Author Topic: New Map: Inner Sanctum  (Read 17639 times)

RoBiNandL!nk

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New Map: Inner Sanctum
« on: November 19, 2010, 08:58:34 PM »
This is my new map Inner Sanctum
One of my maps that took longer to make...
A lot of clipped brushes and etc.
May be some misaligned textures
Pic1--Flag2
Pic2--Flag1
Pic3--High Mid
Pic4--Low Mid

250th POST!!!!
« Last Edit: November 21, 2010, 02:16:20 AM by RoBiNandL!nk »

cusoman

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Re: New Map: Inner_Sanctum_b1
« Reply #1 on: November 19, 2010, 09:06:00 PM »
Cool map :)

I really like high mid and that there seems to be enough path variety.  I could see this being played as a 2v2 or 3v3 successfully.

Terrain seems pretty extreme in some places but I like your style ^^

A few misaligned textures but good first map :D

- Cusoman

Chef-Killer

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Re: New Map: Inner_Sanctum_b1
« Reply #2 on: November 20, 2010, 05:22:50 PM »
Very nice map, great job for a first beta :D

I'll post feedback later.

Btw, there're a few messages when the map loads.

planB

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Re: New Map: Inner_Sanctum_b1
« Reply #3 on: November 20, 2010, 08:30:21 PM »
looks nice from the screens.
going to check it out :D

planB

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Re: New Map: Inner_Sanctum_b1
« Reply #4 on: November 20, 2010, 08:53:30 PM »
Well.. I never tried to analyse a map like Chet-Killer does, but..
here are some things i would suggest you to change:


This window is too high.


And this jump is too hard.


And I think, that it would be nice if there where another way to get this flag. At least if you are hoping that it is played on pubs, too.


And here is the same problem :P
I get this jump after the 5th time..
How should kids who play just some weeks manage this jump?

RoBiNandL!nk

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Re: New Map: Inner_Sanctum_b1
« Reply #5 on: November 20, 2010, 08:59:37 PM »
Thanks for feed back,
1st Screen -- Will Do.
2nd Screen -- Don't even think that is a jump.. heh
3rd Screen -- I was thinking about that and yeah.. def should.
LastScreen --  I slowed it down so if you missed jump you had to go back to ice to try it again, because its the fastest way on this map.. and also you can hit it from the box above the one with the light on it.

Makowiec

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Re: New Map: Inner_Sanctum_b1
« Reply #6 on: November 21, 2010, 09:32:35 AM »
Well, now my small feedback:



Just jump there and you will see.



Wrong aligned texture.



Too short brush?


Too long brush.

It's all. Very good map! ;)

Chef-Killer

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Re: New Map: Inner_Sanctum_b1
« Reply #7 on: November 21, 2010, 09:40:15 AM »
I guess cusoman helped you with the map or the ideas a little bit, hm? Most of the time I only post the bad things, that need to be changed. But today I'll start with the good things :)

I really like the flag positions. You can't see from one flag to the other flag and there is almost no possibility to look at both flags at the same time. I'm not sure if a new way in the 3rd screenshot of planb would be improve the gameplay. Maybe it's too easy to grad the second flag then. On the other side, newer players wouldn't be able to get high there with the jump.

The r_speeds are also very nice. Most of the brushes are aligned. And the clip brushes are great, too. Good work here :)

@Myers: This map is an good example, that ice parts no always destroy maps in my opinion. It's important for me, that you can't fly through the whole map. Ice parts like this map have are absolutely ok for me. But most of the other maps doesn't have it like this.

Now to the messages while loading the map. There're two bad field warnings. Replace "loadedc02" with "loadedco2" to fix them. The PB_droptofloor: item_pballammo ... warning appears, because the ammo entity above a box on ice is placed a little bit to low. Move it up a little bit to fix this message ;)

I wondered about an other thing with the entities. You used co2 with the values 16oz and 32oz. But the possible painball2 co2 values are 12g, 7oz, 12oz and 20oz. I'm not sure if the game supports/can handle the other ones you used. Maybe a change of this values would be better.

Btw. did you use the phong shading for your terrrain? Some places are looking weird at the moment, so I guess no. Maybe phong shading would make your map look more nice :)

Here are a few screenshots with stuff, you need to do for the second beta. Some things need to be changed on both sides.


This area is very empty. In my opinion the flag is too much opened because of this.


Just a few units, but move this texture a little bit. The other base is ok.


