Author Topic: NewMap:RockyRoad  (Read 11759 times)

deadfroggy

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NewMap:RockyRoad
« on: February 21, 2013, 01:57:11 AM »
I think the names been used before. Ill change it if it has been.
This map is meant for the mapping contest.
##
3 flags - one in mid, one at each base
5 for base flags
bases are easy to find.

B1: basic shape of the map
B2: Added a couple things barriers, boxes etc
B3: Added Trees, grass and underground.
B4:Extended underground Gave it more of a abandon/destroyed look for the mapping contest.Took out mid flag didnt really want it.Fixed flames
B5:Lighting and a few extra things.
B6:added the things omni suggested.
B7: Changed the torches in the middle a little bit, Changed the base texture( because i thought metal walls in the middle of nowhere makes no bloody sense.) and.... rotated textures and stuff where i needed too.
« Last Edit: March 10, 2013, 02:15:14 AM by deadfroggy »

Spook

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Re: NewMap:RockyRoad
« Reply #1 on: February 21, 2013, 08:37:13 AM »
Looks fantastic  ::)

Chef-Killer

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Re: NewMap:RockyRoad
« Reply #2 on: February 21, 2013, 10:21:38 AM »
Always run a final compile to get full VIS and lighting, even if it's a beta map.

blaa

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Re: NewMap:RockyRoad
« Reply #3 on: February 21, 2013, 11:09:43 AM »
map itself looks like excrement

other than that its great

deadfroggy

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Re: NewMap:RockyRoad
« Reply #4 on: February 22, 2013, 03:07:47 AM »
Sorry I didnt realise i didnt upload the map itself..

Anyway added the bunkers flags, bases still need to add abit more stuff. Im probably going to add a underground at some point.

omni

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Re: NewMap:RockyRoad
« Reply #5 on: February 22, 2013, 04:18:03 AM »
The name of your map file is

RockyRoad_beta2.bsp

There must not be any capitals in the name for Linux users

CheMiCal

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Re: NewMap:RockyRoad
« Reply #6 on: February 22, 2013, 04:43:15 AM »
my bedroom is bigger than this map.

Chef-Killer

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Re: NewMap:RockyRoad
« Reply #7 on: February 23, 2013, 07:51:18 AM »
As omni said, use all lowercase for the mapname.

I'll have a look at the map later.

Renamed the map to rockyroad_beta2. Map is online @ [OTB] Beta! Let me know if you need the login for it.

deadfroggy

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Re: NewMap:RockyRoad
« Reply #8 on: February 23, 2013, 10:38:35 PM »
Uploaded beta 3. Fixed bunkers, trees , grass, annnnddd added a undeground tunnel. :)

Chef-Killer

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Re: NewMap:RockyRoad
« Reply #9 on: February 25, 2013, 10:26:21 AM »
Beta 3 is online @ [OTB] Beta!

For the flames you can have a look at this and/or just copy the flames:
ftp://otb-server.de/pub/Maps/map/_flametest.map

deadfroggy

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Re: NewMap:RockyRoad
« Reply #10 on: February 25, 2013, 02:05:30 PM »
i did but they looked abit wierd when i ran a final compile..

jitspoe

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Re: NewMap:RockyRoad
« Reply #11 on: February 25, 2013, 09:26:30 PM »
This map is very bottlenecked and linear.  The underground path doesn't really provide any benefit.  It has less room to move around, and it's slower, so you're most likely going to just get shot or let somebody run by and cap the flag before you get out.

deadfroggy

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Re: NewMap:RockyRoad
« Reply #12 on: February 26, 2013, 05:41:36 AM »
Next beta will have a extended underground i just wanted to start a underground
.

Chef-Killer

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Re: NewMap:RockyRoad
« Reply #13 on: February 26, 2013, 10:44:42 AM »
i did but they looked abit wierd when i ran a final compile..
Did you try to copy them (2 brushes) from the .map file? The textures should be locked that there're no problems with the alignment.

Clipz

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Re: NewMap:RockyRoad
« Reply #14 on: February 26, 2013, 09:35:34 PM »
Froggy, you need to take more time with your maps. I once made maps to just release maps and they were sub-par. The bases are weak and way to open. The mid flag I don't see a point in having. The tunnel in the low is completely useless. Every map you make you need to try to improve it a lot from the previous. Scrap this map and make another. Take a look at maps like pbcup_renoir, mystique, ub_rooftop. Those maps all have great game play and have a ton of detail to make them look presentable. I'm not trying to bash you but you really need to just delete this map/start it over or just make a complete new map with more detail so it looks presentable.

deadfroggy

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Re: NewMap:RockyRoad
« Reply #15 on: March 02, 2013, 06:14:03 AM »
Did you try to copy them (2 brushes) from the .map file? The textures should be locked that there're no problems with the alignment.
I had the two maps open in the bsp, i selected the brush. then pressed ctrl + c then changed to this map. and press ctrl + v and they were white and transparent and the textures were missaligned..

Froggy, you need to take more time with your maps. I once made maps to just release maps and they were sub-par. The bases are weak and way to open. The mid flag I don't see a point in having. The tunnel in the low is completely useless. Every map you make you need to try to improve it a lot from the previous. Scrap this map and make another. Take a look at maps like pbcup_renoir, mystique, ub_rooftop. Those maps all have great game play and have a ton of detail to make them look presentable. I'm not trying to bash you but you really need to just delete this map/start it over or just make a complete new map with more detail so it looks presentable.
sorry about that i have a habit of doing things too small, too big or too complex.

Chef-Killer

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Re: NewMap:RockyRoad
« Reply #16 on: March 02, 2013, 06:38:53 AM »
Hm...I'll have a look at it. You can also pm me the .map file.

deadfroggy

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Re: NewMap:RockyRoad
« Reply #17 on: March 03, 2013, 05:20:06 AM »
ill try again probably tommorow or the next day. have had alot of things on lately.

deadfroggy

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Re: NewMap:RockyRoad
« Reply #18 on: March 05, 2013, 04:01:48 AM »
I wanted to see what it would look like with a midnight sky and fog.
whats would be the _sun_angle and stuff best for midnight sky.
And how do you do fog.?

Uploaded beta 4:
Extended underground Gave it more of a abandon/destroyed look for the mapping contest.Took out mid flag didnt really want it.Fixed the flames
« Last Edit: March 06, 2013, 01:12:47 AM by deadfroggy »

jitspoe

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Re: NewMap:RockyRoad
« Reply #19 on: March 05, 2013, 05:23:52 PM »
For any sky, you can aim your crosshair at the sun (or, in this case, the moon), and type "angles" at the console, and it will output appropriate sun angles for you.