Author Topic: Newmap: Lost in the Time (FINAL)  (Read 20264 times)

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Lost in the Time (beta 1)
« Reply #20 on: October 13, 2010, 10:47:41 AM »
People believe this years before :P

CheMiCal

  • Autococker
  • Posts: 690
Re: Newmap: Lost in the Time (beta 1)
« Reply #21 on: October 13, 2010, 10:48:40 AM »
yeah and its happening....soon dp is going to have its own 2012.

joonas

  • VM-68
  • Posts: 157
Re: Newmap: Lost in the Time (beta 1)
« Reply #22 on: October 13, 2010, 01:08:30 PM »
"Stop thinking about new players"
"chef killer i don't know why you care so much for new players"

Where is the harm? How is this attitude towards mapmaking better than Chef-Killers?

"well really i don't see a future for this game"
To my understanding there's like a hundred new accounts being made every day.

Hmm, can anyone actually get up to the flag by using the ramp? I can't do it.   I was wrong
« Last Edit: November 09, 2010, 05:17:22 PM by joonas »

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Lost in the Time (beta 1)
« Reply #23 on: October 13, 2010, 01:50:56 PM »
I can make 2 versions of this map, first (litt1) for new players (speed and pub servers) - there will be ladder from base to flag (as terrorist said), in mid area i can add bridge from sideway to the opponent gate area.



and one ladder from bunker to sniper



and second version (litt) will stay in the same form with harder jumps (for matches etc. )
« Last Edit: October 14, 2010, 10:59:26 AM by selda »

CheMiCal

  • Autococker
  • Posts: 690
Re: Newmap: Lost in the Time (beta 1)
« Reply #24 on: October 13, 2010, 08:04:18 PM »
jonnas yes people make account but they dont play they play once a month maybe not even they stop playing becuase the max players on this game on a good day is maybe 30-40 other games its like 400,000 so what would you choose?

RoBiNandL!nk

  • Autococker
  • Posts: 571
Re: Newmap: Lost in the Time (beta 1)
« Reply #25 on: October 13, 2010, 08:36:52 PM »
How about you discuss this outside of the mapping forum?

On second note, map looks good... all depends on gameplay though...

Chucki

  • Stingray
  • Posts: 64
Re: Newmap: Lost in the Time (beta 1)
« Reply #26 on: October 14, 2010, 04:59:42 AM »
@ selda: It would be a very good option, if you make two versions of this map. It also would make the map more popular, I think. ;)

CR1M3T1M3

  • PGP
  • Posts: 2
Re: Newmap: Lost in the Time (beta 1)
« Reply #27 on: October 14, 2010, 06:27:40 AM »
I like the Map!

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Newmap: Lost in the Time (beta 1)
« Reply #28 on: October 14, 2010, 08:55:37 AM »
@ selda: It would be a very good option, if you make two versions of this map. It also would make the map more popular, I think. ;)

Could be ok. But don't write easy in the name. It makes, that nobody want play this map. You could make it like propaint (litt and litt1).

Chucki

  • Stingray
  • Posts: 64
Re: Newmap: Lost in the Time (beta 1)
« Reply #29 on: October 14, 2010, 09:01:44 AM »
Could be ok. But don't write easy in the name. It makes, that nobody want play this map. You could make it like propaint (litt and litt1).

That's right, but I only meant the idea. About the names later, you can discuss. ;)

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Lost in the Time (beta 1)
« Reply #30 on: October 22, 2010, 05:09:02 PM »

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Lost in the Time (beta 2)
« Reply #31 on: October 23, 2010, 07:08:16 AM »
Great job. Lots of misaligned brushes are fixed now ;)

Here are the screenshots you forgot and a few more with things I could find now. Let me know if you need help with a screenshot.






























ic3y

  • Committee Member
  • Autococker
  • Posts: 1398
Re: Newmap: Lost in the Time (beta 2)
« Reply #32 on: October 23, 2010, 10:35:01 AM »
Could be ok. But don't write easy in the name. It makes, that nobody want play this map. You could make it like propaint (litt and litt1).

Isnt it possible like pp1 (white flag = brush on ice, ctf not) ?

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Lost in the Time (beta 2)
« Reply #33 on: October 23, 2010, 10:44:27 AM »
The pp1 ice brush is gamemode based. It's only possible because singleflag and ctf are different gamemodes.

