Author Topic: Community Map Project #1  (Read 14171 times)

Termin8oR

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Re: Community Map Project #1
« Reply #20 on: September 20, 2007, 02:45:17 PM »
oh yeah oops.
i will finish my part of the map and create a new demo.
Give me a day or so, i have plans!

What you guys think of screenshots though?

Termin8oR

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Re: Community Map Project #1
« Reply #21 on: September 20, 2007, 02:46:27 PM »
That wall texture looks way better than mine did lol. :D

LoL Yeah QueeNiE, your wall texture almost made me lose my lunch! just kidding. :D
But i think the rock lightens it in the right way.

What you guys think of the stepping stone idea? Do i need to re-do it?

nightryder

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Re: Community Map Project #1
« Reply #22 on: September 20, 2007, 02:51:26 PM »
different texture for steps

m7feettall

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Re: Community Map Project #1
« Reply #23 on: September 20, 2007, 02:59:31 PM »
Just to clarify, since this seems to be working, go ahead and take your stab at the map file. But if anyone would rather just make their own that is fine too.

I like the look on the new version. Can we get a .map file to play around in there? Thanks.

Termin8oR

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Re: Community Map Project #1
« Reply #24 on: September 20, 2007, 03:23:28 PM »
Yeah, Just give me a little bit more time, im just adding a little more detail into the stepping stones.
I will post the .map and .bsp and a demo and newer screenshots.
If you guys have anymore map idea's please post a map or layout and we will get around to them.
I havent been mapping cause i dont have any ideas.

atmays

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Re: Community Map Project #1
« Reply #25 on: September 20, 2007, 11:39:13 PM »

I havent been mapping cause i dont have any ideas.

Same Here

Termin8oR

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Re: Community Map Project #1
« Reply #26 on: September 22, 2007, 05:06:41 AM »
Hey Guys, Sorry for the wait. I have been busy the last couple days but have been mapping in my free time.
Here is a screen shot of the finished map, i just need to re-align textures then i will release my first beta to see what the other problems are.

Map Now has 2 Flags in high back door by main flag.
Main flag is worth 5 points, 2nd flag is worth 7 points.
Caps are ONLY at main flags.
I have also placed 16 guns in both bases for when it is on a fast/large public server.
You spawn with loaded co2, given co2, hopper, ammo, steel barrel, but you MUST find a gun or you're PGPing.


Apocalypse

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Re: Community Map Project #1
« Reply #27 on: September 22, 2007, 07:29:35 AM »
Hmmm..... looks good termin8or where did you go to until lately I haven't seen you around at all.
Also mine might not be done for a while I'm really busy for a couple of weeks although it's settling down a bit now.

Termin8oR

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Re: Community Map Project #1
« Reply #28 on: September 22, 2007, 10:40:04 AM »
Hmmm..... looks good termin8or where did you go to until lately I haven't seen you around at all.
Also mine might not be done for a while I'm really busy for a couple of weeks although it's settling down a bit now.

Yeah the map is almost done and is looking good, i just need to re-align the textures for most of the brushes because lazy me forgot to lock them! :D

And i have been around, just doing my thing.

nightryder

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Re: Community Map Project #1
« Reply #29 on: September 22, 2007, 03:55:20 PM »
mid low...is that a window going through that wall

if so...thats what i was thinking needed to be there, and a quick jump or ramp would make a nice little window to the other side to avoid that bottleneck in the mid....
looks good. how big is it?

Termin8oR

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Re: Community Map Project #1
« Reply #30 on: September 22, 2007, 04:32:56 PM »
Here is the map in .BSP form, please feel free to look around it and tell me what needs to be fixed/changed or re-done.

Download here: http://zilla-clan.net/upload/806804

The map isnt to large but it is a decent size. I have been playing the map a little and some of the lines for speed are great and can be used very well.
I think it should be another good map for pubs and matchs.

m7feettall

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Re: Community Map Project #1
« Reply #31 on: September 22, 2007, 06:41:15 PM »
termin8or, very good work on that one. I really like the little low tunnel and the double jump steps to the back door. The game play is great now just from my testing, and you really broke up the space and made lots of routes which I am a big fan of.

I only have two problems.

a. I don't have about 11 textures. Am I missing a new texture pack or something?

b. I like the high flag, but it will really kill it for noobs. I wanted the back door to be an advantage for skilled players, but not a totally new scoring method. 

