Author Topic: Newmap - Phlegmatic  (Read 3636 times)

Malware

  • VM-68
  • Posts: 110
Newmap - Phlegmatic
« on: July 15, 2010, 03:45:03 AM »
Hi all, this is my first map, called Phlegmatic.
There is one flag, in the middle(5pts), two teams, red and blue. The map is not that big, and if something should be better done, please response.

Picture:
http://img155.imageshack.us/i/sshot017.jpg/







Scars

  • Stingray
  • Posts: 85
Re: Newmap - Phlegmatic
« Reply #1 on: July 15, 2010, 08:06:38 AM »
Well, first of all, it has to be a beta. So you should name it phlegmatic_b1/b2/etc....
Then, lit all your maps, even if they are betas. You should use qbsp vis rad, or a final compile.

For the gameplay, that map looks really small. Those water pillars look weird and pointless.
I don't really like maps that dont have co2's, but it's kind a small map, so it doesnt affect much. It's pretty hard to get to the flag, since it's under the water, and the hole to get to the flag is easily lineable, and whenever you grab (if you actually make your way to the flag), it's hard to cap or kill.

Then, I guess it's the first map you done, so don't release it. Just practise, show to friends, and when you think it's really a good map, you should release it.
I guess that's all ;D

Malware

  • VM-68
  • Posts: 110
Re: Newmap - Phlegmatic
« Reply #2 on: July 15, 2010, 10:57:20 AM »
Well, thanks for response. I corrected name and added new things, like windows on middle wall co2 and barrels.
I made water pillars cause it represent another way, since main battle will be over flag, players can use pillars and attack from above, so that map would not be so boring.

P.S. I attached again map, this time with update.

« Last Edit: July 16, 2010, 05:26:34 AM by .LzN|MalwaRe^ »

Dirty_Taco

  • Map Committee
  • Autococker
  • Posts: 1630
_
« Reply #3 on: July 15, 2010, 05:14:14 PM »
Post removed
« Last Edit: July 25, 2010, 11:44:12 PM by Dirty_Taco »

Sklenda

  • PGP
  • Posts: 28
Re: Newmap - Phlegmatic
« Reply #4 on: July 16, 2010, 03:50:40 AM »
I added new things, like c2o
cool i didn't know clan c2o has something in bsp (its co2 boii)

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap - Phlegmatic
« Reply #5 on: July 16, 2010, 01:25:11 PM »
Yep, I have to agree with scars, this map isn't playable yet.

Try to understand how to light your map. The most easy way is using the sun lighting or just using light textures. There are some light textures in the PBALL folder.
Try to understand how to export your map. Every map you release should have lights sources and should be "final compiled" (without errors, warnings, etc.) before.

I also dislike the water pillars and the water in the high area. It doesn't look realistic.

Oh, and your worldspawn looks a little bit weird. Use something like this

Code: [Select]
{
"classname" "worldspawn"
"gamemode" "2"
"maxteams" "2"
"team1" "red"
"team2" "blue"
"message" "Phlegmatic_b1 - by Malware"
}

instead of this

Code: [Select]
{
"message" "Phlegmatic_b1 - by Malware"
"count" "1"
"teamnumber" "0"
"gamemode" "2"
"team 2" "blue"
"team1" "red"
"maxteams" "2"
"sky name" "pbsky2"
"classname" "worldspawn"
"spawnflags" "512"
"GiveGun" "Stingray"
"GiveHopper" "100"
"type" "200"
"type" "large"
"GiveAmmo" "200"
}

If you want to make a sky with sun lighting, change the texture of your skybrush to a sky texture and add something like this to the worldspawn. The worldspawn could look like this then

Code: [Select]
{
"classname" "worldspawn"
"gamemode" "2"
"maxteams" "2"
"team1" "red"
"team2" "blue"
"message" "Phlegmatic_b1 - by Malware"
"sky" "pbsky2"
"_sun_light" "250"
"_sun_angle" "150 -34"
"_sun_ambient" "30"
"_sun_diffuse" "60"
}

Change those things for the second beta and we will upload it though. The water is just weird, but lighting, final compiling, etc. is a must have.