This face is misaligned.


Red: Rotate the faces of the plank.
Blue: Shouldn't the top of this brush be rotated 90°? These wood things are different sometimes.


Lots of misaligned faces here. Maybe there're a few more.


The plank overlaps with the box. I would make the plank a little bit smaller. The face of the plank isn't aligned correct, though.


These two textures doesn't fit. Make sure that both of them have the same surface settings (especially the S value and the T value).


This clip brush doesn't work always ;) Maybe make it a little bit bigger.


The same like two screenshots before. The texture faces doesn't fit correct. Make sure they have the same surface settings.


This brush isn't long enough. I would also move it a little bit (like the blue lines), that it ends up at the vertical wood brush. That would look way better in my opinion.


Same like screenshots #7 and #9


Same like screenshots #7, #9 and #11. Maybe it's just because the right brushes aren't 100% horizontal. Then it would be hard to align.


Misaligned because of the lights.


Argh!!!! The most stupid and worst thing I could find. It's really annoying that you can see big parts through the sky. Would be very cool, if you could find a solution for it. Maybe make the wall higher.


Same like the screenshot before. Here you can see the half of the map through the sky. Very stupid for the gameplay in matches. These two positions are the ones where you can see big parts of the rest of the map. There are a few other ones :-\

EDIT: Lol Makowiec, I needed too long for my post. But the blue flag is aligned correct for me. Maybe you have a wrong hr4 texture? The other things I could find, too ;)

EDIT2: Oh I forgot to write, online @ [OTB] Beta - otb-server.de:22222 :)

Makowiec

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Re: New Map: Inner_Sanctum_b1
« Reply #8 on: November 21, 2010, 10:03:36 AM »
Yes, it was wrong texture xD. Sorry. I know you can find all bugs on all maps :D

Chef-Killer

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Re: New Map: Inner_Sanctum_b1
« Reply #9 on: November 21, 2010, 10:14:02 AM »
Not everything, I'm sure I've missed something ;)

RoBiNandL!nk

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Re: New Map: Inner_Sanctum_b1
« Reply #10 on: November 21, 2010, 01:38:53 PM »
Thanks for feed back again, and actually cusoman only helped me with compiling my map. I did the rest of it.

I will get to these misalignment's and post another beta.. 

cusoman

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Re: New Map: Inner_Sanctum_b1
« Reply #11 on: November 21, 2010, 03:22:39 PM »
Yep he did the whole map, I just helped him test it out along the way :D

Fix up those sky vis errors so we can match on it ;)

- Cusoman

Sporti

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Re: New Map: Inner_Sanctum_b1
« Reply #12 on: November 22, 2010, 10:15:23 AM »
Nice
Map i Love it

Makowiec

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Re: New Map: Inner_Sanctum_b1
« Reply #13 on: November 22, 2010, 11:02:56 AM »
Maybe 2s test match on this map? I need good mate because I'm noob :(

CheMiCal

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Re: New Map: Inner_Sanctum_b1
« Reply #14 on: November 22, 2010, 11:03:42 AM »
looks decent.

Rick

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Re: New Map: Inner_Sanctum_b1
« Reply #15 on: November 23, 2010, 06:36:37 PM »
Actually looks like it'd get played. HEY L!NK.

P.S Can you put a secret teleport for me close to where you grab flags? I'd like it to tele me to my cap zone too. Thanks.


Rewind

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Re: New Map: Inner_Sanctum_b1
« Reply #16 on: November 23, 2010, 08:26:19 PM »
noway. you made a good map.
gj

RoBiNandL!nk

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Re: New Map: Inner_Sanctum_b1
« Reply #17 on: November 23, 2010, 08:40:41 PM »
noway. your a committee member.
gj

RoBiNandL!nk

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Re: New Map: Inner_Sanctum_b2
« Reply #18 on: November 24, 2010, 10:50:25 AM »
UHH OHH DOUBLE POST!!!
2nd Beta..
Fixed all of above except the "window problem" didn't really see anything wrong with it.. just aim a bit higher and you'll hit em..
fixed vis errors and also the sky problem..
also added some base indicators to tell which base you where in.
ENJOY-----

Chef-Killer

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Re: New Map: Inner_Sanctum_b1
« Reply #19 on: November 24, 2010, 11:36:07 AM »
GJ, the most important stuff is done. I'd like to test the gameplay when I have a little bit more time. Here're a few more screenshots because of the alignments.