Author Topic: "classicpaintball_b2" - New map (finished?)  (Read 5062 times)

Lucky7

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"classicpaintball_b2" - New map (finished?)
« on: January 25, 2011, 04:34:32 PM »
This is a map for all fans of classic paintball.
Small and fast map that allows quick killing and promises tension.
The map has few jump pads.
In the middle of the map is a flag.
The flag gives five points.
There are two teams: Blue and Yellow.  
Game mode is: One flag mode.
Please write your impressions of the map so I can eddit the map.
Thanks.

« Last Edit: February 13, 2011, 05:50:58 PM by Lucky7 »

Wyze

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Re: "classicpaintball_b1" - New map
« Reply #1 on: January 25, 2011, 09:41:00 PM »
At first look this map seems interesting, a bit too crowded and abnormal for this game. I'm gonna play it right now, ill have more feedback.

wyZe

Narga

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Re: "classicpaintball_b1" - New map
« Reply #2 on: January 25, 2011, 09:46:35 PM »
Jump pads? I don't think real paintball has that.

Lucky7

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Re: "classicpaintball_b1" - New map
« Reply #3 on: January 26, 2011, 02:56:43 AM »
Sry, i didnt see that the map is not lighted enough... so i changed that and have done a HQ version. Now the map is lighted.
@ Narga - This map must have jump pads, so that the gameplay is not so boring :)

Chef-Killer

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Re: "classicpaintball_b1" - New map
« Reply #4 on: January 26, 2011, 11:03:22 AM »
At the moment the map is unplayable. It's still not lit (and without VIS). Maybe the final compile stopped because of an error or an other problem?

+ aligned barrels

- you can run and shoot through the trees
- brush text (mid area, create nice textures for this)
- delete all light entities (no light source = looking unreal), texture and sun lighting is enough for this map
- use more than one player spawn for each team
- this map is very open again, delete the water to reduce r_speeds

Fix the lighting (only texture and sun lighting and final compile without errors, etc.) and we'll upload the map @ [OTB] Beta!

Lucky7

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Re: "classicpaintball_b1" - New map (eddited)
« Reply #5 on: January 26, 2011, 01:53:03 PM »
@Chef-Killer
I think i did everything u said :)

T3RR0R15T

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Re: "classicpaintball_b1" - New map (eddited)
« Reply #6 on: January 26, 2011, 02:42:40 PM »
I renamed it to "classicpaintball_b2.bsp", so we can talk about it better and don't mix the two versions.

So first one thing to b1. I like the way you did the corners of the water boxes. Nice idea :)
And now we come to b2. It looks good and the r_speeds are much lower now. I only miss the sun light. Was there an error or warning message while compiling?

Lucky7

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Re: "classicpaintball_b1" - New map (eddited)
« Reply #7 on: January 26, 2011, 03:31:11 PM »
@ T3RR0R15T   The sun light is there and it works perfectly on my PC. But pls tell me how can i eddit the sunlight so it is suitable for publishing the map. Im using the BSP just for 5 days, and i dont know everything about it yet. THX for the reply ;)

Chef-Killer

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Re: "classicpaintball_b1" - New map (eddited)
« Reply #8 on: January 27, 2011, 10:31:21 AM »
It's better now. But terror is right, the lighting still doesn't work. You have already added the light keys, so what export did you use? Final compile? Any error or warning? Maybe you could post the export report (black box) here.

Two more keys you should use. Add "sky" "skyname" to the worldspawn and add "angle" "#" to all player spawns (replace # with the correct value). "angle" "#" determines the looking direction.

Btw you forgot to delete 2 light entities.

Rassy

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Re: "classicpaintball_b1" - New map (eddited)
« Reply #9 on: January 27, 2011, 11:06:52 AM »
 would imagine that playing this map.
Only if you delete all the lights.While this will not affect game
improve appearance

Lucky7

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Re: "classicpaintball_b2" - New map (eddited)
« Reply #10 on: January 27, 2011, 04:56:50 PM »
@ Chef-Killer i realy hope that i did everything u said. Pls see... and help i'm making another map and it won't export it... it loads to 1 and stops there. What shall i do to fix that? :)  

Rassy

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Re: "classicpaintball_b2" - New map (eddited)
« Reply #11 on: January 28, 2011, 03:15:59 AM »
bite to wait even an hour
better computer = faster export
big map = slow export

Chef-Killer

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Re: "classicpaintball_b2" - New map (eddited)
« Reply #12 on: January 28, 2011, 04:40:10 AM »
Yeah it's right, you just need to wait a bit. The export can take hours and your map is also very opened.

Lucky7

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Re: "classicpaintball_b2" - New map (eddited)
« Reply #13 on: January 28, 2011, 05:49:28 AM »
@ Rassy I have a very good computer. I vasted way to much money upgrading it..... That is not the problem. Exporting worked perfectly and than started to slow down...... :)
@ Chef-Killer Pls if u have an idea how can i "close" the map, say. Bcz i dont know what shall i do to close it.
P.S. I left it export the whole night and it still stands on 0...1... -.-

T3RR0R15T

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Re: "classicpaintball_b2" - New map (eddited)
« Reply #14 on: January 28, 2011, 07:34:03 AM »
The map is very open (like otb_soccer) and the first version of that map needed more than 24 hours to compile.

Chef-Killer

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Re: "classicpaintball_b2" - New map (eddited)
« Reply #15 on: January 28, 2011, 09:41:42 AM »
You can only close the map a little bit more with adding walls, making it smaller or deleting the jail. Look at other map structures, all bigger maps have lots of ways. One big open area isn't really possible.

Lucky7

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Re: "classicpaintball_b2" - New map (eddited)
« Reply #16 on: January 28, 2011, 01:28:41 PM »
@ Chef-Killer I closed the map (made the roof longer). I can't add more ways, bcz like the name says "classicpaintball". The idea was to make a map that looks like real life paintball, but i made some jump pads so that it is suitable for the gameplay (jumping, flying).
P.S. I solved the problem with the export.

Malware

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Re: "classicpaintball_b2" - New map (finished?)
« Reply #17 on: January 31, 2011, 08:44:42 AM »
Nice map Lucky :)
Allthough I think you could use better textures for the roof.

Chef-Killer

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Re: "classicpaintball_b2" - New map (finished?)
« Reply #18 on: January 31, 2011, 11:26:57 AM »
Lol, that's not what I meant with "the map is very opened". It has nothing to do with the roof. I meant that you can always see all areas of the map, no matter in what corner you are standing. You can't really fix it for this map, but note it for following ones. Use ways, routes, caves, etc. and don't do just a big box.

Please don't publish different versions with the same name, use b3, b4, b... if you change any stuff.

The map still isn't lighted. Run a final compile without warnings, errors, etc. If there're any troubles with it (except that it could take a long time), post the report of the black box here and we'll try to help you.

jitspoe

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Re: "classicpaintball_b2" - New map (finished?)
« Reply #19 on: April 08, 2011, 01:41:49 AM »
r_speeds are really high.  You should probably cut down on the detail of the barrels, etc.  Most of that stuff can be flagged as "detail" to cut down on compile times, too.  You shouldn't even release a map as beta without fully compiling it.  On one-flag maps, you usually have to take the flag to the enemy base to capture.  This one is backward.