Author Topic: New map: capfest.bsp  (Read 9187 times)

shockk

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New map: capfest.bsp
« on: January 11, 2015, 03:21:02 AM »
Hi, I started working on this before the holidays and although it's my first bsp map, I think it's a good idea and will be fun. This map is made for CTF matching. Two bases, each with a main flag and a side base area with an upper and lower level. The upper level of the bases feature a 2nd flag, each right near mid. Mid low below these flags is the white flag surrounded by lava. On the bottom level of each base there is a small circular wall which has an ice patch which allows speed across the bottom level of the bases. This speed path allows a person to quickly grab flag 1 in the base and speed up to main ice along the opposite side of the map.

The main ice speed on the opposite side of each base has its entrances accessible by a simple ladder or double jump. Also capping by rushing from this speed to the cap spot (at flag 1) allows for easy capping because the cap area is set high above the first flag just like napalm's is.

 The middle of the main ice speed can look towards the rest of the map through a glass panel I have made shootable. I wanted this to be a one way shooting glass for the people not on ice, but have compensated by adding a couple obstacles on the ice path to make it a bit more difficult to speed and shoot. The ice speed also has an entrance to a teleport path, which a player can choose to use if they wish to avoid the fire they are taking from others on the map. They are then teleported directly to the white flag at low mid opposite side. So teleporting can have benefits by grabbing but also puts you back in open territory.

I put 5 spawn spots in each base, 1 in the higher level to even it out and hopefully avoid spawning. I also put some guns out in case a player wants to switch from the one they spawn with. I also placed a few ammo boxes around.

I do want this to be a map that can be matched quickly, that's why it is set up the way it is. There are a few cool jumps that can also be done but aren't worth explaining here right now.

White flag = 2 pts
Main base flags = 4 pts
2nd base flags = 7 pts

Let me know what you think. The map is at 401 numportals right now.
« Last Edit: February 27, 2015, 01:50:24 PM by shockk »

shockk

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Re: New map: capfest.bsp
« Reply #1 on: January 11, 2015, 03:29:21 AM »
pictures

shockk

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Re: New map: capfest.bsp
« Reply #2 on: January 11, 2015, 03:41:36 AM »
a few more

BASEBALLDUDE

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Re: New map: capfest.bsp
« Reply #3 on: January 11, 2015, 08:47:52 AM »
From the sshots, the outdoor area looks a little over-bright. You may want to consider toning down sun_light a little.

shockk

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Re: New map: capfest.bsp
« Reply #4 on: January 11, 2015, 02:30:39 PM »
I think I used the standard sun brightness, and the sky is a bit cloudy in map so it's not bad. I'll check it out though

BASEBALLDUDE

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Re: New map: capfest.bsp
« Reply #5 on: January 11, 2015, 03:16:14 PM »
The one really bright spot, though, is the room with the wall made of lights. By default, these lights are ridiculously bright, especially in an indoor setting, so you may want to adjust the brightness of that wall.
I'll take a look at the map later today if I have time.

shockk

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Re: New map: capfest.bsp
« Reply #6 on: January 11, 2015, 05:40:44 PM »
Okay thanks. Maybe it is too bright, it looked normal on my screen tho I'll change my settings up and look again
I did want it to be slightly blinding to also compensate for the fact that I couldn't get a shoot through one-way wall.

shockk

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Re: New map: capfest.bsp
« Reply #7 on: January 19, 2015, 08:51:30 AM »
Anyone else think of anything? I don't know where to go from here

KURWAJAPIERDOLE

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Re: New map: capfest.bsp
« Reply #8 on: January 19, 2015, 09:34:27 AM »
I think this map is very good, and nicely done. But if I were make it I would leave only main flag + white flag. This map is too small for 3 flags, and it would be too easy to finish and win match.

ALso likeBase said, this room with Ice and wall full of lights texture is too bright. I would change surface for 500? Or just make it brightness to 0 and add some color light entities. I think it would look better.

shockk

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Re: New map: capfest.bsp
« Reply #9 on: January 19, 2015, 05:01:08 PM »
updated OP file to beta 2, lowered the brightness in the ice speed room

the top light wall was 5000 brightness, but the bottom one was 50,000 so I changed it to 5000

KURWAJAPIERDOLE

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Re: New map: capfest.bsp
« Reply #10 on: January 19, 2015, 06:23:37 PM »
I still don't like this lights... If this is what you want, good. But for me it's just ugly. Too bright, floor looks like bright-white-sth without textuxre. It just looks so flat.

Rest level is very good, except flag amounts :P

knuddlee

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Re: New map: capfest.bsp
« Reply #11 on: January 20, 2015, 03:53:23 AM »
This map looks cool, I like it :)

shockk

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Re: New map: capfest.bsp
« Reply #12 on: January 20, 2015, 03:18:15 PM »
I definitely need some light there, would it look better if I lowered the brightness more? Maybe I'll remove the top wall of light...
And the flag pts stay! It's a cap fest :p

Thanks knuddle :)

KURWAJAPIERDOLE

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Re: New map: capfest.bsp
« Reply #13 on: January 20, 2015, 03:28:39 PM »
I definitely need some light there, would it look better if I lowered the brightness more? Maybe I'll remove the top wall of light...
Ok, flag can stay ;)

You can try lowering light's, but I think you should try make light entities and choose some color 'nearly' white. Mayby some verylight blue would be good for "ice room" like this. Make this "lights" surface to be just normal brush, and create light non-brush entities. But you should decide what you like best ;) That's my personal opinion ^^

shockk

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Re: New map: capfest.bsp
« Reply #14 on: January 20, 2015, 03:53:12 PM »
That's definitely possible too, I have lanterns at the top of the ice room, I could create another kind of light entity for the big wall. Maybe i'll check out some architecture and build something cool ;)

I appreciate the criticism

jitspoe

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Re: New map: capfest.bsp
« Reply #15 on: February 15, 2015, 10:59:54 PM »
I've uploaded your map to the beta server and sent you a PM on how to connect and load it.

