Digital Paint Discussion Board
Development => Mapping => Completed Maps => Topic started by: deadfroggy on July 08, 2012, 02:07:18 AM
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Across The Valley its a CTF map.
2 flags,
5 points for cap,
2 points for kill with grab,
spyder SE
200 round hoppers
200 ammos
12 and 20 oz CO2 cartridge
steel barrels
Hope you like it :P
ps: This is my second map.
Edit : Now with plant life!
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Make sure to make the file name all lowercase. In the message (worldspawn) you can use lowercase and uppercase.
The map isn't lit and VIS. Run a final compile before releasing a map file.
If your map supports only one gamemode (e.g. CTF), you don't need to add the gamemode key to all other entities. Just set the gamemode in the worldspawn then and it works fine.
Add "angle" "#" to the player spawns, that the players don't look in front of a wall after spawning.
I'd add some equipment to the player spawns (ammo, co2, barrel, hopper, gun?). You can also add some equipment scattered on the map.
Nice to see that you already try to create stones and rocks. Try to avoid overlapping brushes here.
The map isn't symmetrical. Might be possible that it is what you want to have :)
I'd add some team indicators for a CTF map.
Some screenshots...
(http://www.otb-server.de/wbblite/attachments/3392.jpg) (http://www.otb-server.de/wbblite/attachments/3391.jpg)
Red: There's a hole in the wall.
(http://www.otb-server.de/wbblite/attachments/3395.jpg) (http://www.otb-server.de/wbblite/attachments/3394.jpg)
Red: This edge looks bad. It's only on the blue side.
I'll upload the map after you did a final compile (b2?).
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I Redone it all ill upload in the morning btw i wasnt planing on it to be symmetrical :P something different :)
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Looks like an early pgptrain version
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Listen deadfroggy don't take this the wrong way but you need to practice before releasing maps. You need to make it look a hell of alot more presentable. Look at maps from DirtyTaco, Uni, Myself, S8N. It takes time to make maps you shouldnt make a map every day. I've worked on maps for weeks and some for months. Put some time and effort into it!!!
I've made poor maps before too like salem and waffle. Releasing maps feels good as a mapper so I can see why you release maps so quickly. Dont take this as a diss but step it up!
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Looks like an early pgptrain version
It did start out as a remake of ub_cliff then turned into a remake of pgptrain. Now i dont know wtf it is.
Listen deadfroggy don't take this the wrong way but you need to practice before releasing maps. You need to make it look a hell of alot more presentable. Look at maps from DirtyTaco, Uni, Myself, S8N. It takes time to make maps you shouldnt make a map every day. I've worked on maps for weeks and some for months. Put some time and effort into it!!!
I've made poor maps before too like salem and waffle. Releasing maps feels good as a mapper so I can see why you release maps so quickly. Dont take this as a diss but step it up!
im now looking at something alot harder what do you think remake of nuketown from cod black ops/deathmatch.?thoughts
ps: I updated the map^^
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1.Add "angle" "#" to the player spawns, that the players don't look in front of a wall after spawning.
2.Nice to see that you already try to create stones and rocks. Try to avoid overlapping brushes here.
3.I'd add some team indicators for a CTF map.
1.i will add that in b3
2.will do
3.did its in b2 :)
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Looks better than your first map. And the amibtion matches your skill much better as well.
Work on the rocks/cliffs to make it look natural.
PS I love the red/blue side comparison pictures.
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thankyou
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Maybe you should fix stuff before creating new problems ;)
Looks like you completely ignored my feedback (except the final compile)...
Try to map with the 16 unit grid to avoid edges and holes the following screenshots will show you.
In the last screenshot the ground should be a gras texture instead of a rock texture.
I've renamed the map to acrossthevalley_b2 and uploaded it to the [OTB] Beta server. Let me know if you need the login.
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ps:updated map
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Now you didn't run a final compile :(
You need to replace the # of "angle" "#" with a value (e.g. "angle" "45" or "angle" "180"), hehe. You can also use the number field in the entity window in bsp. After you set a value your entity shows an arrow. That's the direction the player look at after spawning.
