Author Topic: Newmap: Zemer (Beta 5)  (Read 11118 times)

selda

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Newmap: Zemer (Beta 5)
« on: January 17, 2011, 01:50:30 PM »
Zemer
My new map is here after long time. I spent a lot of time with her. Map has more details and i hope the gameplay will be good.

Info
2 teams
2 flags per team (1.- 5pts,2.- 7pts)

To do list..
-fix sounds in low area
-align textures
-reduce r_speeds near mid area

Special thanks
To die for align of second side and to viciouz for inspiration from his map cwc (his rain used in my map).

Images













Downloads

Map
Beta 1
http://filelayer.com/SF
http://www.box.net/shared/hyoxq1e6ry

Beta 2
http://www.box.net/shared/bq55i1gqbb
http://filelayer.com/W8

Beta 3
http://www.box.net/shared/zifq45dpcf
http://filelayer.com/1cn

Beta 4
http://filelayer.com/3PB
http://ultrashare.net/hosting/fl/abc7cdd099/zemer_b4

Beta 5

Textures,sounds,scripts
http://filelayer.com/3PC
http://ultrashare.net/hosting/fl/ee9d311cac/needed_files
http://dplogin.com/forums/index.php?action=dlattach;topic=21960.0;attach=8612
« Last Edit: July 27, 2011, 06:07:50 AM by selda »

Rassy

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Re: Newmap: Zemer (Beta 1)
« Reply #1 on: January 17, 2011, 01:54:51 PM »
very nice GJ seldik :)

pvtjimmy

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Re: Newmap: Zemer (Beta 1)
« Reply #2 on: January 17, 2011, 02:04:04 PM »
one of the more beautiful maps I've seen in the last months

although good looking, I'm not sure whether this map will become popular in the match scene, as it's slightly too big in my opinion (no fast gameplay)

sBi

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Re: Newmap: Zemer (Beta 1)
« Reply #3 on: January 17, 2011, 02:28:10 PM »
good job seldo ... it s great, nice textures .... but no more good for matches its only my opinion, but niceeeee ... :-D

Chef-Killer

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Re: Newmap: Zemer (Beta 1)
« Reply #4 on: January 18, 2011, 11:18:56 AM »
Looks great from the screenshots. I'll have a look at it later.

Online @ [OTB] Beta!

Btw. you forgot the rain texture in your upload. I'm also not sure why you didn't just use the texture from viciouz folder. It would be nice if we won't have same textures with different names or directories.

selda

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Re: Newmap: Zemer (Beta 1)
« Reply #5 on: January 18, 2011, 01:16:15 PM »
Here is the rain texture:
http://nahraj.to/T5
http://filelayer.com/T7
Put it to: C:\Games\Paintball2\pball\textures\selda (default way)

I'm also not sure why you didn't just use the texture from viciouz folder. It would be nice if we won't have same textures with different names or directories.
Ok, for next maps. ;-)

Bono

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Re: Newmap: Zemer (Beta 1)
« Reply #6 on: January 18, 2011, 01:57:51 PM »
rain? what? ;) Rain ingame?!

Exxtasy

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Re: Newmap: Zemer (Beta 1)
« Reply #7 on: January 19, 2011, 08:12:35 AM »
Any1 saw this yet?



It's like wh, can u fix it? :)

Btw. Nice Map, looks good, even if i haven't every texture ;)

T3RR0R15T

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Re: Newmap: Zemer (Beta 1)
« Reply #8 on: January 19, 2011, 11:27:23 AM »

MrPeach

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Re: Newmap: Zemer (Beta 1)
« Reply #9 on: January 20, 2011, 09:03:20 AM »


if you jump there you can see it.





I find just it.
I like this map. It looks awesome. I think it's great map for pubs.

selda

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Re: Newmap: Zemer (Beta 1)
« Reply #10 on: January 20, 2011, 02:48:34 PM »


if you jump there you can see it.




anyone know how to fix it? I´ve tried hints, but it rarely helps me.

Chef-Killer

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Re: Newmap: Zemer (Beta 1)
« Reply #11 on: January 21, 2011, 07:52:23 AM »
You can fix it with hint brushes, but it looks a little bit weird and I don't know exactly how it works :'( The most easy solution would be just using higher walls instead of sky brushes.

abnormal

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Re: Newmap: Zemer (Beta 1)
« Reply #12 on: January 22, 2011, 05:29:43 AM »
Looks awesome from the screenshots!

Chef-Killer

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Re: Newmap: Zemer (Beta 1)
« Reply #13 on: January 22, 2011, 12:44:10 PM »
Next to the sky a few other things now.

There's a warning while loading the map. For the func_timer the random value needs to be lower than the wait value. You can change the values 3 and 5 for example. The rain sound should work after this change.

There could be also some troubles with the download of the skm model. For the func_model use "model" "models/cmp/tree2.md2" instead of "model" "models/cmp/tree2.skm" that there won't be any problems with downloading the skp files. For the worldspawn use "requiredfiles" "scripts/selda.txt scripts/cmp.txt" instead of "requiredfiles" "scripts/selda.txt". I'm not sure if the following bug is fixed, though.
http://dplogin.com/forums/index.php?topic=21676.0

You need to mirror all red info_player_deathmatch entities. There're wrong angle values.

Now a few more screenshots. I think there's no problem with it, for bigger and more detailed maps it's normal to have more feedback. I hope that I didn't forget anything because of this. Most of the stuff needs to be fixed for both bases.


