Author Topic: New map: Urban Night  (Read 19064 times)

FluKe

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Re: New map: Urban Night
« Reply #20 on: July 05, 2009, 11:34:45 AM »
Looks  good :)

_burnt

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Re: New map: Urban Night
« Reply #21 on: July 05, 2009, 12:46:42 PM »
The "Urban" text completely killed the mood for me, though.  Looks so cheesy and out of place.

Yeah, i thought about making like ad-board there, you know, like in ub_rooftop. But i got lazy and made that instead:P I'll get around with it at somepoint

All the wood seems out of place.  Some kind of tar and/or gravel would look a lot better.  Also, the wood shingle texture looks out of place, too (and some of them are upside-down).  The brick texture is also too large.

Wood looks nice to my eye, but i'll try to change, i knew you would complain about it :D And i'll keep the shingle, i love it

The windows that you jump through that have the window frame in the middle need some clip brushes.  They're awkward to get through.  You have to crouch or jump, and it's easy to get caught on the sides.

I left that intentionally, i don't know why. Maybe i come lazy when it comes to clips :D

_burnt

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Re: New map: Urban Night
« Reply #22 on: July 25, 2009, 10:44:12 AM »
Beta 3 is done and ready for download! I added some stuff, not much :/

http://maps.digitalpaint.therisenrealm.com/map/urbann/

@jitspoe: I didn't really find any good texture to replace the wood, so any ideas? And do you realise how hard it's to see if the shingle is upside down or not in bsp? :P

RoBiNandL!nk

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Re: New map: Urban Night
« Reply #23 on: August 03, 2009, 02:02:26 AM »
i don't like it. there isnt enough gameplay i want good match maps not maps that will be played in pubs every once in awhile

jitspoe

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Re: New map: Urban Night
« Reply #24 on: August 09, 2009, 11:17:01 PM »
Played it on the beta server.  People were easily lost.  It's very difficult to get your bearings.  You've GOT to do something about making the map more maneuverable.  There are so many places that need clip brushes.  It just feels really awkward and cumbersome, especially since there are ramp jumps and such, but not enough room to gain momentum.  I've attached a demo of me playing.  It's not very exciting, but it might give you some ideas on things you can improve.  It seemed like there was only one path that was really worth taking in and out of the base.

I didn't check, but does this map support DM?  It might make a good DM/TDM map.

Also, now that I have a high res white wood texture with a more defined wood grain, some of the window wood textures look like they need to be rotated (the texture looks good there, though).  As for what to replace the wood with, I would use either a cement texture (like one of the grave textures), tar, asphalt, or gravel.  Here are some images for inspiration:

http://farm2.static.flickr.com/1031/1021544793_3d9b666e4a_o.jpg
http://upload.wikimedia.org/wikipedia/commons/5/57/Rooftop_Antennae.jpg
http://www.roofing-professionals.com/images/tar-roof.jpg
http://img7.travelblog.org/Photos/111986/394883/f/3760313-rooftop-clothes-line-0.jpg
http://www.212art.com/TRANE%20commercial%20rooftop.jpg
http://www.treehugger.com/woman-cleaning-solar-panels-on-rooftop-in-san-francisco.jpg
http://www.fallprotectionsystems.com/Images/Fall-Protection-Roof-Top/Fall-Protection-Roof-Top6.jpg
http://avtinc.net/hvac/large/roof_top_hvac02.jpg
http://www.hei-tech.com/images/performanceroof.jpg
http://farm4.static.flickr.com/3208/2972727522_176ab2cd7f.jpg?v=0
http://www.flexservicesllc.com/images/roofvac/redlobster_top.jpg

I whipped up a quick asphalt texture, if you want to experiment with that.  HR4 version attached.

_burnt

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Re: New map: Urban Night
« Reply #25 on: August 11, 2009, 08:29:57 AM »
Ok, thanks. I'll try it. I think there is one asphalt texture in ctp, but it is darker?

