Author Topic: Map  (Read 5518 times)

CoNFiNeD1

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Map
« on: August 05, 2005, 11:27:53 PM »
With all the help ive gotten from jitspoe, DT, cobo, and ironfist, i have started a map.

Here are some screenshots. Keep in mind im not done yet and i have ALOT of more things to put in the map.







There are alot of more things on the map than you can see, i just didnt take screenshots of them.

And jitspoe, i never got an activation email when i signed up, can you send me one?

Cobo

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Re: Map
« Reply #1 on: August 05, 2005, 11:57:11 PM »
... transparent.
jitspoe isnt going to like that

CoNFiNeD1

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Re: Map
« Reply #2 on: August 06, 2005, 12:01:18 AM »
Thats the only thing on the map thats going to be transparent.

jitspoe

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Re: Map
« Reply #3 on: August 06, 2005, 12:19:00 AM »
I activated your account.

As for the map, it looks like a box with a flag on each side and a wall in the middle.  You need some... paths... rooms... something.   Also, the transparent walkway looks really bad.  When was the last way you saw a walkway made entirely of glass? :)  And it doesn't even look like glass -- overlapped transparency in q2 = yuck.

*makes a note to completely remove the glass texture in the next BSP pack*

CoNFiNeD1

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Re: Map
« Reply #4 on: August 06, 2005, 01:47:07 AM »
Hahaha ok, ill take out the glass. There are other paths on the map, they are under that big wall.

And thanks for activating my account.

Cobo

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Re: Map
« Reply #5 on: August 06, 2005, 01:58:56 AM »
also make it so it is not a box.

IronFist

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« Reply #6 on: August 06, 2005, 12:17:26 PM »
Post removed
« Last Edit: July 25, 2010, 11:14:34 PM by IronFist »

smokeys...

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Re: Map
« Reply #7 on: August 06, 2005, 02:51:59 PM »
hehehe i like and jits i never got the email i signed up for $mokey

CoNFiNeD

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Re: Map
« Reply #8 on: August 06, 2005, 02:54:25 PM »
IronFist, i like your idea, i put in a second story and im putting alot more things in it for cover.

Jitspoe: I removed all the glass and added a second story.

CoNFiNeD

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Re: Map
« Reply #9 on: August 06, 2005, 05:10:53 PM »
Ive started the second story...








I need some suggestions.

IronFist

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« Reply #10 on: August 06, 2005, 05:45:22 PM »
Post removed
« Last Edit: July 25, 2010, 11:14:16 PM by IronFist »

Cobo

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Re: Map
« Reply #11 on: August 06, 2005, 05:58:06 PM »
i have the greatest idea for your map... pgp!
or at least tracer's or stingray's maybe put an auto in the middle of the 2nd story.

IronFist

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« Reply #12 on: August 06, 2005, 08:52:18 PM »
Post removed
« Last Edit: July 25, 2010, 11:14:09 PM by IronFist »

CoNFiNeD

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Re: Map
« Reply #13 on: August 07, 2005, 12:26:23 AM »
Ok, and im just wondering..... how do i make colored lights? Like i want to make a blue light, and a red light.

Kinda like the lights on the map pbusa.


AND!!! How do i get my flags working?? I cant cap.

Cobo

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Re: Map
« Reply #14 on: August 07, 2005, 09:44:10 AM »
you need a base entity as well

IronFist

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« Reply #15 on: August 07, 2005, 11:44:38 AM »
Post removed
« Last Edit: July 25, 2010, 11:14:07 PM by IronFist »

Termin8oR

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Re: Map
« Reply #16 on: August 07, 2005, 09:12:25 PM »
So far, I think its a great start for a new mapper... Nice Job

-Termin8oR

loial21

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Re: Map
« Reply #17 on: August 07, 2005, 11:30:27 PM »
Please release a beta.

jitspoe

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Re: Map
« Reply #18 on: August 07, 2005, 11:50:57 PM »
Lights will take on the color of the surface that emits them, so if you use a blue light texture, it will emit light with a blue tone.  The light above the flag... is, uh, a wedge?

Just out of curiosity, what kind of setting is this supposed to be?  Seems a little odd to have 50-foot tall walls of plate metal.  Perhaps you should make th ceiling a little lower, use a cement texture, and go for more of an indoor warehouse look?  Try to aim for something a little more realistic.  Also, the angled metal supports are overlapping the wood a lot and don't meet up cleanly.  Looks like you probably used rotate.  Don't ever use rotate for arbitrary angles.  It's better to use clipping planes or vertex manipulation.

CoNFiNeD

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Re: Map
« Reply #19 on: August 08, 2005, 12:00:01 AM »
How do i make the base entities so i can flag cap?