Author Topic: New Map: Skyscraper  (Read 7045 times)

BASEBALLDUDE

  • Autococker
  • Posts: 703
New Map: Skyscraper
« on: January 02, 2013, 11:14:55 AM »
In my opinion, this map looks a lot better than my original noobish-looking Dungeon. Let me know what you think of it. Post any constructive criticism (about the map, textures, lighting, too many entities, etc.) below. I am planning on expanding this map so that each team has their own skyscraper and there are a lot of buildings in between. Let me know what you think!

Also, if anyone knows how to trigger a func_door by a func_train hitting a path_corner, please tell me! My entity count is through the roof!

Edit: Sorry, my apologies! This topic should be in the beta maps section.

Clipz

  • Committee Member
  • Autococker
  • Posts: 1497
Re: New Map: Skyscraper
« Reply #1 on: January 02, 2013, 12:17:10 PM »
Cool idea just lack of paths.

BASEBALLDUDE

  • Autococker
  • Posts: 703
Re: New Map: Skyscraper
« Reply #2 on: January 02, 2013, 12:52:59 PM »
Cool idea just lack of paths.
Yeah that's what I was thinking. When I give each team their own skyscraper the problem will surely be solved. This map right now would be suitable for a small crowd.

Clipz

  • Committee Member
  • Autococker
  • Posts: 1497
Re: New Map: Skyscraper
« Reply #3 on: January 02, 2013, 05:23:58 PM »
Yeah that's what I was thinking. When I give each team their own skyscraper the problem will surely be solved. This map right now would be suitable for a small crowd.

No the problems not solved because the only way up being the staircase still means one path.

BASEBALLDUDE

  • Autococker
  • Posts: 703
Re: New Map: Skyscraper
« Reply #4 on: January 02, 2013, 09:14:15 PM »
No the problems not solved because the only way up being the staircase still means one path.
Or you can use either of the the elevators. They're on the same side as the staircase but on adjacent corners.

Clipz

  • Committee Member
  • Autococker
  • Posts: 1497
Re: New Map: Skyscraper
« Reply #5 on: January 02, 2013, 09:59:43 PM »
I've seen them they didnt work when i walked into to them though.

BASEBALLDUDE

  • Autococker
  • Posts: 703
Re: New Map: Skyscraper
« Reply #6 on: January 02, 2013, 10:29:46 PM »
What happened? If the doors didn't open, that's because the elevators are on a timed schedule and should arrive momentarily. If you just fell, then don't ignore the "danger of death" signs and wait for the elevators. If it didn't work, record a demo so I can see what's wrong.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: Skyscraper
« Reply #7 on: January 02, 2013, 11:42:07 PM »
You really need to consider the gameplay when making a map.  Right now, there's really not much to it.  Waiting on the elevator takes too long, and there's not much gameplay to be had running up and down a bunch of narrow stairways...

Rockyar_96

  • 68 Carbine
  • Posts: 370
Re: New Map: Skyscraper
« Reply #8 on: January 03, 2013, 08:40:20 AM »
I think in order to make the doors work u'll have to create an elevator with func_elevators and func_buttons on each floor...

though i never managed that on myself  :-[ .

rockitude

  • Committee Member
  • 68 Carbine
  • Posts: 492
Re: New Map: Skyscraper
« Reply #9 on: January 03, 2013, 08:55:40 AM »
There was a good .map data with an example of an elevator few years ago. I think ic3y still has it, but he hasn't time at the moment.
 
Maybe this helps you: - http://www.quake2.com/qworkshop/tutorials/func_plat.htm
                               - http://dplogin.com/forums/index.php?topic=9636.0

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map: Skyscraper
« Reply #10 on: January 04, 2013, 07:17:05 AM »
Map is online @ [OTB] Beta!

I'll have a look at the map later.

Can you please upload your textures?

I've also uploaded the old .map file of an advanced elevator. Maybe you should try to create and improve (until a final release) an easier map first, though. There's a lot more important stuff than such an advanced elevator.
ftp://otb-server.de/pub/Maps/map/_advelevator.map

BASEBALLDUDE

  • Autococker
  • Posts: 703
Re: New Map: Skyscraper
« Reply #11 on: January 04, 2013, 10:42:45 AM »
Map is online @ [OTB] Beta!

I'll have a look at the map later.

Can you please upload your textures?

I've also uploaded the old .map file of an advanced elevator. Maybe you should try to create and improve (until a final release) an easier map first, though. There's a lot more important stuff than such an advanced elevator.
ftp://otb-server.de/pub/Maps/map/_advelevator.map
How do you convert those types of files to .map?

Also, what do y'all think of my texture scheme? Is it good or does it need work?

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map: Skyscraper
« Reply #12 on: January 04, 2013, 11:35:14 AM »
It's just a test/tutorial map, the original .map file was published sometime.

BASEBALLDUDE

  • Autococker
  • Posts: 703
Re: New Map: Skyscraper
« Reply #13 on: January 04, 2013, 03:31:01 PM »
It's just a test/tutorial map, the original .map file was published sometime.
So you can't convert those types of files to .map?

BASEBALLDUDE

  • Autococker
  • Posts: 703
Re: New Map: Skyscraper
« Reply #14 on: January 26, 2013, 09:20:18 AM »
Does anyone know how to convert those types of files to .map?

Rick

  • Map Committee
  • Autococker
  • Posts: 2190
Re: New Map: Skyscraper
« Reply #15 on: February 18, 2013, 07:16:29 AM »
What do you mean Baseballdude?

If you mean:

a) Convert a compiled map (.bsp) to a non compiled map file(.map).

1) In the past when I decompiled maps (.bsp -> .map) I used to use a program I believe was called 'q2decompiler' or something along those lines. If you search around you'll probably find it!

2) For maps with Plant entities, I believe I used a program called 'Hexedit' to get rid of the plant entities and then used 'q2decompiler' to finish decompiling.

b) Find where my .map file is kept:

1) Go to whereever your bsp folder is kept (usually C:\bsp) and head to your mapfiles folder (bsp\pball2\quake2\pball\mapfiles). Your .map file will be there.


If these don't help, please elaborate on your question!



Anyway, I went through the map and it's a very good idea! You just got to think about details and paths a bit more! Sitting on the roof, you can line both entrances. Going up the stairs and being a sitting duck. Getting trapped at the flag if someone is below.
etc.

Great idea, just try to do more with it!

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map: Skyscraper
« Reply #16 on: March 29, 2013, 03:47:55 PM »
i think i understand what he means by this:
Does anyone know how to convert those types of files to .map?
when you go to it in your browser since its a ftp. you go to page -> open ftp site in windows explorer.  then click the file copy and paste it to c:/bsp/pball2/quake2/pball/mapfiles

sorry for bringing this back just saying that to help out other people with the same problem

BASEBALLDUDE

  • Autococker
  • Posts: 703
Re: New Map: Skyscraper
« Reply #17 on: March 29, 2013, 05:08:23 PM »
Thanks I'll try that when I get back from my Easter trip.