 20, 2005, 10:42:06 PM »
I think the size is fine. It's the layout, items, and brushwork that need improvement. Of the 4 new maps, I think sand has the most potential, but...

FOR THE LOVE OF GOD QUIT SPAWNING EVERYONE WITH AUTOS


At least auto spawn equipment with steell barrels, brass SHOULD BE BANNED :)  !! 

Jits aside from whatever you mentioned ( i have know idea :)  Any map used on a official public server should keep in mind most maps are not used in a match. Think about it.




jitspoe

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Re: two new maps im workin on...
« Reply #25 on: September 20, 2005, 10:44:47 PM »
That's because most maps suck for matching.  Very few offer good teamwork/stratigies because they're all 1-path maps full of autocockers, which is exactly what I'm trying to get mappers to get away from.  We need more quality maps.

loial21

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Re: two new maps im workin on...
« Reply #26 on: September 20, 2005, 11:05:04 PM »
Sez you and a few that hardly play public day or night, but somehow have time to post, logical well thought out posts.

Im not saying your opinion is better or worse than mine, in this case i would defer to you.

I am saying what most common public players want. Equally spawned weapons are fair, anything else is a race to the best weapon and or barrell. That is worse that all autos, period, reagarding fps play

Now if you want to equate "sTRAdegy" with "FpS" then keep on doing what your doing.

That brings me to my first point. 
That's because most maps suck for matching. Very few offer good teamwork/stratigies because they're all 1-path maps full of autocockers, which is exactly what I'm trying to get mappers to get away from. We need more quality maps.
That is why you need to sub divide maps into catagories. This is a logical to outlet.
Love,
Loial

ps thanks for your hard work that I am clueless about!! 

KalTorak

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Re: two new maps im workin on...
« Reply #27 on: September 21, 2005, 08:52:55 AM »
alright, i know i should spend more time on a map and make it nice and big and elaborate..  truth is, these betas are exactly what they are -- betas  :P

and i've taken my notes..  no more spawning with cockers.  no more obscene amounts of water in nonsensical places.  basically, no more newb maps.

I made those maps quickly (some in under an hour as you can tell) so i could simply show you guys what i'm capable of, and find out what you like and don't like -- thank you everyone for your input.

on the other hand, i don't think there's anything wrong with smaller, 1-routed maps.  it helps to speed up the process as opposed to larger maps that can cause everyone to sit out for the full 60 seconds (hey, every minute adds up)  on the smaller maps when you get eliminated you usually don't respawn within the 60 seconds because the rounds already over.  it just depends on how you look at it.  i dont know about you but i don't really enjoy sitting out watching when i just wanna play  :P  but yeah, any more maps i make, i'll try my best to keep everyone happy.  thanks again for your replies  ;D

Dirty_Taco

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« Reply #28 on: September 21, 2005, 10:31:45 AM »
Post removed
« Last Edit: July 26, 2010, 01:12:44 AM by Dirty_Taco »

jitspoe

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Re: two new maps im workin on...
« Reply #29 on: September 21, 2005, 03:35:55 PM »
The problem with 1-path maps is that capturing the flag is basically impossible unless somebody screws up.  And when somebody screws up and causes the team to lose 5 points in a round, it's just frustrating.  Usually the team with the newbie gets screwed because the newbie will be hiding somewhere while the other team runs past him.

That and the gameplay is stale.  We have literally hundreds of 1-path maps, and they all play about the same.  It gets old.  What's the point of a new map if it doesn't offer anything new?  Routez has paths out the yin-yang, and it was hella fun because it offered a refreshing change to the "Rush to the center and spray.  New round.  Rush to the center and spray." style gameplay.

Dirty_Taco

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« Reply #30 on: September 21, 2005, 05:32:29 PM »
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« Last Edit: July 26, 2010, 01:12:38 AM by Dirty_Taco »

loial21

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Re: two new maps im workin on...
« Reply #31 on: September 22, 2005, 05:33:03 PM »
The problem with 1-path maps is that capturing the flag is basically impossible unless somebody screws up. And when somebody screws up and causes the team to lose 5 points in a round, it's just frustrating. Usually the team with the newbie gets screwed because the newbie will be hiding somewhere while the other team runs past him.

That and the gameplay is stale. We have literally hundreds of 1-path maps, and they all play about the same. It gets old. What's the point of a new map if it doesn't offer anything new? Routez has paths out the yin-yang, and it was hella fun because it offered a refreshing change to the "Rush to the center and spray. New round. Rush to the center and spray." style gameplay.
Bah, Gets old, one path maps do. Do away with them you should not. Again you small few who hardly play anymore public, figure out a way make good small maps and stop whinging about the ones you do have.
 Although your opinions are well founded and well thought if your refering to serious match play.
  Dont miss or ignore the point of making maps for public play. Small rounds, quick action. get as many kills  as fast as possible. Not run around with hardly any confrontation, compaired to one path maps.
Again what is this MYST or DigitalPaintball.  For now concentrate and a meduim to small map and perfect it. We need new maps that will get played.
Bah this is old and stale arguement ...large maps are fun but they need the player support to make them fun. THIS IS NOT HAPPENING!!!!!!   

Eiii

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Re: two new maps im workin on...
« Reply #32 on: September 22, 2005, 06:09:59 PM »
That might have been the usefulest thing you've said ever!

loial21

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Re: two new maps im workin on...
« Reply #33 on: September 22, 2005, 06:13:12 PM »
thanks, I think thats the  nicest thing you ever said..

awwww lets hug!!


*edit save the hugs gimmie drugs

and someone make some good small to mid maps.