Also, how would i go about making graffities like in ub_rooftop?

musickid999

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Re: New map: Urban Night
« Reply #26 on: August 11, 2009, 09:38:42 AM »
Well, you would make your graffiti image with a transparent background, and just stick it onto the asphalt image, making it a seperate asphalt texture that you can use along with the default asphalt image.

Rick

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Re: New map: Urban Night
« Reply #27 on: August 11, 2009, 04:23:13 PM »
Well, you would make your graffiti image with a transparent background, and just stick it onto the asphalt image, making it a seperate asphalt texture that you can use along with the default asphalt image.

Can't you use r-scripts or some crap.

musickid999

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Re: New map: Urban Night
« Reply #28 on: August 11, 2009, 08:25:00 PM »
You probably could, but I know nothing about scripting, so I have no clue.

UDead

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Re: New map: Urban Night
« Reply #29 on: August 12, 2009, 05:45:53 AM »
this map looks like it would be fun to be trying to jump and strafe at a fast speed.

jitspoe

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Re: New map: Urban Night
« Reply #30 on: August 12, 2009, 10:21:46 AM »
Ok, thanks. I'll try it. I think there is one asphalt texture in ctp, but it is darker?

Also, how would i go about making graffities like in ub_rooftop?
One way is to just make a texture with graffiti on it.  The other way is to make a texture with alpha transparency (PNG or TGA), make a 1-unit thick brush, and set the trans33 and trans66 flag.

_burnt

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Re: New map: Urban Night
« Reply #31 on: August 12, 2009, 10:33:03 AM »
I've been placing clip brushes, fixing paths, changing textures, basic stuff what's been pointed out.. I think i'm going to make the bd/side path bit more faster, at the moment they're 2-7 seconds slower than the main path when going from flag to flag. They're also more clumsy, so it's easier to lose time.
I'll attach an image for you criticize the textures. I went with the ctp asphalt. I liked jitspoe's texture, but the pattern looked bad for me in game.
Finally, if someone is interested and willing to help, could someone make few graffities for me? I think they need to be .tga textures with transparent background. Then i need to make 1 unit thick brush of it and so on? It was done like that in ub_rooftop ( i took a look, sorry :P)

Edit: Added pics with jitspoe's texture also

RiMiNi

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Re: New map: Urban Night
« Reply #32 on: August 12, 2009, 12:18:08 PM »
Any specific colours, words, size, etc you want for the graffitti?

_burnt

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Re: New map: Urban Night
« Reply #33 on: August 12, 2009, 12:37:14 PM »
Any specific colours, words, size, etc you want for the graffitti?

Not really, mayb "urban". Feel free to post suggestions, clan tags, names, etc. anything you want :P

Edit: Ofcoors i must have my name there :D

nook

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Re: New map: Urban Night
« Reply #34 on: August 12, 2009, 01:00:01 PM »
why is every map you make is sooooo HUGE... Gosh.. Good map though

Kyuuchi

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Re: New map: Urban Night
« Reply #35 on: August 12, 2009, 01:36:59 PM »
Not really, mayb "urban". Feel free to post suggestions, clan tags, names, etc. anything you want :P

Edit: Ofcoors i must have my name there :D

You just got to have "Kyuuchi is the best worst" with the best crossed out and worst replaced :P

RiMiNi

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Re: New map: Urban Night
« Reply #36 on: August 12, 2009, 01:40:49 PM »
Here's a 2 I just whipped up right now, If you like. :) hr4 included.

PICS: DO NOT SAVE THESE .JPG's. Download the .zip below.



EDIT: lol kyuuchi.
and yeah I just realized these textures don't really go with the rest of the map, but w/e. :D You don't have to use.

Kyuuchi

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Re: New map: Urban Night
« Reply #37 on: August 12, 2009, 01:50:34 PM »
Someone must make my graffiti idea -.- for sanities sake! :D

UDead

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Re: New map: Urban Night
« Reply #38 on: August 12, 2009, 03:13:48 PM »
you cant make them?

_burnt

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Re: New map: Urban Night
« Reply #39 on: August 13, 2009, 07:24:08 AM »
Thanks Rimini, much better than i could do! :D I'll put them in the map and see how they look. I'll promise to give sshots ;)