Author Topic: New Map - Ranger by FourthX  (Read 13832 times)

FourthX

  • Developer
  • 68 Carbine
  • Posts: 260
New Map - Ranger by FourthX
« on: October 02, 2007, 02:08:30 PM »
Here's some snaps for you guys, test copies are being sent and we should have a public copy up soon.







Map Notes:

1. Almost entirely terrain based
2. Reasonable r_speeds (worst case while on the ground is about 950)
3. Only semi-symmetrical


FtX

Apocalypse

  • Autococker
  • Posts: 1463
Re: New Map - Ranger by FourthX
« Reply #1 on: October 02, 2007, 02:20:49 PM »
Looks great can't wait for the beta.

DaRkNeSS

  • Autococker
  • Posts: 622
Re: New Map - Ranger by FourthX
« Reply #2 on: October 02, 2007, 03:27:18 PM »
I bet it's gonna get played almost as much as Encounter and Roundup.

Dirty_Taco

  • Map Committee
  • Autococker
  • Posts: 1630
Re: New Map - Ranger by FourthX
« Reply #3 on: October 02, 2007, 03:30:19 PM »
Post removed
« Last Edit: July 26, 2010, 12:03:37 AM by Dirty_Taco »

Spook

  • Autococker
  • Posts: 2542
Re: New Map - Ranger by FourthX
« Reply #4 on: October 02, 2007, 05:42:33 PM »
Roundup is one of my favorite match maps, so it'd be great if it was like a roundup type gameplay.

Termin8oR

  • Autococker
  • Posts: 1023
Re: New Map - Ranger by FourthX
« Reply #5 on: October 02, 2007, 05:53:32 PM »
Wow i cannot wait for a beta, i would love to test it or see some of the others you're working on.

lekky

  • Autococker
  • Posts: 2449
Re: New Map - Ranger by FourthX
« Reply #6 on: October 02, 2007, 06:07:15 PM »
I bet it's gonna get played almost as much as Encounter and Roundup.

Lol, we always play roundup...

Screenies look nice, as if i don't want to match on it, but take some sandwiches, a book and have a lovely picnic :D

FlaMe

  • Autococker
  • Posts: 601
Re: New Map - Ranger by FourthX
« Reply #7 on: October 02, 2007, 06:55:06 PM »
i like roundup. and encounters one of my all time favorite maps.

Xile

  • VM-68
  • Posts: 116
Re: New Map - Ranger by FourthX
« Reply #8 on: October 02, 2007, 08:12:20 PM »
nice fourthy, lol

the ledgejump was a little weird to make at first :D

nice work, kinda reminds me of my camp map a bit :D

are those ledges that lead to nowhere near the sides supposed to be dead ends?

DaRkNeSS

  • Autococker
  • Posts: 622
Re: New Map - Ranger by FourthX
« Reply #9 on: October 02, 2007, 08:19:42 PM »
I wasn't saying they're bad maps, I meant that they don't get played very often.

blaa

  • Autococker
  • Posts: 1218
Re: New Map - Ranger by FourthX
« Reply #10 on: October 02, 2007, 11:05:36 PM »
roundup is the main tie breaker besides pp1 usually :P

DaRkNeSS

  • Autococker
  • Posts: 622
Re: New Map - Ranger by FourthX
« Reply #11 on: October 02, 2007, 11:30:12 PM »
roundup is the main tie breaker besides pp1 usually :P

Since when is ROUNDUP the main tiebreaker map??

lekky

  • Autococker
  • Posts: 2449
Re: New Map - Ranger by FourthX
« Reply #12 on: October 03, 2007, 04:50:02 AM »
Well it certainly gets played often in any case.

FourthX

  • Developer
  • 68 Carbine
  • Posts: 260
Re: New Map - Ranger by FourthX
« Reply #13 on: October 03, 2007, 07:17:34 AM »
My maps from 5-6 years ago are starting to get played now finally, maybe this one will be popular in 2011. In any case I don't care much about it, I really only make maps for one person :). This may stand a better chance than encounter or roundup though, it fits small and medium teams better than either of those 2 maps. It also doesn't have the added defensive burdon of encounter or the 'which way did he go?' of roundup. It's more to the point and even works for 1v1 I think.

If anyone has some space for the bsp I'll put the public beta up today. Send me a pm here if you have room, File is about 1.3 megs.


Xile> Not sure which ledge you mean, can you take a screeny of it?

FtX

Few more snaps for ya, last 3 show off the vis techniques I used (Hopefully I can explain it well enough later)






Eiii

  • Autococker
  • Posts: 4595
Re: New Map - Ranger by FourthX
« Reply #14 on: October 03, 2007, 08:59:05 AM »
Did you do anything special for your VISing, like hint brushes? Or is it just all in the map construction?

EDIT: And why is that mound of dirt an entity? DSM?

Dirty_Taco

  • Map Committee
  • Autococker
  • Posts: 1630
Re: New Map - Ranger by FourthX
« Reply #15 on: October 03, 2007, 10:39:49 AM »
Post removed
« Last Edit: July 26, 2010, 12:03:29 AM by Dirty_Taco »

FourthX

  • Developer
  • 68 Carbine
  • Posts: 260
Re: New Map - Ranger by FourthX
« Reply #16 on: October 03, 2007, 02:25:41 PM »
The grid pattern of the terrain is lined up with a checkerboard of hint brushes (Not visible here) that pre-break the map into squares (dual tris) before the normal poly breakup occurs. This has 2 effects that I've found so far, one is to produce far less poly breakup even when small objects touch the area (the small barricade legs) and the second effect is a highly efficient vis (seen above).

I will make the .map available when testing is done, I think i can seperate the hint brushes into a func_group so it's easy to see. Currently the map is in .qkm format (quark) and the hint brushes are in a folder. The quark based q2 compilers are needed I think to take advantage of the hint brushes in this way but AFAIK this is still compatible with bsp.

FtX





Eiii

  • Autococker
  • Posts: 4595
Re: New Map - Ranger by FourthX
« Reply #17 on: October 03, 2007, 02:33:37 PM »
I think we need to do some QBSP/VIS re-writing or something, since a lot of people seem to have problems with the VIS stage.

FourthX

  • Developer
  • 68 Carbine
  • Posts: 260
Re: New Map - Ranger by FourthX
« Reply #18 on: October 03, 2007, 02:46:49 PM »
I think the biggest problem with the vis stage is that people don't plan around it, experience may be the only cure for that little ill.

Detail brushes need to be tagged as they are made, trying to go back later and detail every little stump and pipe is not easy.
An understanding of how the zones are broken up and just what can see what is invaluable.
A strong leak proof hull is proof against other problems...

Etc etc, all of these come with time and trial. (and strong methodology)


I didn't really have a clear understanding of it myself until splatmesa, that was the 1st map I used hint brushes to fix and it took the r_speeds down by 2-300 in some spots with 3 largish hint brushes pre-breaking the bases and mid.

FtX


Dirty_Taco

  • Map Committee
  • Autococker
  • Posts: 1630
Re: New Map - Ranger by FourthX
« Reply #19 on: October 03, 2007, 03:57:23 PM »
Post removed
« Last Edit: July 26, 2010, 12:03:12 AM by Dirty_Taco »