Author Topic: My first map-the Great Outdoors  (Read 5592 times)

supertanker

  • VM-68
  • Posts: 127
My first map-the Great Outdoors
« on: May 20, 2006, 10:50:38 PM »
I was boooooored and managed to get GtkRadiant working with Paintball. soooooooo...i've been working on a map sort of inspired by Ksplat3

Whatcha think?

Couple of questions though:

1. How do you make ladders?
2. How can I make my lights more natrual?
3. I want to use a teleporter. How do I make it play a sound when someone teleports?

Also, i'm looking for beta-testers with the map.

Termin8oR

  • Autococker
  • Posts: 1023
Re: My first map-the Great Outdoors
« Reply #1 on: May 21, 2006, 03:01:04 AM »
Um. Really small?
Looks hella small.

-Termin8oR

lekky

  • Autococker
  • Posts: 2449
Re: My first map-the Great Outdoors
« Reply #2 on: May 21, 2006, 04:46:31 AM »
i'm gonna take a wild stab in the dark here, and say thats not all there is to the map :/

i can't help with any of hte questions though, sorry :P

Dirty_Taco

  • Map Committee
  • Autococker
  • Posts: 1630
_
« Reply #3 on: May 21, 2006, 12:32:36 PM »
Post removed
« Last Edit: July 26, 2010, 12:45:13 AM by Dirty_Taco »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: My first map-the Great Outdoors
« Reply #4 on: May 21, 2006, 01:50:04 PM »
Well, the problem with the lighting is that there is none.  For outdoor maps, it's good to take advantage of arghrad's sun lighting option: http://arghrad.planetquake.gamespy.com/

Kinda funny, back in the quake1 pball days, I was working on a map called The Great Outdoors, but it was basically the opposite of this -- it was going to be massive and do some little tricks to actually layer the map to get more area.

Termin8oR

  • Autococker
  • Posts: 1023
Re: My first map-the Great Outdoors
« Reply #5 on: May 21, 2006, 02:25:15 PM »
Teleporters:
Misc_Teleporter is the first one that takes you to next teleporter. Misc_Teleporter_Dest is where you end up after going through first teleporter.

Misc_Teleporter:
Key: target - Value: "whatever you want" (i use tele1 and so on by number)

Misc_Teleporter_Dest:
Key: targetname - Value: "whatever you have set for Misc_Teleporter Value"

Happy Teleporting!!!
-Termin8oR

supertanker

  • VM-68
  • Posts: 127
Re: My first map-the Great Outdoors
« Reply #6 on: May 21, 2006, 02:27:50 PM »
Yes it is fairly small...

I got the lighting better, and figured out ladderss.
As for the teleporter: I had it working, i just wanted it to have a custom sound.


Last question, how to make moving water like in Snip-pb1?

So can someone beta test it? i'm not too good at figuring out item distributions



A little more about the map:

This map is DM and CTF red vs blue
The map is small on purpose, it is based on the Halo  map "Battle Creak". I also borrowed the idea of making the lighting different for each team's base (slightly redder for red team, bluer for blue team, etc) from the map "Coagulation" and "Colussus" from Halo 2.

Each base has two entrances: down from the top (the catwalk along the wall) and in the door behind the barrels. To get on the catwalk you must use one of two ladders: the visible one in the pic and the not-so-visible one underneath the mini-bunker near the top of the pic. That bunker has two layers, and the door right next to it is an 'escape'. You can get to it from the top of the bunker and it only opens from the inside.

i might add one flag CTF - I was thinking of putting the flag on a little 'island' between the two bases.

Ammo, barrels, guns, grenades, and C02 are scattered around on each team's side of the river. Also some good guns+c02 are in the river itself.

sooo....need beta testers. i can't really help do it myself, because I have dialup and really crappy phone lines.

Pretty good for my first Paintbal map eh?

I have used GTKradiant before, for a quake III based game called Tremulous, and I have used several editors before (3d editor called Dedit for Shogo:MAD and Build for duke nukem)


Also if this map turns out to be OMGSFAICWTPIIWKYA could it be included in Paintball?



Termin8oR

  • Autococker
  • Posts: 1023
Re: My first map-the Great Outdoors
« Reply #7 on: May 21, 2006, 02:30:46 PM »
Wow lights look great. Looks better.
and for moving water you need to apply "Flowing" to the water brush.