But it should be possible with func_walls (ladder, bridge, etc.) and an .ent-file. Func_walls are not the perfect solution, but serveradmins could use the .ent-file for their matchserver then. For all other server (public, beta, speed, etc.) there will be the newbiefriendly version of the map.

Dirty_Taco

  • Map Committee
  • Autococker
  • Posts: 1630
Re: Newmap: Lost in the Time (beta 2)
« Reply #34 on: October 24, 2010, 01:14:13 PM »
Lots of paths around the flag which is nice, but too many big open areas where firefights are going to occur. The middle will be like a pp1 grass yawnfest. You need more vis-block-like clutter on the bridge, in the low middle, and in that area in front of the flag.

Also, a lot of the little trick jump high routes are cool, but totally unnecessary. With that ice in the low middle, I doubt anyone will ever use these. You need to think about the routes you're encouraging.

Right now the primary routes will be low ice-to that crate ramp jump-to high and high-to low ice-to flag.

This means a lot of people will camp right around the ice opening (which there is currently no easy way to jump over/get around streams) and also the high route opening (which suffers from the same problem as shazam22.bsp). Maybe your little in-wall side route will mitigate this, but it's hard to tell.

I would clutter up the middle, the base grass area and create little jumps to get over streams around the high/low middle openings. Also, I would try and give people a reason to not use the low ice to get to the flag (i.e. the other routes are just as fast/easy or there is something that stops your ice jump flying).

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Lost in the Time (beta 2)
« Reply #35 on: February 11, 2011, 06:31:41 PM »
Lost in the Time - Beta 3
Download:
http://filelayer.com/1j5
http://selda.g6.cz/soubory/mapy/litt_b3.bsp
and attach.

Notes:

-improve this place to next beta

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Lost in the Time (beta 3)
« Reply #36 on: February 12, 2011, 06:10:13 AM »
Good work, map is online @ [OTB] Beta!

Here're a some old and some new screenshots:










Blue: Move this face a little bit more like you did on the other side.
Red: These textures doesn't fit correct.
Without color: I just see it. Would be cool if you would rotate the face of the stacked sand stones on the left side by 90 degrees. That would avoid half stones. I hope you can understand what I mean.


Red: Yeah! This area is very good now. Just add a clip brush below this brush and it's perfect in my opinion :D


Red: A small issue still left here. I'm not sure if this is an overlapping brush or an VIS error. If second, I can try to help you here.


Red: Split this texture, that you can see two stacked stones if you look in front of it. Maybe it's enough to halve the size of the texture.

selda

  • Map Committee
  • Stingray
  • Posts: 65
Re: Newmap: Lost in the Time (beta 3)
« Reply #37 on: February 12, 2011, 02:09:15 PM »
Lost in the Time - Beta 4
Download:
http://filelayer.com/1jQ
http://selda.g6.cz/soubory/mapy/litt_b4.bsp
and attach.

Notes:
http://www.otb-server.de/wbblite/attachments/1539.jpg
This isn´t a critical bug. (i think it´s vis error)
http://www.otb-server.de/wbblite/attachments/1535.jpg
Blue - Fixed.
Red and without color, when i fix one side, the second side will be wrong. :(

RoBiNandL!nk

  • Autococker
  • Posts: 571
Re: Newmap: Lost in the Time (beta 3)
« Reply #38 on: February 12, 2011, 02:39:55 PM »
You dont get lost in the time in most cases, its just Lost in time

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: Newmap: Lost in the Time (beta 3)
« Reply #39 on: February 13, 2011, 05:30:13 AM »
Move this two faces a few units.

http://www.otb-server.de/wbblite/attachments/1539.jpg
This isn´t a critical bug. (i think it´s vis error)
Ok, a VIS error. But it's not that we should ignore VIS error, just because it's right in bsp. Try moving the brush(es) one or a few units. Most of the time this helps to avoid the VIS error.


Here're two different heights.

Online @ [OTB] Beta!

All in all I guess that the map is almost ready for final release now. I'll try to find a little bit time to do some gameplay tests the next time. I'm still not sure if the ramp in front of the flag is too hard for newer players. There're other jumps in the mid they don't really need, but I guess it's not funny for them if they don't know the map much, stand under the flag and don't know how to get high there.