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Map Graveyard
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T3RR0R15T
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New Map: Evolution
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Topic: New Map: Evolution (Read 7856 times)
Cameron
Global Moderator
Autococker
Posts: 2686
New Map: Evolution
«
on:
January 04, 2008, 04:22:05 AM »
This is my 2nd map i have made. It has 2 teams which have 2 flags each. I have also added a jail i can remove if it is not required. Here are some pics:
All 4 bases are like this.
Mid High.
Both Mid Lows are like this.
The Jail.
Heres the link to the file:
http://zilla-clan.net/upload/830825
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QueeNiE
68 Carbine
Posts: 435
Re: New Map: Evolution
«
Reply #1 on:
January 04, 2008, 10:07:57 AM »
Looks like it needs lighting. Make sure you hit the 'final compile' option, in the compile menu.
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jitspoe
Administrator
Autococker
Posts: 18802
Re: New Map: Evolution
«
Reply #2 on:
January 04, 2008, 02:59:14 PM »
You need to light your maps before you release them. Also, make sure you don't have any leaks.
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Cameron
Global Moderator
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Posts: 2686
Re: New Map: Evolution
«
Reply #3 on:
January 04, 2008, 11:54:10 PM »
Will put some lighting when i get around to it. Which final compile, im pretty sure i used the high quality for that one but that might have been the wrong file. I'll put some lighting in and i'll wait until i find out which compile to do.
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Cameron
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Posts: 2686
Re: New Map: Evolution
«
Reply #4 on:
January 05, 2008, 03:28:19 AM »
Ok, i found which one 2 extract it as. I've added lighting where needed and in other places.
Heres the link:
http://zilla-clan.net/upload/860657
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Rick
Map Committee
Autococker
Posts: 2190
Re: New Map: Evolution
«
Reply #5 on:
January 05, 2008, 03:55:20 AM »
Just had a quick look.
^^Wrong texture im guessing.
^^Mis-aligned textures. (Red Rings Mis aligned.)(Black ring how there suppose to be i think)
^^For me it looks a little to clear.
^^Misaligned maybe?
Well thats all from me.
Sorry about the quality of Screenies
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Cameron
Global Moderator
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Posts: 2686
Re: New Map: Evolution
«
Reply #6 on:
January 05, 2008, 04:15:21 AM »
Yah, the lights make that glass look like its not there. The boxes i'm fixing and yes, that texture on lights was somehow like that (never saw that myself when i was jumping around 4 5 minutes. I'll post the new one later.
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Rick
Map Committee
Autococker
Posts: 2190
Re: New Map: Evolution
«
Reply #7 on:
January 05, 2008, 04:53:55 PM »
ALso where do you cap??for me i cant cap where the flags are but im not sure.
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Cameron
Global Moderator
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Posts: 2686
Re: New Map: Evolution
«
Reply #8 on:
January 06, 2008, 03:06:43 AM »
I fixed that in beta 3, im in the middle of fixing the textures right now.
«
Last Edit: January 07, 2008, 02:20:21 AM by Cameron
»
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Cameron
Global Moderator
Autococker
Posts: 2686
Re: New Map: Evolution
«
Reply #9 on:
January 07, 2008, 02:21:45 AM »
Ok, ive removed lights which make those glass screens hard to see, fixed all of the textures and changed some of the lighting.
Heres the link:
http://zilla-clan.net/upload/467129
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jitspoe
Administrator
Autococker
Posts: 18802
Re: New Map: Evolution
«
Reply #10 on:
January 07, 2008, 01:00:38 PM »
I've attached a demo of things you should revise. I've also uploaded the map to the beta server for testing. See PM for details.
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Cameron
Global Moderator
Autococker
Posts: 2686
Re: New Map: Evolution
«
Reply #11 on:
January 21, 2008, 09:43:52 PM »
Ok, after a while i found time to do beta 4. Ive fixed all of the textures problems and also added a bit down the bottom where im considering putting the back door entrance. Problem with the backdoor is there are 2 ways to cap. So im still deciding.
Here it is:
http://zilla-clan.net/upload/442975
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Zorchenhimer
Autococker
Posts: 2614
Re: New Map: Evolution
«
Reply #12 on:
January 22, 2008, 12:39:06 AM »
Quote from: Cameron on January 21, 2008, 09:43:52 PM
Problem with the backdoor is there are 2 ways to cap.
Um, isn't that the point?
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Cameron
Global Moderator
Autococker
Posts: 2686
Re: New Map: Evolution
«
Reply #13 on:
January 22, 2008, 01:51:59 AM »
No, i mean that there are 2 places to cap, meaning that there would be 4 ways to take one or both flags to cap them.
Base 1 Normal
Base 1 Backdoor
Base 2 Normal
Base 2 Backdoor
Much more difficult when you are on your own again 2 or 3, mabye even 1.
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KiLo
Autococker
Posts: 2086
Re: New Map: Evolution
«
Reply #14 on:
January 22, 2008, 02:22:42 AM »
You should probably just make the caps at the main bases.
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Cameron
Global Moderator
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Posts: 2686
Re: New Map: Evolution
«
Reply #15 on:
January 22, 2008, 03:13:02 AM »
Both are main. I might move the capping point and make a new area up higher above the ladder at the ends of the map. Then somehow run a backdoor up there. Still thinking about b5 and also wondering if anybody thinks there is anything that needs fixing in b4.
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KiLo
Autococker
Posts: 2086
Re: New Map: Evolution
«
Reply #16 on:
January 22, 2008, 03:24:53 AM »
Well I just downloaded b4 and took a look around. I like the map but those caps are treacherous if someone actually gets the flag. My suggestion is to make a tunnel going out the back of each flag and make it so that the tunnel loops around to the back and then make like a path to go low and one to go mid. I will post a pic of what I am trying to explain if I get around to making it. This will also make the map new player friendly.
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Cameron
Global Moderator
Autococker
Posts: 2686
Re: New Map: Evolution
«
Reply #17 on:
January 22, 2008, 03:29:40 AM »
Yeh, when i put that jump in i wasnt thinking about the newbies. Sorry guys. I'd also love to view what ur thinking cos im finding it kinda hard to visulise what ur saying (usually can but i sat here 4 5 mins and just couldn't).
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KiLo
Autococker
Posts: 2086
Re: New Map: Evolution
«
Reply #18 on:
January 22, 2008, 04:05:13 AM »
I understand. Didn't really know how to word it but in a few hours I have class and I will have some free time then.
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jitspoe
Administrator
Autococker
Posts: 18802
Re: New Map: Evolution
«
Reply #19 on:
January 22, 2008, 11:58:00 PM »
I've attached another demo and put the map up on the beta server.
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Digital Paint Discussion Board
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) »
New Map: Evolution