-Termin8oR

supertanker

  • VM-68
  • Posts: 127
Re: My first map-the Great Outdoors
« Reply #8 on: May 21, 2006, 02:34:08 PM »
How do I control which way it goes nad how fast?

supertanker

  • VM-68
  • Posts: 127
Re: My first map-the Great Outdoors
« Reply #9 on: May 21, 2006, 02:48:32 PM »
Nevermind it works nicely now.

If anyone wants to beta test just PM me and I can send you the .bsp for testing.

After I get my gameplay adjustmetns finished then i'll go in and detail the snot out of it.

Eiii

  • Autococker
  • Posts: 4595
Re: My first map-the Great Outdoors
« Reply #10 on: May 21, 2006, 03:08:30 PM »
I would suggest making the creek in the middle more natural.

supertanker

  • VM-68
  • Posts: 127
Re: My first map-the Great Outdoors
« Reply #11 on: May 21, 2006, 05:17:13 PM »
I'll try to...

Great, now the water won't change direction. No matter how much I flip the texture around it still heads in teh same direction. Stupid water....


Eiii

  • Autococker
  • Posts: 4595
Re: My first map-the Great Outdoors
« Reply #12 on: May 21, 2006, 05:21:00 PM »
Are you rotating the texture to the direction you want it to go?

supertanker

  • VM-68
  • Posts: 127
Re: My first map-the Great Outdoors
« Reply #13 on: May 21, 2006, 05:31:54 PM »
Yes, and I even typed in some to see if it would go sideways ,etc, its just going the same direction.

supertanker

  • VM-68
  • Posts: 127
Re: My first map-the Great Outdoors
« Reply #14 on: May 21, 2006, 10:37:30 PM »
Here's a BETA version of the map. This is NOT complete; I still have to work on lighting, detail, etc.

I got rid of the water: if you have the wave property enabled it looks like normal water and flows nice and slow, but the WRONG WAY. if you don't have wave surface property, it looks bad but goes the right way, but TOO Fast.

So anyways...whatcha think?

Dirty_Taco

  • Map Committee
  • Autococker
  • Posts: 1630
_
« Reply #15 on: May 22, 2006, 01:20:09 AM »
Post removed
« Last Edit: July 26, 2010, 12:45:04 AM by Dirty_Taco »

Qoo

  • VM-68
  • Posts: 100
Re: My first map-the Great Outdoors
« Reply #16 on: May 22, 2006, 07:37:04 AM »
Also, could you please raise the sky a little.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: My first map-the Great Outdoors
« Reply #17 on: May 22, 2006, 01:56:45 PM »
Oh, the problem with the water direction is that I never got around to adjusting for direction with the reflective water code.  Sorry about that.  It should work if you disable the reflective water.  It doesn't look like it would really make sense for the water to be flowing there anyway.  Where would it be flowing to/from?

supertanker

  • VM-68
  • Posts: 127
Re: My first map-the Great Outdoors
« Reply #18 on: May 22, 2006, 04:01:45 PM »
Ah okay. I took it out anyways...but how do I make it go a different speed? and I put a paintgrenade spawn but it dosn't do anything unless I set 25 paingrens per team :)

Besides that, here is Beta Version 2 (should be last beta before I release). If you want, you can use this on your server if you update the map when I release the final. There is also a top-down view of the map. And yes, there are two more tunnels, and they are connected to the original lower tunnels.

Just some questions for players (About weapons)

Should I put the carbine, the Spyder SE, or the Vm68 in?
What about the Trracer and Stingray?

Do players mind random weapon spawn types?
Any other things that really need to be changed?


jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: My first map-the Great Outdoors
« Reply #19 on: May 22, 2006, 05:54:07 PM »
Ah okay. I took it out anyways...but how do I make it go a different speed? and I put a paintgrenade spawn but it dosn't do anything unless I set 25 paingrens per team :)
I think you need to set "count" to 1 in order for a grenade to always spawn there.  Also, you need to set angle to -1 if you want it to spawn in that exact location, not just in the general area.

Quote
Do players mind random weapon spawn types?
If you do random guns, you should make them so they're the same on each side.  You can do this with the "group" key.  For example, select a weapon spawn in each base and set it to "group" "1", then select the next weapon and set it to "group" "2".  With completely random weapons, they can end up very 1-sided.