Some quick feedback:
- Keep all your water levels at the same height.  It has to draw the reflection for each water level, and by default only renders 2 reflections.  You've got 3 different water heights.  That kills r_speeds and causes some of the reflections not to render.
- Make the ice area next to the curved wall more obvious.  I didn't realize it was ice at first.  Knowing it's ice makes the jumps a lot easier.
- On the note of ice, you should not make the lantern things block you.  Maybe put them on the opposite side, or use clip brushes or do something different to light that area. Kind of annoying to run into them.
- Lots of the map looks like it's not aligned on a 32 unit grid.  There are slivers of block textures and such visible when everything should just match up perfectly.  Snap everything you can at a 32unit grid, and it'll make editing a lot easier and things will look better, too.
- Some of the ladders are unnaturally huge.
- Missing a texture, and it has a very questionable name (pornlava).
- Barrels are misaligned (off by 1/3).

I think that's enough feedback for now.  Carry on!

Ace

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Re: New map: capfest.bsp
« Reply #16 on: February 16, 2015, 12:30:37 PM »
- Missing a texture, and it has a very questionable name (pornlava).

All the porn* textures were made by a dude from q3 named pornstar. Awesome texture packs. Here's a link to it:
https://mega.co.nz/#F!TIV1kIAL!9IHGJGrFXIVjlm7xq7JNiA
It goes in 'pornstar-custom/pornlava.wal'


shockk

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Re: New map: capfest.bsp
« Reply #17 on: February 22, 2015, 06:03:39 PM »
I've uploaded your map to the beta server and sent you a PM on how to connect and load it.

Some quick feedback:
- Keep all your water levels at the same height.  It has to draw the reflection for each water level, and by default only renders 2 reflections.  You've got 3 different water heights.  That kills r_speeds and causes some of the reflections not to render.
- Make the ice area next to the curved wall more obvious.  I didn't realize it was ice at first.  Knowing it's ice makes the jumps a lot easier.
- On the note of ice, you should not make the lantern things block you.  Maybe put them on the opposite side, or use clip brushes or do something different to light that area. Kind of annoying to run into them.
- Lots of the map looks like it's not aligned on a 32 unit grid.  There are slivers of block textures and such visible when everything should just match up perfectly.  Snap everything you can at a 32unit grid, and it'll make editing a lot easier and things will look better, too.
- Some of the ladders are unnaturally huge.
- Missing a texture, and it has a very questionable name (pornlava).
- Barrels are misaligned (off by 1/3).

I think that's enough feedback for now.  Carry on!

Jitspoe I appreciate the feedback. And thanks for uploading it to the server I'll check your pm.

I'll work on this stuff when I get a chance. Currently slacking on schoolwork haha

I agree the lanterns do get annoying, I'll move them to the opposite side.

shockk

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Re: New map: capfest.bsp
« Reply #18 on: February 27, 2015, 01:36:59 PM »
Okay I made b3, added to the original post

- The light wall by the ice speed is smaller now
- I changed the ponds in the middle of the map to the same level as the lava, so I think that's just 2 water heights now.
- I didn't do anything about the ice beside the curved wall. It is difficult to spot at first but realized if I changed the colour of those ice textures it would look sloppy and the ice brushes aren't a nice curve shape like the wall. It's a bit more blocky.
- The lanterns were moved to the opposite side and don't block the path anymore.
- will the pornlava texture not be downloaded automatically if someone loads the map? Is there another texture I should use for lava
- I didn't know what to do about the barrels misalignment so I left them as is
- A few more small changes

jitspoe

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Re: New map: capfest.bsp
« Reply #19 on: February 27, 2015, 07:50:39 PM »
Uploaded to the beta server & played it a little.

Some things I noticed:

- The colored bar things next to the lava have some gaps that look large enough to fit through, but you can't, so it's really frustrating when you get stuck.  Consider spacing these so it's plainly obvious which ones you can squeeze by.
- I'd do away with the second water.  The map has pretty high r_speeds for what it is already.  The second water doesn't really add anything.  I'd also consider making the ground less steep there.  You've got kind of a unique bunker with the one-way visibility, but it's super awkward to play around because of the hill and water.
- For the lava, you could use the purple metal texture (like in bombsaway).  If you're going to use a custom texture, make sure you put it in the appropriate directory.  It looks like it's using the pball texture directory.  Custom textures should use their own directories.
- For the barrel alignment, since it looks like all the barrels are misaligned the same amount, you can just select them all (in BSP, you can select by texture), make sure they're unlocked (alt+U), move them up ~22 units (or whatever it takes to align them), lock them (alt+l), and move them back down.
- Spawning up high can give you a big advantage.  Not sure if that's good or bad.
- Lots of textures are still misaligned (blocks on the walls next to the ground are the most obvious to me).

I'm not sure there's much you can do about it without major changes, but you really need to keep visibility in mind.  You have windows/transparency pretty much everywhere, which means all the map and players will be rendered all the time.  This is bad for both networking and rendering performance.  On future maps, you should try to break the map up so not everything is visible at once.