Author Topic: Newmap: Omaha_b3 (siege map)  (Read 5080 times)

selda

  • Map Committee
  • Stingray
  • Posts: 65
Newmap: Omaha_b3 (siege map)
« on: February 18, 2010, 04:24:06 PM »
Omaha
It´s my first map which was released.
Screen says more..

Screens












I have some problems with:
1) console says bad target -func_train ..
2)I need cannons only with monsterclip.
Thank´s for help

Download
Omaha_b1
1.mirror
http://ultrashare.net/hosting/fl/79e8c3334c/omaha_b1
2.mirror
http://nahraj.to/download/omaha-b1-bsp
3.mirror
-in attachment

Omaha_b2
1.mirror
http://4fo-team.7u.cz/download.php?fileID=51
2.mirror
http://ultrashare.net/hosting/fl/393887ffa7/omaha_b2
« Last Edit: June 02, 2011, 07:30:06 AM by selda »

Kyuuchi

  • Autococker
  • Posts: 1183
Re: Newmap: Omaha_b1 (siege map)
« Reply #1 on: February 18, 2010, 05:25:16 PM »
This looks amazing for a first release. I don't know what to say. O_O

Termin8oR

  • Autococker
  • Posts: 1023
Re: Newmap: Omaha_b1 (siege map)
« Reply #2 on: February 18, 2010, 10:28:24 PM »
I say well done for b1 but don't stop adding detail and work to it.
You can always make it better.

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Re: Newmap: Omaha_b1 (siege map)
« Reply #3 on: February 19, 2010, 09:16:25 AM »
Online and in the rotation: [OTB] Beta - 83.169.4.183:22222

abnormal

  • Autococker
  • Posts: 649
Re: Newmap: Omaha_b1 (siege map)
« Reply #4 on: February 19, 2010, 10:26:56 AM »
Really nice one for the first release. Just there are few things I've noticed:
- The water - it isn't water - is it meant to be like this? In my opinion you should make it like a fluid/liquid.
- There's also very easy to get stuck in these places: (screenshot)

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Omaha_b1 (siege map)
« Reply #5 on: February 19, 2010, 11:52:58 AM »
to Abnormal
I mean it as ice,but i can make two version as omaha with normal water(but r_speeds will be higher than 5000 or more!) and omaha-winter with ice and slick.
You can´t stuck in this places,because fence have trigger_hurt (kill) .. or no?

abnormal

  • Autococker
  • Posts: 649
Re: Newmap: Omaha_b1 (siege map)
« Reply #6 on: February 19, 2010, 12:23:58 PM »
You can´t stuck in this places,because fence have trigger_hurt (kill) .. or no?
I was trying it only in obs so didn't mention this..
Anyway it'd look strange when there was ice at omaha beach.. But it's up to you.
How would that boat get there? :P And sees and oceans don't freeze imo :P

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Omaha_b1 (siege map)
« Reply #7 on: February 19, 2010, 12:36:36 PM »
My map is only Omaha ;-)

-the wood bridge is small harbor ...  ;)
« Last Edit: February 19, 2010, 02:00:02 PM by selda »

selda

  • Map Committee
  • Stingray
  • Posts: 65

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Re: Newmap: Omaha_b2 (siege map)
« Reply #9 on: April 02, 2010, 04:33:09 PM »
Online.

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Omaha_b2 (siege map)
« Reply #10 on: April 03, 2010, 05:45:17 AM »
Oh, i didn't realy notice the first beta :) The map remembers me on this cod map. Played it one time, so I can't tell you something about the gameplay. But it looks good. I like it.


To the train:
Why do you use the complicated elevator? If you only have up and down it would be much easier to use a toggled func_door. If you shoot a button, it will move up and if you shoot the same button or the other one (one up and one down) again it will move down. The trigger_elevator is only necessary, if you have more the 2 stops.

To the cannons:
Sry, I don't understand your problem here. Items can fly to the base high, but the right one can shoot higher than the left one ;) Maybe you want to shoot people?


And a few pics:


This area is weird to me. Weird brushwork and light without any source.


Almost all barrels are misaligned. The dark line should be on the ground and not in the mid of the barrel. I hope you can understand it :)


The 2 small boxes are misaligned too.


Also misaligned. Rotate some faces. And the left brush of the bridge doesn't fit exactly. There is a black hole.


Haha, nice with the trigger_hurt. But I would change 2 things here. Make the brush mist, so you are possible to shoot through the fence. Make 7 sides nodraw and place the fence a few units to the mid, so there wouldn't be an ugly looking double fence.


Misaligned :P Change some faces of the wood textur. I know it doesn't make fun to align wood textures, but it look much better after doing that.
« Last Edit: April 03, 2010, 09:43:13 AM by Chef-Killer »

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Omaha_b2 (siege map)
« Reply #11 on: April 03, 2010, 10:44:27 AM »
1. pic:
Lights were provisory,but in _b3 will be fire(flames).
This brushwork saving rspeeds(highest wpoly is about 3500 :( ) and numportals (now about 6100).
2. pic:
In _b3 will be fixed.
3. pic:
Same as 2. pic.
4. pic:
Ok.
5.pic:
I will try it. ;-)
6.pic:
Ok.

