Author Topic: New Map: Chambord  (Read 4091 times)

ViciouZ

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New Map: Chambord
« on: March 04, 2007, 12:54:41 PM »
Well, this is my first proper map after a loooong series of small maps and experiments... It's based roughly on the chateau d'chambord in france, although it wondered completely off track (I'll probably make a proper one later).
Right now it's in early beta with the castle basically a shell. Later I'll add one more path. I need as much constructive criticism as I can handle.

BSP:
http://www.viciouz.co.uk/other/maps/chambord/chambord_beta.bsp

Screenshots:





The next things i'm going to do is put some cover in the tunnel and make the castle look more like a castle with arched windows and stuff.

WarWulf

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Re: New Map: Chambord
« Reply #1 on: March 04, 2007, 01:14:40 PM »
what kind of map is this going  to be... looks like your trying to make another castle seige..... gj on aligning textures :P

Dirty_Taco

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« Reply #2 on: March 04, 2007, 01:19:52 PM »
Post removed
« Last Edit: July 26, 2010, 12:22:52 AM by Dirty_Taco »

ViciouZ

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Re: New Map: Chambord
« Reply #3 on: March 04, 2007, 01:42:40 PM »
DT: The section of the wall is carved out to fix the ladder. I forgot to remove it. Thanks for reminding me. Also, I'm adding another path soon.

Uni: Yeah, It's going to be a castle siege once I make the castle more castley.

Thanks and keep up the comments guys!

TinMan

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Re: New Map: Chambord
« Reply #4 on: March 04, 2007, 02:35:31 PM »
can't see...

SkateR

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Re: New Map: Chambord
« Reply #5 on: March 04, 2007, 05:26:04 PM »
I'm pretty sure the lighting errors are from the map being leaked. At least it looks leaked when you no clip out.

ViciouZ

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Re: New Map: Chambord
« Reply #6 on: March 05, 2007, 10:31:59 AM »
I checked, there are no leaks. Anyway, what's so wrong with the lighting?

Zorchenhimer

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Re: New Map: Chambord
« Reply #7 on: March 05, 2007, 02:27:06 PM »
I thought if there where leaks the compiler would skip the lighting stage. But you might want to add some more light in the field.

jitspoe

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Re: New Map: Chambord
« Reply #8 on: March 05, 2007, 02:28:49 PM »
I've made a demo of things to consider revising.  I think the layout needs a lot of work before it's ready for beta testing.

Spook

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Re: New Map: Chambord
« Reply #9 on: March 05, 2007, 02:32:53 PM »
the castle battlements are wayyy too big.

ViciouZ

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Re: New Map: Chambord
« Reply #10 on: March 06, 2007, 10:38:40 AM »
Jits, thanks for the demo, I'd missed the wedge lights and brick scales. The first dark area is visible on my monitor (It's on lowest brigtness settings but everything is wayyyyyyy bright) and the second is actually the shadow of the barrel in front from the spotlight. Apart from the barrel shadows, everything you pointed out will be fixed.

ViciouZ

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Re: New Map: Chambord
« Reply #11 on: March 06, 2007, 02:02:23 PM »
Beta 2:
http://www.viciouz.co.uk/other/maps/chambord/chambord_beta.bsp

Fixes:
<> No more wedge lights!
<> Brick scaling in low path fixed
<> Put some barrels and obstacles in low path
<> Low ladder now extends to battlements
<> Put some new lights in dark areas
<> Moved capture point away from castle a couple of metres
<> Couple other fixes

Jits, how can I make an arched window, I tried using arch and then subtraction like on the door but it frakked up the wall brush with tons of splits. I was thinking a window that you can crawl through and is conveniently lined up against a crate.

T3RR0R15T

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Re: New Map: Chambord
« Reply #12 on: March 06, 2007, 05:30:16 PM »
I renamed it to chambord_beta1.bsp and chambord_beta2.bsp at the OTB Servers.

jitspoe

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Re: New Map: Chambord
« Reply #13 on: March 06, 2007, 08:30:37 PM »
Quote
Jits, how can I make an arched window, I tried using arch and then subtraction like on the door but it frakked up the wall brush with tons of splits. I was thinking a window that you can crawl through and is conveniently lined up against a crate.
Never, ever, ever, ever use subtraction.  As you witnessed, it makes a big mess out of things.  The way I would do it personally is with clipping planes.  If you want to use the arch thing, you can just do that and build the brushes around it.

ViciouZ

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Re: New Map: Chambord
« Reply #14 on: March 07, 2007, 01:33:59 PM »
I've been trying to make some towers with spotlights to light up the field, but whenever I rotate the cylindrical lights the textures dealign (even when locked) and the brushes feck up.

Zorchenhimer

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Re: New Map: Chambord
« Reply #15 on: March 07, 2007, 01:56:14 PM »
I've had issues with textures when rotating barrels in my current map (Its not even close to done, so don't ask). You'll just have to rotate the textures the same angle as the brush (using the surfaces window).

jitspoe

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Re: New Map: Chambord
« Reply #16 on: March 07, 2007, 02:22:40 PM »
I've been trying to make some towers with spotlights to light up the field, but whenever I rotate the cylindrical lights the textures dealign (even when locked) and the brushes feck up.
Rotating is another thing you should never ever ever do (unless it's multiples of 90).

On the new map beta: To be honest, I really don't see the gameplay on this working very well.  Ladders suck for offense and leave you completely vulnerable to an already easy to defend area (since there are only 2 paths to attack from).  A single person on defense could make it impossible to grab the flag.

ViciouZ

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Re: New Map: Chambord
« Reply #17 on: March 07, 2007, 02:34:06 PM »
I haven't added the third path yet. I also now realise just how hard it is to shoot throught the battlements. I'll come back with a thoroughly revised and overhauled version maybe this weekend.

Zorchenhimer

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Re: New Map: Chambord
« Reply #18 on: March 07, 2007, 04:33:29 PM »
Rotating is another thing you should never ever ever do (unless it's multiples of 90).

Even if I rotate the brush 90 degrees the texture does not rotate with it.

One the right: aligned all the sides and locked it.
On the left: copied the brush (still locked) and rotated it 90 degrees on the X axis.

jitspoe

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Re: New Map: Chambord
« Reply #19 on: March 07, 2007, 05:30:10 PM »
You're going to need to rotate your textures, too.  Texture locking is for offsetting only.  It doesn't account for rotation.