This will be too much like xbmap1 or Renoir in that noobs won't even play it, and I would like to see this thing get played.

Even with skilled players this means that you have to take the high route to be competitive, which kills the point of having multiple routes. Campers could just camp the high because they know you eventually have to go there.

Please re-consider that second flag.


DaRkNeSS

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Re: Community Map Project #1
« Reply #32 on: September 22, 2007, 11:53:47 PM »
I love how you say, "You MUST find a gun or you'll be PGPing" when the entire spawn floor is like covered in cockers and carbines. 

:P

Termin8oR

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Re: Community Map Project #1
« Reply #33 on: September 23, 2007, 01:13:57 AM »
termin8or, very good work on that one. I really like the little low tunnel and the double jump steps to the back door. The game play is great now just from my testing, and you really broke up the space and made lots of routes which I am a big fan of.

I only have two problems.

a. I don't have about 11 textures. Am I missing a new texture pack or something?

b. I like the high flag, but it will really kill it for noobs. I wanted the back door to be an advantage for skilled players, but not a totally new scoring method. 

This will be too much like xbmap1 or Renoir in that noobs won't even play it, and I would like to see this thing get played.

Even with skilled players this means that you have to take the high route to be competitive, which kills the point of having multiple routes. Campers could just camp the high because they know you eventually have to go there.

Please re-consider that second flag.



okay m7 i have thought about what you said about the back door and i will fix everything that i can to it but can you please specify what you would like done to it?

And i think that you might be missing the newest texture pack because i was missing them too but until i downloaded it everything was fine.

And about the second flag i was thinking about just removing it or finding a different, more capable spot.

I love how you say, "You MUST find a gun or you'll be PGPing" when the entire spawn floor is like covered in cockers and carbines. 

:P

And i didnt really but much thought or detail into the gun placements but i think with the next beta i will have some kind of organized space.

Apocalypse

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Re: Community Map Project #1
« Reply #34 on: September 23, 2007, 07:48:33 AM »
M7 its probably the CTP1 thats your missing.

KiLo

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Re: Community Map Project #1
« Reply #35 on: September 23, 2007, 08:07:31 AM »
Just checked out the map and I have only one minor concern. In the red upper all along that hall there is like white spots on the ground that makes it look like Scarface was dragging a bag of open cocaine down that hall.

m7feettall

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Re: Community Map Project #1
« Reply #36 on: September 23, 2007, 11:54:40 AM »
okay m7 i have thought about what you said about the back door and i will fix everything that i can to it but can you please specify what you would like done to it?

I would like the second flag removed.

That is my major concern. Just take out the new room and the second flag.


Quote

And i think that you might be missing the newest texture pack because i was missing them too but until i downloaded it everything was fine.

Yeah, that was the problem :)

Quote

And about the second flag i was thinking about just removing it or finding a different, more capable spot.

Removing it is best. Two flags just hurries the map.

I want all routes to be options and if you place a flag along a route, rather than at the convergence of them in the base, then you force a route. The main flag, at the convergence of the various routes, is in the right spot. You don't need another one.

Quote

And i didnt really but much thought or detail into the gun placements but i think with the next beta i will have some kind of organized space.

They are fine :)

Though truth be told I actually DID fail to get one once. Not sure how.



See my next post for texture suggestions. These are less of a concern than the flag issue, but I think they might help.


m7feettall

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Re: Community Map Project #1
« Reply #37 on: September 23, 2007, 11:59:30 AM »
Just checked out the map and I have only one minor concern. In the red upper all along that hall there is like white spots on the ground that makes it look like Scarface was dragging a bag of open cocaine down that hall.

Yeah, it appears to be a problem with the texture itself. it occurs in all the spots with that texture, including the other back door.

You also have the issue with the dark blue clashing with the light blue, and the dark red with the light red. I think it might be best just to use the old textures or the new, but not both.


And if it were me I would go with the old since the new has a flaw in it.

 There is too much color clashing going on.

The bottom base of each flag is yet a third shade of blue which doesn't match with anything.

nopyo

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Re: Community Map Project #1
« Reply #38 on: September 23, 2007, 02:47:42 PM »
Where did you get those textures, I'm missing them too.

Clipz

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Re: Community Map Project #1
« Reply #39 on: September 23, 2007, 06:29:42 PM »
please re texture this whole map