Red: The textur selda/hr4/wallx_01.jpg doesn't fit correct here. You need to work on it again.


Red: Misaligned texture. Move it a little bit.


These doors have lots of holes and rough edges. I would redone them, complete.


Blue: This is a generel thing. I would add clip brushes for all of these windows. It's ok when you can stand on them, but it's very annoying if one of the other sides block you all the time.


Red: It's very dark here. I'd add some lights that this dark spot disappears.
Blue: The plant goes through the wall. A few other ones do it, too. Move them a little bit or maybe rotate them, if it helps. You can rotate func_models with "angle" "#".


Blue: Move this texture a little bit.
Green: Scale down the texture a little bit, that there will be 4 rows, too.


Blue: This is also a general thing. You can only see one face of all these fences. The other face is way too much transparent. Don't know exactly what settings do you use for it, maybe you need to change one of them or fix it otherwise (maybe it's a lighting problem).


Blue: I would like to see 3 more clip brushes here.


Red: Add clip brushes here, too.


Red: Rotate this texture a little bit.
Blue: One more plant you need to work on.


Blue: Rotate the textures above and below. I believe the blue base was already aligned.


Red: I would like to see the correct team color here. It's a little bit confusing because these lights are the only team indificators in this area. So a red light would be a lot better.


Red: Add one or more clip brushes in this area, too.


Red: One more plant you need to work on.


Red: The trees have the same problem like the plants. Adding "angle" "#" might solve this problem here, too.


Blue: Rotate this face.


Red: I'd like to see a clip brush here, too.


Green: Here're weird looking white spots. I'm not sure how could this happen. I guess it's a lighting problem.


Red: Rotate the textures above and below.
Blue: Add a clip brush here, too.


Red: All of this lights have misaligned textures on the side. Align them or maybe use an other texture for this faces.
Blue: Just an idea...creating a small edge where you can stand on could be useful here.


Red: Move this textures a little bit. Also all of these barrels (?) are looking crooked when you have a look at them from above :P
Without color: There're no team team colors in the whole low area. I would add a few indicators somewhere.


Green: Move this textures a little bit. I believe the blue base was aligned well.


Red: This 3 textures need to be rotated (90°). You also need to move them a little bit, but I wrote it before.


This is my favourite place with the sky problem. You can see the low corridor, but it ends up in nothing, although behind the corridor the map is being continued normal. Just crazy :D

All in all the map looks really awesome. Great work :) Didn't played on it yet, so I can't say anything to the gameplay so far.

MyeRs

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Re: Newmap: Zemer (Beta 1)
« Reply #14 on: January 22, 2011, 03:40:42 PM »
coolest. map. ever.

I'm so amazed by it. Going to put it on .vF| servers and match on it everyday. It's pretty massive but unreal.

selda

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Re: Newmap: Zemer (Beta 2)
« Reply #15 on: January 24, 2011, 05:13:57 PM »
Beta 2
Download:
http://www.box.net/shared/bq55i1gqbb
http://filelayer.com/W8

And some notes:

I will try to fix this texture with PS.


These holes result from BSP brush rotation. I´ll try to fix it manually.


Idk where is problem. :/


This is due to visibility in mid.


I think there isn´t needed a clip, i never blocked here.


This is really hard to align, i have to stretch texture, but it still doesn´t fit. :/
« Last Edit: January 25, 2011, 12:11:06 PM by selda »

Chef-Killer

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Re: Newmap: Zemer (Beta 2)
« Reply #16 on: January 25, 2011, 11:35:31 AM »
The improvements and fixes you've done are great, but you still forgot a few pics. I quoted them for you.

Online @ [OTB] Beta!


Red: The textur selda/hr4/wallx_01.jpg doesn't fit correct here. You need to work on it again.


These doors have lots of holes and rough edges. I would redone them, complete.


Blue: This is a generel thing. I would add clip brushes for all of these windows. It's ok when you can stand on them, but it's very annoying if one of the other sides block you all the time.


Blue: Move this texture a little bit.
Green: Scale down the texture a little bit, that there will be 4 rows, too.


Blue: This is also a general thing. You can only see one face of all these fences. The other face is way too much transparent. Don't know exactly what settings do you use for it, maybe you need to change one of them or fix it otherwise (maybe it's a lighting problem).


Blue: I would like to see 3 more clip brushes here.


Blue: One more plant you need to work on.


Blue: Rotate the textures above and below. I believe the blue base was already aligned.


Red: The trees have the same problem like the plants.


EDIT: You forgot the face above.


Green: Here're weird looking white spots. I'm not sure how could this happen. I guess it's a lighting problem.


This is my favourite place with the sky problem. You can see the low corridor, but it ends up in nothing, although behind the corridor the map is being continued normal. Just crazy :D

selda

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Re: Newmap: Zemer (Beta 2)
« Reply #17 on: January 25, 2011, 12:08:16 PM »
Oh you answered before i edit my past reply, so look before your text. :)

Chef-Killer

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Re: Newmap: Zemer (Beta 2)
« Reply #18 on: January 25, 2011, 12:41:46 PM »
All right, this might be a problem of my graphic card, I have sometimes. I'd like to know if anyone else has not visible fences, though.


Idk where is problem. :/


Are you sure? I can't believe that nobody gets blocked there. But it's your map, so it's your decision. I would just like to see them here ;)


I think there isn´t needed a clip, i never blocked here.

Narga

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Re: Newmap: Zemer (Beta 2)
« Reply #19 on: January 25, 2011, 01:33:40 PM »
It looks interesting. I'll try it out this weekend.