Author Topic: New Map: Anubis  (Read 27836 times)

Chef-Killer

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New Map: Anubis
« on: February 25, 2007, 07:02:05 AM »
This is my first map i ever build, that's why i need more than 3 month for this beta :D I want to build a map with easy structures, but with many possibilities.

Here is the link for the beta6:
ftp://85.214.56.218/pub/Maps/beta/anubis_b6.bsp

Here are some screenshots:







MosEz

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Re: New Map: Anubis
« Reply #1 on: February 25, 2007, 11:43:49 AM »
owned. awesome

XtremeBain

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Re: New Map: Anubis
« Reply #2 on: February 25, 2007, 01:28:18 PM »
Here's a few things I noticed.

- Almost every barrel's texture is misaligned length-wise.
- Lots of the wooden supports or boards have misaligned textures on at least two of the faces. (Screenshots 1 & 2).
- Clipping should be placed on the rock ramp where the opening is so that you don't get caught on it when running up. (Screenshot 3)
- Clipping should be placed around these wooden supports so that you can strafe-jump through there without worrying about getting stuck. (Screenshot 4)
- I was able to make a "backdoor" jump from the courtyard just outside the flag rooms.  It looks like there may have been some clipping placed there already but I'm still able to get into the high areas on both sides of main door. (See demo here: http://www.ch1ll.com/random/anubis_b6-courtjump.dm2)

Cobo

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Re: New Map: Anubis
« Reply #3 on: February 25, 2007, 05:21:57 PM »
Looks pretty good judging from the screenshots.

jitspoe

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Re: New Map: Anubis
« Reply #4 on: February 26, 2007, 06:52:43 PM »
Good work for a first map.  I've uploaded it to the beta server and made a demo for things to revise:

Edit: Oh, and I forgot to mention this in the demo, but I'd keep the message text simple (the map title when you load the map) and leave out colors and funky characters.  If the character format ever changes in the future, it'll end up looking like a bunch of garbage, and the LCD letters really don't fit the theme of the map anyway.

ViciouZ

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Re: New Map: Anubis
« Reply #5 on: March 03, 2007, 12:55:10 PM »
Here's one thing i noticed: It's basically a straight rip of BR-Anubis in ut2004 with a few modifications. Please either say it's a conversion or that it's based on it, because so far you haven't mentioned that it is and you're taking all the credit. Sorry if that sounded offensive but I don't like plageurism. (Or at least I don't like plaguerism without credit)

T3RR0R15T

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Re: New Map: Anubis
« Reply #6 on: March 03, 2007, 01:32:26 PM »
Yes, it's a UT2003 clone with modifications ;D

SmackWaters

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Re: New Map: Anubis
« Reply #7 on: March 03, 2007, 02:30:58 PM »
heh, so chef finally waited out the compile. Right now i have about four maps started, and no idea which one to finish.  :P

Dirty_Taco

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« Reply #8 on: March 03, 2007, 05:22:22 PM »
Post removed
« Last Edit: July 26, 2010, 12:23:00 AM by Dirty_Taco »

l1g

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Re: New Map: Anubis
« Reply #9 on: March 03, 2007, 07:31:11 PM »
Look awesoem, especially for your first map. I am looking forward to playing it. I don't know what ViciouZ is talking about, but either way good work.

magalhaes

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Re: New Map: Anubis
« Reply #10 on: March 03, 2007, 08:25:04 PM »
i gota admit that pbcup_renoir is much better and hugely different that the original renoir...

T3RR0R15T

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Re: New Map: Anubis
« Reply #11 on: March 04, 2007, 05:54:03 AM »
Some Anubis-Screens at UT2003:












With that game engine chef's anubis is good, i think.

Chef-Killer

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Re: New Map: Anubis
« Reply #12 on: March 04, 2007, 05:56:47 AM »
Yeah, it's right, the idea of the map is based on this UT map, but i just had a look one time before i began, while mapping never. I think it is more usefull to have a map wich basicidea is from an other game, than have a 5. or 6. shazam or what ever. In paintball there is no map looking nearly this one, should i build a map, where almost the same is there in the game?
For me is important, that i learned a lot of mapping. Also it was for me more usefull to build this one, than 10 small testmaps, because i learned to handle with errors and problems.

