Author Topic: New Map: xmts  (Read 6542 times)

deadfroggy

  • Autococker
  • Posts: 562
New Map: xmts
« on: July 05, 2012, 07:58:49 PM »
This is Mine and machamps map its a death match map. xmts= XMarksTheSpot.
it has
200 round hoppers
chrome barrels
Spyder SE/ autocockers in the middle
200 paintballs

ps : This is my first go at mapping be nice :P and give me some suggestions
« Last Edit: August 30, 2012, 04:15:27 AM by deadfroggy »

blaa

  • Autococker
  • Posts: 1218
Re: New Map: xmts
« Reply #1 on: July 06, 2012, 02:37:53 AM »
 Looks horrible + you don't get to say when your map is finished and belongs to finished maps section.

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Re: New Map: xmts
« Reply #2 on: July 06, 2012, 05:35:49 AM »
There are a few important things if you post a map here:

1. (The most important) The map must have no leaks. You wrote you fixed as many leaks as you could find. Thats good, but not enough. The easiest way is to map carefully, so you have no leaks and don't need to search it. I attached two screenshots with leaks, that i found in 10 seconds. You also can use the leak check in bsp to find them.
2. Make a final compile before you upload the map. At this step, have a look at the compile window. It says if the map has errors or leaks (warnings are shown but mostly not important). So your map has a better vis (better fps and no lags for some players) and it has light. If you have a sky, add sun light to the world spawn. It looks much better.
3. If you post the first version of your map here, rename it to xmts_b1.bsp (or xmts_beta1.bsp). The next versions should have the name xmts_b2.bsp, xmts_b3.bsp,... Each new version with a new number. If no one knows bugs in a version, the map is called final and you can rename it to xmts.bsp

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map: xmts
« Reply #3 on: July 06, 2012, 06:02:35 AM »
Moved the topic to the mapping board.

At the moment the map is unplayable. I'll post detailed feedback and upload the map after you did the 3 steps T3RR0R15T posted.

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: xmts
« Reply #4 on: July 06, 2012, 07:31:54 AM »
Yea ill fix it tommorow just i was raging like f*** at those stair because everytime i checked it there was something wrong with them.
I used the leak check thingy in bsp didnt do anything :/
+ i saw in the cmd window like
#######ERROR#######
there was a leak found
Something like that i didnt know if it was bs or it actually meant something but ty .
And ill do that with the xmts_b1..b2...b3 etc

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Re: New Map: xmts
« Reply #5 on: July 06, 2012, 07:56:23 AM »
If you make a final compile and there is a leak error, it creates a *.lin file. Now go to "Leak Check" --> "Load Leak File" and choose this file. After that, have a look at the 3D window. There should be a new, yellow line. One end of it goes to a leak. But it shows only one leak. If you have more than one leak, you need to do it again.

Which version of bsp do you have?

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: xmts
« Reply #6 on: July 06, 2012, 06:15:39 PM »
i use bsp quake editor i couldnt find a v1.0 or anything o i see the yellow line now but its F***ing skinny o well ill figure that part out now.
and i also got this error:
xxxxxxxxxxxxxxxx ERROR xxxxxxxxxxxxxxxxx
Loadportals: couldn't read c:\bsp\pball2\quake2\pball\mapfiles\xmts.prt

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: xmts
« Reply #7 on: July 06, 2012, 11:35:35 PM »
I had no errors this time ok. I'll re upload it to the new version :P.

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Re: New Map: xmts
« Reply #8 on: July 07, 2012, 05:52:27 AM »
Thats much better :D

You will find the bsp version if you go to "Help" --> "About...".

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: xmts
« Reply #9 on: July 07, 2012, 06:05:47 AM »
thankyou im now making a better map and i just downloaded the one under "Downloads" and "Map Editors"

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map: xmts
« Reply #10 on: July 07, 2012, 06:19:28 AM »
Looks ok for your first map and first beta.

All in all I think the map is too dark. The stairs are black. There're light texture, but they doesn't light.

I'd also use a nice sun lighting for the upper floor, because you're already using a sky. Try to add something like this to the worldspawn:
Code: [Select]
"sky" "pbsky1"
"_sun_light" "250"
"_sun_angle" "198 -65"
"_sun_ambient" "30"
"_sun_diffuse" "60"

You also don't need a flag if there's no base and your map only supports the gamemode DM.

Nice to see that you added "angle" "#" to the player spawns.

Most of the barrels are well done, too. Just some of the top textures are misaligned and need to be fixed.

Some screenshots...


Red: Avoid overlapping brushes to fix the different textures here.


Red: Avoid overlapping brushes to fix the different textures here.
Blue: Cut out the blue area that all 4 corners are the same.


Red: Avoid overlapping brushes to fix the different textures here.



Red: Add clip brushes next to the light textures.
Blue: Rotate this face. Press "s" to open the surface settings, set a value at "R" and click "Apply Face/Brush" to rotate textures.


Red: Rotate this, too.


Red: Rotate this, too.


Red: Rotate these, too.


Red: Remove the edges.


Red: Remove the edges, too.


Red: Remove this edge, too.


Red: Make the stairs a little bit more wide/narrow, that they fit with the wall and a player can't jump under the upper stairs.


Red: Remove this edge, too.


Map is online @ [OTB] Beta! Let me know if you need the login to change the map.

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: xmts
« Reply #11 on: July 07, 2012, 06:34:10 AM »
btw im working out the sunlight and stuff machamp did all that but anything with the bottom except for lights i did sooo.... ill fix it when i can :)

maCHAMPion

  • PGP
  • Posts: 19
Re: New Map: xmts
« Reply #12 on: July 19, 2012, 10:11:53 AM »
I made The Base Of The Top Layer. It Was Fine When i Finished It there Were maybe 1 mistake but it was fine when i put it up. I also need help using different Brush sizes i usally only use the tall brush... or defalt.

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: xmts
« Reply #13 on: July 20, 2012, 01:05:01 AM »
go to the window that has something like a maths text book with squares or table w.e and click and drag that simple?

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: xmts
« Reply #14 on: August 15, 2012, 03:24:11 AM »
Beta 3 is uploaded

gonass

  • 68 Carbine
  • Posts: 383
Re: New Map: xmts
« Reply #15 on: August 16, 2012, 05:29:52 PM »
I dont know if you meant for this, but you can't walk up the stairs without crouching.  Also not sure if anyone mentioned it yet.

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: xmts
« Reply #16 on: August 17, 2012, 01:34:08 AM »
you sure its not beta 3? because i just tested the map and none of the staircases you had to crouch on i fixed that from beta 2.ill reupload.

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: xmts
« Reply #17 on: August 17, 2012, 06:09:34 AM »
Beta 4 is uploaded.With better lighting, fixed stair cases,fixed texture missalignments and sun light in the top floor.

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: xmts
« Reply #18 on: August 18, 2012, 06:31:24 AM »
b5 is uploaded

Rockyar_96

  • 68 Carbine
  • Posts: 370
Re: New Map: xmts
« Reply #19 on: August 19, 2012, 12:19:44 AM »
well what has u been changed :) ?