Author Topic: New Map: RavePaint  (Read 6544 times)

ViciouZ

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New Map: RavePaint
« on: December 23, 2007, 03:45:01 PM »
I got bored. It shows. I got so bored I made a map.

RavePaint! (Reed, Dagless and Lekky will understand this.)
It's dodgeball in a rave club! Features new textures, some music loops and a jail!

The map can't really be seen in a screenshot, but here is one anyway:


asbopaint_b1.zip

MAP IS RENAMED RAVEPAINT 17/2/08
« Last Edit: February 17, 2008, 12:31:26 PM by ViciouZ »

cusoman

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Re: New Map: ASBOPaint
« Reply #1 on: December 23, 2007, 04:01:30 PM »
w00000000t!!!!!!
That was so intense!!!!!
I really liked it, and the feel, it was simple, had a great speaker texture, and the music was a good choice.

Only problem is the immense frame rate drop around the smoking light/speaker set.  I had mid 20s at some points around that area, if its not necessary to the map, i would remove the smoke. Otherwise, creative map. :D
-Cusoman

ViciouZ

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Re: New Map: ASBOPaint
« Reply #2 on: December 23, 2007, 04:12:51 PM »
More frame-rape than frame rate :-(
I'll make the smoke less frequent for the next beta to see if that solves it.

I forgot to say: THANKS TO S8N FOR SPEAKER TEXTURE :D
« Last Edit: December 23, 2007, 04:58:56 PM by ViciouZ »

DrRickDaglessMD

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Re: New Map: ASBOPaint
« Reply #3 on: December 23, 2007, 06:46:22 PM »
haha nice one Viciouz!

Though I think ASBO's are more closely related to Bassline and Niche music though (being from Sheffield, this is sadly all too obvious)!

Love the speakers - try and fiddle the target_speaker attenuation values and that so the sound is always there (instead of a dead spot in the middle of the dancefloor).

BRRAAP!

- Dagless

Zorchenhimer

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Re: New Map: ASBOPaint
« Reply #4 on: December 23, 2007, 07:09:38 PM »
Love the speakers - try and fiddle the target_speaker attenuation values and that so the sound is always there (instead of a dead spot in the middle of the dancefloor).

Vic and I "play tested" the map today and I gave him some ideas for fixing the dead spots.

Byz

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Re: New Map: ASBOPaint
« Reply #5 on: December 24, 2007, 03:27:00 AM »
omg i love that map :D specially the music :D but i noticed few mistakes... here : http://zilla-clan.net/upload/084580 and here : http://zilla-clan.net/upload/867263 ( why are those red and blue cause the team are red and yellow ) :)

ViciouZ

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Re: New Map: ASBOPaint
« Reply #6 on: December 24, 2007, 05:30:02 AM »
I want to add some light fog to give the impression of the smoke from the smoke machines, but it always comes out too dense.. Is there a key that controls the density/distance of the fog?

T3RR0R15T

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Re: New Map: ASBOPaint
« Reply #7 on: December 24, 2007, 06:53:39 AM »
Looks nice, but it needs a little bit more colorful lights.

Zorchenhimer

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Re: New Map: ASBOPaint
« Reply #8 on: December 24, 2007, 11:30:16 AM »
I want to add some light fog to give the impression of the smoke from the smoke machines, but it always comes out too dense.. Is there a key that controls the density/distance of the fog?

If you want it everywhere.  But not like you have it.

lekky

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Re: New Map: ASBOPaint
« Reply #9 on: December 24, 2007, 11:39:40 AM »
its waaaaaay too clean, add some Red Stripe cans on the floor, and some glowsticks, and make it smell of weed.

Dirty_Taco

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_
« Reply #10 on: December 25, 2007, 01:13:04 AM »
Post removed
« Last Edit: July 26, 2010, 12:01:50 AM by Dirty_Taco »

jitspoe

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Re: New Map: ASBOPaint
« Reply #11 on: December 26, 2007, 01:47:32 AM »
gl_dynamic 0 should fix the framerate issues on crappy video cards, but it also removes the flashing lights.  Since the textures are scaled down, the lightmaps are really high-res, causing severe hits when the texture is uploaded repeatedly to change with the lights.

A couple things on the map:

- That ceiling texture either needs to be rotated or changed completely - it looks weird how it's at a different angle than the walls.
- When making textures, be sure to use a jpeg quality of 96 or higher.  I can see the artifacts in those speaker textures.

Fog can be controlled.  Take a look at the readme file - search for fogd.

Zorchenhimer

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Re: New Map: ASBOPaint
« Reply #12 on: December 28, 2007, 10:57:52 PM »
Fog can be controlled.  Take a look at the readme file - search for fogd.

Fog that covers the entire map can be controlled, yes, but can fog that of a smoke  grenade be controlled?

Eiii

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Re: New Map: ASBOPaint
« Reply #13 on: December 28, 2007, 11:30:17 PM »
What's needed is to be able to define fogged and non-fogged regions.

jitspoe

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Re: New Map: ASBOPaint
« Reply #14 on: December 29, 2007, 12:47:23 AM »
What's needed is to be able to define fogged and non-fogged regions.
It's not really that simple, but this isn't the thread to discuss it in.

Eiii

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Re: New Map: ASBOPaint
« Reply #15 on: December 29, 2007, 03:40:25 AM »
I'm aware that it's not simple, but it would allow for cool outdoor/indoor maps. ;3

ViciouZ

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Re: New Map: ASBOPaint
« Reply #16 on: December 29, 2007, 05:24:04 AM »
If you've ever seen a nightclub or conecert hall after everyone has left, the air is often filled with light smoke, that's what I'm doing with the fog.

lekky

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Re: New Map: ASBOPaint
« Reply #17 on: December 29, 2007, 09:06:51 AM »
Not any more ViciouZ :P

ViciouZ

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Re: New Map: ASBOPaint
« Reply #18 on: December 29, 2007, 09:07:35 AM »
The smoke machines, not the people, lekky :P

ViciouZ

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Re: New Map: ASBOPaint
« Reply #19 on: December 30, 2007, 06:38:56 AM »
*bump da lump*

Seeing as Dagless thinks the music is wrong, I have prepared a selection of clips:

http://www.viciouz.co.uk/other/maps/asbopaint/

Which one would you like for the map, and which for the jail?

edit: ohwow, 800 posts.