I think this map is a good learning map for you. Learn to avoid overlapping brushes and maybe use some textures like barrels, boxes, wood, etc. Then you can also learn how to align this stuff. All this mapping basics will help you for your next maps.
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i did run a final compile? lol hehe lol i literly thought u had to do # hahah thanks for that :/ :D
thankyou
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fixed spawns... reuploaded with ice :)
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Can you run a final compile, please?
The map isn't lit. Maybe there's an error, a warning or a message while compiling.
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do u mean final compile (high quality) or low quality or both? because i do both?plus this is something i got:
WARNING: node with unbounded volume
Bounds: -857.098 -1062.88 -8192 -> -505.135 -162.68 -2
WARNING: node with unbounded volume
Bounds: -857.098 -1062.88 -8192 -> -505.135 -1062.68 -6
WARNING: node with unbounded volume
Bounds: -857.098 -1062.88 -8192 -> -505.135 -1062.68 -22
WARNING: node with unbounded volume
Bounds: -505.252 -1062.88 -8192 -> -491 -1062 -2
WARNING: node with unbounded volume
Bounds: -505.252 -1062.88 -8192 -> -491 -1062 -6
WARNING: node with unbounded volume
Bounds: -505.252 -1062.88 -8192 -> -491 -1062 -22
WARNING: node with unbounded volume
Bounds: -505.252 -1062.88 -8192 -> -491 -1062 -86
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Maybe you added some brushes that are too big, too complex or overlap with some other bruhes? As I already wrote, you need to avoid overlapping brushes for a clean brushwork. Also the bsp subtract function doesn't work well on overlapping brushes. Creating them by yourself or using the clipping planes is a lot better.
I can have a look at the .map file if you pm it to me.
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i use the clipping planes and then it cuts off the wrong half so i use the other button splits it into 2 then i use the bsp subtract would that do something?
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If you split a brush with the clipping planes, both brushes will stay (http://www.otb-server.de/bilder/tutorial/bsp_clippers_teilen.bmp)
If you carve a brush with the clipping planes, one brush will stay and the other one will be deleted (http://www.otb-server.de/bilder/tutorial/bsp_clippers_trennen.bmp)
If you want to flip between the brushes, use this button (http://www.otb-server.de/bilder/tutorial/bsp_clippers_wechsel.bmp)
You can also use the menu: clippers->flip
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ooooo thanks :) didnt realise that clippers->flip :)
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ok reuploaded sorry i forgot.
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Some more pics...
(http://www.otb-server.de/wbblite/attachments/3511.jpg) (http://www.otb-server.de/wbblite/attachments/3510.jpg)
Red: One edge.
(http://www.otb-server.de/wbblite/attachments/3513.jpg) (http://www.otb-server.de/wbblite/attachments/3512.jpg)
Red: One more edge.
(http://www.otb-server.de/wbblite/attachments/3515.jpg) (http://www.otb-server.de/wbblite/attachments/3514.jpg)
Red: One more edge.
Blue: Wrong texture/overlapping brushes.
(http://www.otb-server.de/wbblite/attachments/3517.jpg) (http://www.otb-server.de/wbblite/attachments/3516.jpg)
Red: It would look a lot better if you would make this brush a little bit more narrow that it fits with the wall.
Map is online @ [OTB] Beta!
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ill fix when i can
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done fixed that.... uploaded b6
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Uploaded beta 7
Now with plant life
and i fixed as many missalignments and w.e i could find
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Add the script sktrees1 to your requiredfiles, "requiredfiles" "scripts/skgrasses1.txt scripts/sktrees1.txt".
Add something that you can't run and shoot through the trees.
Oh, I'm not sure if I already mentioned that, but if your map only supports one gamemode (worldspawn), then you don't need to add the gamemode to specific entities (e.g. bases, flags, player spawns).
One more screenshot...
(http://www.otb-server.de/wbblite/attachments/3543.jpg) (http://www.otb-server.de/wbblite/attachments/3542.jpg)
Red: Move this texture faces up a little bit.
Green: Move this texture face to the right a little bit.
Beta 7 is online @ [OTB] Beta!
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Add the script sktrees1 to your requiredfiles, "requiredfiles" "scripts/skgrasses1.txt scripts/sktrees1.txt".
