Author Topic: New Map - Tunnels  (Read 13145 times)

Silly

  • 68 Carbine
  • Posts: 324
New Map - Tunnels
« on: March 18, 2007, 07:21:41 PM »
Hey. I have made adjustments throughout this map. Details will be listed below.

Attachment at bottom of post

Ennnnjoy!

tunnels_b5 edites

- Made bases different
- Made platforms in big tunnel
- Made adjustments to top routes and tunnels to them

i got some screenies












« Last Edit: November 10, 2007, 09:05:39 AM by Silly »

Spook

  • Autococker
  • Posts: 2542
Re: New map - Tunnels
« Reply #1 on: March 18, 2007, 07:33:30 PM »
try not to make one path maps, one path is in, only one way to get to the flag

Silly

  • 68 Carbine
  • Posts: 324
Re: New map - Tunnels
« Reply #2 on: March 19, 2007, 08:31:52 AM »
Alrighty, i will try to make a second that could be straight to the flag

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New map - Tunnels
« Reply #3 on: March 19, 2007, 12:22:33 PM »
As Spook stated, the map needs more paths.  Not just to the flag, but in general.  Also, you need to work on your visuals a bit to help make the map look more convincing.  The walls are large, flat, and square, when they should look more like rocks.  The trees look really fake (it's almost impossible to make good looking trees out of brushes, so it's best to just not have them at all).  The colored tiles all over the tunnel are way too bright.  I'd use a different texture and maybe have a small strip of them along the sides to indicate the colors.  I like how the area above the tunnel looks, though.

Wolf Man

  • Stingray
  • Posts: 88
Re: New map - Tunnels
« Reply #4 on: March 19, 2007, 04:52:57 PM »
very small, too pllain, little cover, only one way, very small, and needs more tunnels to be called "tunnels", hense the "s"

Eiii

  • Autococker
  • Posts: 4595
Re: New map - Tunnels
« Reply #5 on: March 19, 2007, 05:35:12 PM »
I like how the tunnels look, personally- but I agree with jits and spook, the layout needs work.

Spook

  • Autococker
  • Posts: 2542
Re: New map - Tunnels
« Reply #6 on: March 19, 2007, 05:50:09 PM »
i like the jump =]

+ side to everything

Silly

  • 68 Carbine
  • Posts: 324
Re: New map - Tunnels
« Reply #7 on: March 20, 2007, 07:42:45 AM »
lmao thanks spook.
Well i cannot make the map anyway longer, cause it would exeed the limit. But i could make it Wider. I will try to stick in some more paths, i will loose the trees. All the stuff that you guys said i will try to make better and add.

Thanks a lot guys

Wolf Man

  • Stingray
  • Posts: 88
Re: New map - Tunnels
« Reply #8 on: March 20, 2007, 02:35:53 PM »
there shouldnt be boundaries, they hold back making really big and cool DM maps

lekky

  • Autococker
  • Posts: 2449
Re: New map - Tunnels
« Reply #9 on: March 20, 2007, 04:25:26 PM »
you haven't seen many dp maps have you?

Silly

  • 68 Carbine
  • Posts: 324
Re: New map - Tunnels
« Reply #10 on: March 21, 2007, 11:05:11 AM »

Wolf Man:
No i would like to make it longer, its just on BSP there is a certain area were you cant go any farther.

Lekky:

Who are you talking to me or him?

Wolf Man

  • Stingray
  • Posts: 88
Re: New map - Tunnels
« Reply #11 on: March 21, 2007, 03:24:55 PM »
i know theres boundaries to the map, im saying they should make them bigger or get rid of em

nightryder

  • 68 Carbine
  • Posts: 448
Re: New map - Tunnels
« Reply #12 on: March 21, 2007, 03:30:53 PM »
you cant get rid of the boundries in bsp, at least i dont think you can

Wolf Man

  • Stingray
  • Posts: 88
Re: New map - Tunnels
« Reply #13 on: March 21, 2007, 03:32:50 PM »
no, not by yourself, they should make the next bsp version (if there will be one ever) hav boundaries that can be set by the mapper, they need to make it so more entities can be added too.

Eiii

  • Autococker
  • Posts: 4595
Re: New map - Tunnels
« Reply #14 on: March 21, 2007, 04:21:12 PM »
The boundaries are a limitation of the engine and how it transmits entity data, not the map format.

Wolf Man

  • Stingray
  • Posts: 88
Re: New map - Tunnels
« Reply #15 on: March 21, 2007, 04:35:52 PM »
i know that, why cant they just make the boundaries larger than? they dont even really matter, you onlyy see the map alone anyway. the boundaries are too small anyway.

Eiii

  • Autococker
  • Posts: 4595
Re: New map - Tunnels
« Reply #16 on: March 21, 2007, 05:02:50 PM »
...what? What are you even proposing at this point?

nightryder

  • 68 Carbine
  • Posts: 448
Re: New map - Tunnels
« Reply #17 on: March 21, 2007, 05:15:35 PM »
im as lost as your are eiiiiiiii

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New map - Tunnels
« Reply #18 on: March 21, 2007, 05:25:00 PM »
He wants to do away with the +/-4096 map size limit, I believe.  It's not as simple as just "removing the limit".  The compilers, map format, and game network protocol all have to be rewritten or tweaked to support larger boundaries, not just the map editor (which I think supports larger bounds already).  It also means more data has to be transferred, and thus more potential lag (especially for dialup users).

Silly

  • 68 Carbine
  • Posts: 324
Re: New map - Tunnels
« Reply #19 on: March 21, 2007, 07:57:54 PM »
Besides bigger maps arent even that good. If a map is really long and wide, it sucks unless it has more than 10 people in it