In the end i have questions about reducing rspeeds,i found a lot of topics about this problem,but nothing help me. Can you tell me, how can i reduce rspeeds?
Thank you,for your reply.

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Omaha_b2 (siege map)
« Reply #12 on: April 03, 2010, 12:55:35 PM »
When i made the screenshots, I thought about adding some hint brushes in the area with the elevator. But it wouldn't help a lot, because this map is very open. If the game has to show up all areas, there are not many possibilities to lower the r_speeds. Numportals can be lowered by making the boxes and barrels detail (textur settings). But I don't beleave that this will have an effect on the the r_speeds.

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Omaha_b2 (siege map)
« Reply #13 on: April 03, 2010, 02:30:07 PM »
ok. I have too much maps,but i can´t release it because r_speeds is high. What is important to reduce r_speeds?

theSYNDIKATE

  • VM-68
  • Posts: 149
Re: Newmap: Omaha_b2 (siege map)
« Reply #14 on: April 03, 2010, 02:37:22 PM »
That looks awesome.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Newmap: Omaha_b2 (siege map)
« Reply #15 on: May 24, 2011, 09:31:55 PM »
Cool map.  I've put it up on the ev1 beta server (let me know if you need the login) and attached a demo with some suggestions.

Edit: Also just realized that usually, you spawn with the Trracer, but sometimes you spawn with the Carbine or something else.  Also, the spawners appear to be facing to the side instead of forward.  You probably want to change the angle of those.

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Omaha_b3 (siege map)
« Reply #16 on: June 02, 2011, 08:12:20 AM »
Omaha Beta 3
This beta was in my pc for a long time, but i didn't have time for export. :) (final export took about 10 hours)
Big thanks to prozajik for final export ;)
Download
http://filelayer.com/3d7
http://ultrashare.net/hosting/fl/9b0a9b82dc/omaha_b3
and attachment.

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Omaha_b3 (siege map)
« Reply #17 on: June 02, 2011, 08:35:01 AM »
Adding detail to stuff like boxes, barrels, fences will make the export a lot faster, if you don't have that already.

I'll have a look at the map later.

Online @ [OTB] Beta!

prozajik

  • Autococker
  • Posts: 761
Re: Newmap: Omaha_b3 (siege map)
« Reply #18 on: June 02, 2011, 01:31:21 PM »
@selda
no problem :P
10 hours 40minutes as i calculated :P:D
PS:greetings from a school trip :D

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Omaha_b3 (siege map)
« Reply #19 on: June 03, 2011, 11:21:53 AM »
Nice to see that you continue this map. It's a cool siege map ;)

You used a few item_pballgrenade entities without "count" "#". I'm not sure if this is intentional. Note this:

If you don't put the "count" "1" there, it will take the grenades that randomly spawn around the base and put them in your item_pballgrenade spawn.

The func_buttons move different. Sometimes it moves left, sometimes it comes out of the wall and sometimes it moves inside the wall. If you want moving buttons, I'd let them move uniform, maybe always a little bit to the wall.

I'd prefer scaling up all fence textures, that it doesn't look like an orange wall from bigger distances. Maybe use a size of 4.0 x 4.0 or something else.

And now a few screenshots:


Red: Here's a small edge.


Red: Normally I'd say fix the black faces with "_minlight" "#" or texture lighting, but it might be ok for this map, because there're a few more black spots. It's the flair of the map somehow.


Red: The flying cannon :) In reality the cannon would fall down to the ground. I'd add some stuff that it looks a little bit more realistic here.


Red: Maybe noone else will have a look under the ice, but the barrels are misaligned from below :-X


Red: I'd add clip brushes around those lights.


Blue: The idea is great and I really like it. But atm the lifebelt doesn't look good. There're a few glitches and the pieces are not equal. Maybe you could create an own texture for this.


Red: Add clip brushes here. And did you notice that you won't die at the fence right next to the hole?


Red: Add clip brushes here, too.
Blue: Here's a small glitch, too. I would do to ground one unit higher that the small edge disappears.


Red: Misaligned box texture from below.


Red: Here's a small edge, too. I'd just make the ground 1 unit larger.


Red: Delete this corner.


Red: Add clip brushes at this fences, too. Maybe you could also add clip brushes around the lights here.


Red: I'd add clip brushes here, too. Also, atm you could jump from the button to the arrow and then to the light. I'm not sure, maybe it's like you want to have it. If not, clip brushes would fix it.


Red: A hole.
Green: Add clip brushes around the buttons and the arrows.
Yellow: This arrow is crooked.

Online @ [OTB] Beta!