Author Topic: Community map project  (Read 16922 times)

Garrett

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Re: Community map project
« Reply #60 on: July 16, 2008, 03:59:34 PM »
It looks nice but, the gameplay will need some more planning/ work.

M-A-Zing

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Re: Community map project
« Reply #61 on: July 16, 2008, 09:25:18 PM »
i have two questions

does epoly make people lag?

how big is the largest texture bsp will allow you to use?

Eiii

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Re: Community map project
« Reply #62 on: July 16, 2008, 09:36:22 PM »
Epoly lags just as much as wpoly. They're both polys.

M-A-Zing

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Re: Community map project
« Reply #63 on: July 16, 2008, 09:40:57 PM »
okay my machine just doesn't even lag at 9000 polygons, and i didn't think i had that great of a computer, and mine didn't with a lot of models either, but i guess it will be harder to make the map with acceptable polygon count.

sk89q

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Re: Community map project
« Reply #64 on: July 17, 2008, 01:10:06 AM »
The point at which epoly starts creating lag is much higher than wpoly, but I couldn't tell you what this point is. Play on a busy server and epoly can get into the 10000s.

Apocalypse

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Re: Community map project
« Reply #65 on: July 17, 2008, 12:40:01 PM »
Worry about how pretty it looks after words the main thing is game play you will not get your map played much no matter how good it looks if it doesn't have good game play for example shazz 22 is one ugly son of a female dog but it gets played because it has fairly good gameplay.
Oh yeah and don't make maps with themes they don't work out.

DrRickDaglessMD

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Re: Community map project
« Reply #66 on: July 17, 2008, 01:05:03 PM »
I get the feeling that my previous post got a bit of the 'too long; didn't read' treatment.

Speaking frankly, this project is going nowhere without some systematic thinking and planning. Ask yourself why all the many previous attempts failed.

M-A-Zing, I feel its probably on you to take the reins on this one, as you started the topic this time round. Lets start some dialogue about the points in my post. I'll start the ball rolling:

Speed: I think that it should be 'somewhere in-between'. This gives the most latitude in gameplay, for example, we could have a slower but easier route and a faster but 'requires some trick jumps or a good line' route. This was proven in roundup which can give some great tactical play but also fast fun.

- Dagless


M-A-Zing

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Re: Community map project
« Reply #67 on: July 17, 2008, 01:53:01 PM »
i'll take control of the project when i get home. but right now i'm leaving to camp for a week. so if someone would like to help start the project along i would appreciate it. Things like what DrRickDaglessMD was saying

Termin8oR

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Re: Community map project
« Reply #68 on: July 17, 2008, 04:29:40 PM »
Map looks pretty good so far.

It will look amazing when it gets to my turn.

Apocalypse

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Re: Community map project
« Reply #69 on: July 18, 2008, 04:37:26 PM »
Difficulty - Intermediate but close to being advanced.

KnacK

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Re: Community map project
« Reply #70 on: July 20, 2008, 05:54:53 PM »
any screenies yet?

Termin8oR

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Re: Community map project
« Reply #71 on: July 21, 2008, 02:27:51 PM »
any screenies yet?

Still waiting.

M-A-Zing

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Re: Community map project
« Reply #72 on: July 29, 2008, 10:53:07 PM »
This map is getting off to a slow start, obviously.

I have many custom textures for the neighborhood theme. I could work on models, but i can only get a model as far as 3ds, without a skin.

as for the layout. I want it to be one that will not scare away players, and will not allow mindless rushing. I think it could either be a siege map at the end of the culdesac, or ctf, with non identical sides.

          For the siege map it would have a construction site at the end to mark the edge of the map, then it would have three houses, maybe five. where you could go in and out of, but the flag would be in the backyard of  the end house.

          For CTF, each team would get a larger houses as a base (lots of work would be needed for realism) the flags would be in the backyards. then between bases would be many intertwined paths, maybe a city hall in the middle. but many buildings and yards, to mix the flow of play. It could even be a dsm map.


WarWulf

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Re: Community map project
« Reply #73 on: August 05, 2008, 12:27:33 PM »
umm making teams on these forums is way to much work

why not just join irc.globalgamers.net and goto #pbmappers and setup something there :P

www.warwulf-inc.com/pbmappers/columbia/ <-- greatest map ever for dp :)

Holo

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Re: Community map project
« Reply #74 on: August 05, 2008, 12:33:07 PM »

WarWulf

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Re: Community map project
« Reply #75 on: August 05, 2008, 12:38:09 PM »
When's it gonna come out?

ummmmmmmMmMMmmMmmmMmM i don't know when ever i feel like it. :) Ive been trying to get jitspoe to start a official mapping team
 
but he is very stubborn.


In-n-Out In-n-Out thats what a hamburgers all about! (double double animal style burger and fries for the win!)

KnacK

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Re: Community map project
« Reply #76 on: August 05, 2008, 01:59:39 PM »
mmm in-n-out.......

I love that chain

T3RR0R15T

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Re: Community map project
« Reply #77 on: August 06, 2008, 07:47:30 AM »
When's it gonna come out?

U have the link. U only need to change the "columbia/" to "ub_columbia.bsp" :P
But that version is a beta i think.

M-A-Zing

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Re: Community map project
« Reply #78 on: August 08, 2008, 06:18:42 PM »
here is the map so far, i give it to viciouz if he still wants to work on it. textures are in the next post because it wont let me attach all of them to this post

M-A-Zing

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Re: Community map project
« Reply #79 on: August 08, 2008, 06:19:47 PM »
here are the textures




Edit: it will not let me attach the hi res folder because it's too big