Add something that you can't run and shoot through the trees.
Oh, I'm not sure if I already mentioned that, but if your map only supports one gamemode (worldspawn), then you don't need to add the gamemode to specific entities (e.g. bases, flags, player spawns).
One more screenshot...
(http://www.otb-server.de/wbblite/attachments/3543.jpg) (http://www.otb-server.de/wbblite/attachments/3542.jpg)
Red: Move this texture faces up a little bit.
Green: Move this texture face to the right a little bit.
Beta 7 is online @ [OTB] Beta!
Itll be in b8
ps: what should i use to stop people from shooting and going through the trees.
Pps: you did mention it didnt realise i put it on the enititys sorry about that.
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Add a brush with the surface properties "nodraw" and "detail" where the tree trunk is.
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or "player clip" and "corpse" ;)
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Add a brush with the surface properties "nodraw" and "detail" where the tree trunk is.
Thanks.
or "player clip" and "corpse" ;)
I dont trust you some reason ;).
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Ok so this happens when i do that?
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just do it.
It is the best solution for the problem shown by the screen.
Just take the clip texture and apply also "corpse" to the hole brush.
corpse means that u can't shoot trough the brush.
In the end u will have a invisible wall, without the problems caused by the nodraw brush. Believe me, it works.
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ok....
It works now :)
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Uploaded b8.
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Keep working on maps deadfroggy. Need more mappers.
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need more good mappers who keep on working :D
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haha, Thanks.
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uploaded beta 9.
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The ladders looks a lot better.
I'd move the trees out of the walls. Looks bad if the tree models touch the walls and are cut off.
I'd also delete the wall brush you can walk through, because it's not really a secret room with the windows.
(http://www.otb-server.de/wbblite/attachments/3559.jpg) (http://www.otb-server.de/wbblite/attachments/3558.jpg)
Red: Creating this brush thicker would look a lot more realistic.
(http://www.otb-server.de/wbblite/attachments/3561.jpg) (http://www.otb-server.de/wbblite/attachments/3560.jpg)
Red: There's a brush missing at the X. You can also look in the tunnel because of that.
Beta 9 is online @ [OTB] Beta!
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you posted the same picture twice?
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Ups, fixed :D
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uploaded beta 10.
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Some more screenshots...
(http://www.otb-server.de/wbblite/attachments/3563.jpg) (http://www.otb-server.de/wbblite/attachments/3562.jpg)
Red: Looks that you forgot to make the rest of the brush thicker.
Green: I'd also add one more light here.
(http://www.otb-server.de/wbblite/attachments/3565.jpg) (http://www.otb-server.de/wbblite/attachments/3564.jpg)
Red: A small edge or hole left. Maybe have a look at the big screenshot to notice it.
Did you already test the map online with a few players?
Beta 10 is online @ [OTB] Beta!
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Yes i did. They all said it will be a good 1v1 - 3v3 map
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uploaded beta 11.
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(http://www.otb-server.de/wbblite/attachments/3575.jpg) (http://www.otb-server.de/wbblite/attachments/3574.jpg)
Red: Hm...seems that there's still no clean brushwork.
Beta 11 is online @ [OTB] Beta!
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Uploaded beta 12! :)
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Didn't you look around after compiling the map? You always fix one bug and create one new one. This time it's obvious again :)
(http://www.otb-server.de/wbblite/attachments/3580.jpg) (http://www.otb-server.de/wbblite/attachments/3579.jpg)
Beta 12 is online @ [OTB] Beta!
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ill fix in the next few days.very busy with stuff lately.
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Uploaded beta 13. I swear to god if you find another thing wrong with it, I will chuck my computer 20 metres to my left.
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Acrossthevalley FINAL RELEASE
Im proud took awhile but it got done and hope to see it played.
Enjoy.
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good work :)
The gameplay on this map is quite unique.
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Nice work.
Map is online @ [OTB] public/match!
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Thanks Guys!
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terrible map, if u need help go to how to make dp maps for dummies.
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I haven't seen you make anything, at all. You must not understand how hard it is to become halfway decent at mapping. Go back to 4chan with the rest of the trolls.