Author Topic: New Map: Dungeon  (Read 13874 times)

BASEBALLDUDE

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Re: New Map: Dungeon
« Reply #20 on: November 15, 2012, 09:09:02 AM »
Thanks for the help! I will try to fix these errors over the weekend. Also what is the advantage of a size 16 grid? I use 1 becasue it allows me to be precise.

RoBiNandL!nk

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Re: New Map: Dungeon
« Reply #21 on: November 15, 2012, 09:23:43 AM »
It can reduce the misalignements of a map, The smaller the grid size, the more room for error. Also lower compile time and lower R_speeds.

Chef-Killer

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Re: New Map: Dungeon
« Reply #22 on: November 15, 2012, 10:39:57 AM »
The 16 or 32 unit grid matches most of the textures well. They're very easy to align then. It also helps to have a clean brushwork without overlapping brushes or leaks. It's also small enough to do lots of details with, use lower grids only for really neccessary map details (<5% of your map).

You might want to change the name because jitspoe already started a map called dungeon.

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

I'll have a look at the map later.

deadfroggy

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Re: New Map: Dungeon
« Reply #23 on: November 15, 2012, 04:08:02 PM »
sorry if i got something wrong in my demo it was 1am and i was tired.

BASEBALLDUDE

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Re: New Map: Dungeon
« Reply #24 on: November 15, 2012, 06:42:59 PM »
@Chef-Killer Yes, I need the login for OTB servers. One time they were playing one of my favorite maps, 2fort5, and I didn't have the password. So yeah, I need the password.

@deadfroggy well thanks for staying up late to help me!

deadfroggy

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Re: New Map: Dungeon
« Reply #25 on: November 15, 2012, 08:38:46 PM »
No problem.

BASEBALLDUDE

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Re: New Map: Dungeon
« Reply #26 on: November 16, 2012, 09:06:50 AM »
There was a problem with the beta 4, there was no blue base, so here's beta 5.

RoBiNandL!nk

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Re: New Map: Dungeon
« Reply #27 on: November 16, 2012, 09:17:20 AM »
@Chef-Killer Yes, I need the login for OTB servers. One time they were playing one of my favorite maps, 2fort5, and I didn't have the password. So yeah, I need the password.

@deadfroggy well thanks for staying up late to help me!


Must of been a MATCH server. The OTB beta server should not have any password on it.

Password and Login are two different things.

Password is so you can connect to a private server

login is so you can change the map and set different settings.

Chef-Killer

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Re: New Map: Dungeon
« Reply #28 on: November 17, 2012, 03:40:40 AM »
There's also a problem with your worldspawn. You can PM me the .map file to fix that.

Beta 5 is online @ [OTB] Beta server, so you can test the map online.

BASEBALLDUDE

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Re: New Map: Dungeon
« Reply #29 on: November 17, 2012, 04:27:01 PM »
The paintballs always bounce around. How do I fix this? Also, I have the the .map file that you wanted, Chef-Killer.

jitspoe

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Re: New Map: Dungeon
« Reply #30 on: November 17, 2012, 07:24:19 PM »
I took a look at the map, and you've managed to do something really crazy.  Basically, all the normal brushes should be a part of the "worldspawn" entity, and that should be the first entity in the game.  Somehow you've managed to make the worldspawn entity not the first entity, so it messes all kinds of things up.  I didn't even know that was possible to do.  I'm surprised the game runs at all.

At this point, you might be best off rebuilding the map from scratch, and don't do whatever it is that you did to the worldspawn on the new one. :)  Also, it would allow you to construct the map properly with good grid alignment.

BASEBALLDUDE

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Re: New Map: Dungeon
« Reply #31 on: November 17, 2012, 10:19:41 PM »
So that would be the only way to get everything to stop bouncing?

Rockyar_96

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Re: New Map: Dungeon
« Reply #32 on: November 18, 2012, 04:06:48 AM »
1) possibility: There is a cvar that allows bouncing. Maybe u set that one.(have a look at the attached demo! I hope u got the mapfile of ub_cliff :P )
2) "             : It's because of the worldspawn-entitiy thing.

Chef-Killer

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Re: New Map: Dungeon
« Reply #33 on: November 18, 2012, 04:48:42 AM »
Fixed worldspawn, microbrush, bad field warnings, sky(?)... (Export is only fast VIS!!!)

Not sure if you want to finish this or if you just use this as a learning map, though.

BASEBALLDUDE

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Re: New Map: Dungeon
« Reply #34 on: November 25, 2012, 02:49:03 PM »
Sorry for the delay. Here's dungeon_b6. Share feedback with me and then I'll run a final compile!

deadfroggy

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Re: New Map: Dungeon
« Reply #35 on: November 26, 2012, 04:00:10 AM »
Run a final compile first. Then ill give feedback.

Chef-Killer

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Re: New Map: Dungeon
« Reply #36 on: November 26, 2012, 10:23:36 AM »
Right, always run a final compile before releasing a (beta) map. Otherwise it's impossible to test lighting, notice VIS problems, etc.

I'll post feedback and upload the map to our beta server after you run a final compile.

BASEBALLDUDE

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Re: New Map: Dungeon
« Reply #37 on: December 15, 2012, 05:20:07 PM »
The link above is actually a final compile, I just realized.