Chef-Killer

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Re: New Map: Anubis
« Reply #13 on: March 04, 2007, 03:29:53 PM »
First of all, thanks for the sshots and the demos. I hope that i haven't forgot something ;)

Here is a new beta:
ftp://85.214.56.218/pub/Maps/beta/anubis_b7.bsp

XtremeBain, i know what u mean with ur demo, but there are no clip-brushes or something else.
Also i let the mid open, because i think the mid-flag shouldn't be camped and the mid should be as open as possible. I couldn't see there a problem with the playability, just because u could look across the hole map.
The ladder i also let it how it was, because i don't want a real ladder there. I think it is ok so that u can climb this "rope". That's what i want.
I don't know, what could be wrong with the barrels in the mid. In the demo u said, there were to short, i also thought it, but i compared them with the other barrels and they have the same form.

I don't have many experience with r_speeds and i don't know what they are for. That's why i asked u, if the r_speeds are better now, after i deleted lots of "warp"-settings? If not, what could i do now for low r_speeds.

There left 2 questions:
- How could i fix the "backwords logo"? I don't know how to mirror the textures and i think, i couldn't do it with any things of "S".
- I tried to do all gamemodes "0". But than the mid-flag doesn't work. What for settings i have to add to the mid-flag, that it will work. Maybe i have to add some settings at the other flags?

Zorchenhimer

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Re: New Map: Anubis
« Reply #14 on: March 04, 2007, 03:34:14 PM »
- How could i fix the "backwords logo"? I don't know how to mirror the textures and i think, i couldn't do it with any things of "S"

Hit "S" and set the SX to a negative, like -1.0.

jitspoe

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Re: New Map: Anubis
« Reply #15 on: March 05, 2007, 01:44:25 PM »
Type "r_speeds 1" in the console.  r_speeds shows how many polygons are in the map.  You want to try to keep these under 1000 if possible, otherwise it will start causing framerate issues for people with older computers.  I suggest using the build 17 pretest, as the r_speed counts have been improved to account for reflective water.  Also, make sure you're testing with reflective water enabled.

To test your map in different game modes, use the "ctfmode" setting at the console.  ctfmode 1 is 1-flag, and ctfmode 2 is 2-flag, I believe.  You can create a mapinfo file that contains the supported game modes for the final version and it will cycle through the different game modes.  You will also need to put "gamemode" "4" on the colored flags and "gamemode" "2" on the white flag.  Then "gamemode" "6" in the worldspawn.

I put together another demo:

Chef-Killer

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Re: New Map: Anubis
« Reply #16 on: March 10, 2007, 07:40:31 AM »
You will also need to put "gamemode" "4" on the colored flags and "gamemode" "2" on the white flag.  Then "gamemode" "6" in the worldspawn.
The white flag doesn't work with this settings :(

Is it usefull for the r_speeds to compile the map with "final compile (high quality)" instead of "final compile"?

Zorchenhimer

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Re: New Map: Anubis
« Reply #17 on: March 10, 2007, 10:12:40 AM »
The 'high quality' compile will seldom work. And I'm pretty sure that it just takes more time on the light world.

bitmate

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Re: New Map: Anubis
« Reply #18 on: March 10, 2007, 10:18:25 AM »
Compiling such a complex would possibly take a couple of days. ;D

Chef-Killer

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Re: New Map: Anubis
« Reply #19 on: March 11, 2007, 02:08:55 PM »
Here is a new beta:
ftp://85.214.56.218/pub/Maps/beta/anubis_b8.bsp


I think for the final version left just 2 things:

1. I know now, where the r_speeds (i love the colours in b17) are rough, if reflectivewater is on, but what i have to do for lower wpoly?

2. After i deleted the "warp"-setting and the "slime"-setting of the flames of the torches, the flowing is very fast. How could i change it back, that the flowing is slower again?