Poll

I LIKE

Steel-N-Water
1 (9.1%)
Fort Vs Fort
1 (9.1%)
Battlefield
2 (18.2%)
Nightmare
0 (0%)
None of them
7 (63.6%)

Total Members Voted: 11

Voting closed: August 24, 2005, 05:34:57 AM

Author Topic: 4 NEW MAPS  (Read 4958 times)

GisleAune

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4 NEW MAPS
« on: July 25, 2005, 02:00:54 AM »
Steel-N-Water
Fort Vs Fort
Battlefield
Nightmare
« Last Edit: July 25, 2005, 05:34:57 AM by GisleAune »

IronFist

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« Reply #1 on: July 25, 2005, 03:16:24 PM »
Post removed
« Last Edit: July 25, 2010, 11:17:06 PM by IronFist »

Dirty_Taco

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« Reply #2 on: July 25, 2005, 03:44:36 PM »
Post removed
« Last Edit: July 26, 2010, 01:16:22 AM by Dirty_Taco »

agent-hwk

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Re: 4 NEW MAPS
« Reply #3 on: July 25, 2005, 04:05:08 PM »
but dts are alot better then these ones

Dirty_Taco

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« Reply #4 on: July 25, 2005, 04:12:18 PM »
Post removed
« Last Edit: July 26, 2010, 01:16:19 AM by Dirty_Taco »

jitspoe

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Re: 4 NEW MAPS
« Reply #5 on: July 25, 2005, 07:07:00 PM »
Ok, first of all, slow down. Quality over quantity. One map at a time. We have hundreds of poorly made/rushed maps already. What we need is some well-designed, detailed, and thoroughly tested maps. Probably the best of the bunch there is the battlefield one, but it only has one path and absolutely no cover.

Take the time to design each area of your map.  Consider where the bottlenecks will be and avoid having only one path to a particular location.  Think of it this way: no matter where somebody is, there should always be a path around him so that you can sneak up and shoot him in the back.

Once you've designed and built your map, release it as a beta -- the typical naming format is mymap_b1.bsp.  Post it on the forums and have some people test it.  It's also a good idea to include the .map file.  Listen to the feedback and make the changes people suggest, then release another beta, mymap_b2.bsp.  Continue this until the testers feel it's complete, then rename the final beta map to mymap.bsp (mymap being whatever you want to call it -- and make it all lowercase so it's Linux friendly).

agent-hwk

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Re: 4 NEW MAPS
« Reply #6 on: July 25, 2005, 11:59:22 PM »
hey you could but all 4 of those maps in too one??


just an idea

GisleAune

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Re: 4 NEW MAPS
« Reply #7 on: July 26, 2005, 05:30:48 AM »
I MAKE A NEW MAP TOO, IS IT BETTER?

bitmate

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Re: 4 NEW MAPS
« Reply #8 on: July 26, 2005, 06:13:55 AM »
loooooool.... ;D
There is absolutly no gameplay! It's like running to one end, catching a Carbine and running to the other end, killing someone, or running around with a PGP....

Inside

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Re: 4 NEW MAPS
« Reply #9 on: July 26, 2005, 07:14:01 AM »
uhm, ya^^ this looks funny...

At start evrybody tries ti get a weapon co2 hopper ect... this is a awste of time

Then gettin the falg is kinda impossible because when u rusch into their base there are probably 4 players with full co2 and carbinses...

and the map is kinda small in relations to the number of weapons.

But dont stop makin maps just cuz of the comments, just male new ones and  one day ull get a great map.

greetz

jitspoe

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Re: 4 NEW MAPS
« Reply #10 on: July 26, 2005, 11:25:32 AM »
Stop making one-day (if that) maps.  Take the time to plan and construct a good one.

loial21

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Re: 4 NEW MAPS
« Reply #11 on: July 26, 2005, 05:51:50 PM »
and wow GisleAune, those aren't maps. You randomly opened notepad at night passed out on your keyboard and accidentally created those. Even my first map was better than that! Use those as practice and go back to the drawing board
    EASTWOODS WEEEEEEEE

Quote
Think of it this way: no matter where somebody is, there should always be a path around him so that you can sneak up and shoot him in the back
  He meant to say play Seek and Seek with the occasional confrontation. Also try to consider that most players have the attention span of a 2 year old so do you want your map praised or played. Sadly most active players wont agree with Jitpoes on whats fun and whats not, if you need proof just look at the maps being played most often now by most players. 

You want to force your players to confront at some point otherwise whats the point. Is this ghost recon? No the developer has clearly stated he does not want realism. So  with that in mind and aside form pretty little aesthetics  and  "correct box alignments", I bet only 10% of this community could not tell what those are unless someone took 4 hours of explaining the details.   gtg will edit this later
« Last Edit: July 26, 2005, 06:16:52 PM by loial21 »

Eiii

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Re: 4 NEW MAPS
« Reply #12 on: July 26, 2005, 08:39:13 PM »
There's a difference between "confrontation" and "a box".

Dirty_Taco

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« Reply #13 on: July 26, 2005, 10:09:05 PM »
Post removed
« Last Edit: July 26, 2010, 01:16:17 AM by Dirty_Taco »

Termin8oR

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Re: 4 NEW MAPS
« Reply #14 on: July 27, 2005, 12:06:47 PM »
Wow, Im not a great mapper but I havent released one in a long while.... Im still trying to get a great design working, I only have limited stuff on bsp already and I have it all sketched out on my art pad!
Just takes time, and a great idea.

-Termin8oR

loial21

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Re: 4 NEW MAPS
« Reply #15 on: July 27, 2005, 05:00:53 PM »
lol, actually cratesrush was my first map. A mix of rush.bsp crates.bsp and crates2.bsp. Can you imagine the terror?

newbie jitspoe doesnt have it on dpball.com/files/maps thus you cant see its beauty. Maybe ill have him upload it
hEOhoehAOHEOHoahehoahhHOEHE

maybe i should have him upload all my maps....

I dare you.  >:(

There's a difference between "confrontation" and "a box".
There is also a difference between "one path maps" and "a box" but Jitspoe and you cant seem to understand this ?   BAHH  Woods.bsp is one of the better 3v3 sneek up on your enemy maps. Need more maps like that and then  there would be no more complaining about "sprayer"

 Seems as though any one who complains about "spraying"  should not be playing this game, after all its the nature of using a paint gun despite its rate of fire to SPRAY paint.   

Eiii

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Re: 4 NEW MAPS
« Reply #16 on: July 28, 2005, 05:44:14 AM »
Right, let's stop spraying by putting a wall in front of everyone.

RuiNeR

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Re: 4 NEW MAPS
« Reply #17 on: August 04, 2005, 08:35:23 AM »
Maybe I should make a woods with multiple paths, some hills, and some more open spaces with bunkers etc.... Put the flag in a more open spot, and have multiple ways to attack it from

jitspoe

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Re: 4 NEW MAPS
« Reply #18 on: August 04, 2005, 10:05:54 AM »
Go for it.  And use a bark texture for the trees this time. ;)

RuiNeR

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Re: 4 NEW MAPS
« Reply #19 on: August 04, 2005, 11:36:49 AM »
haha, you didn't like the look of wizwood cylinders? What about the random light sources placed every so often? I sorta wish you couldn't run at mach10 so the game would play a little slower and position/cover actually mattered. But that isn't DP, that would be a new game all together.