Digital Paint Discussion Board

Development => Mapping => Beta / In-Progress Maps => Topic started by: cusoman on November 15, 2013, 12:34:07 AM

Title: Winter's Keep Beta 1 (winterkeep_b1)
Post by: cusoman on November 15, 2013, 12:34:07 AM
Winter's Keep Beta 1

Features:
- Snow
- Ice
- 2 flag per base
- Castle

Any feedback would be appreciated!

- Cusoman

Edit: Renamed the title to match the map -jitspoe

Screenshots:
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: MaTzeMR on November 15, 2013, 06:09:22 AM
laughed my ass off when i read the postname but from the Screenshots it looks really nice
good job
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: LaZeRs on November 15, 2013, 08:39:58 AM
Very nice design cusoman!
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: JMR on November 15, 2013, 08:56:32 AM
Nice to see you mapping again cusoman! The map looks very original and it looks like the gameplay will be good. I'll try to match with my clan on this map to provide feedback on the gameplay side of things.

Here's what I think so far:

I personally don't think this texture fits here well, I mean it looks okay, but it cuts off and doesn't really look good.
(http://i.imgur.com/RcZkKOq.jpg)

I'm not a fan of these lanterns, they look oversized and bulky in my opinion. They do the job, but I think they'd look much better smaller.

(http://i.imgur.com/S3QP058.jpg)

Speaking of lanterns, this one blocks your path slightly if you have a lot of speed from ice.

(http://i.imgur.com/kovv79B.jpg)

This corner looks a little strange, very sharp and looks a bit odd.

(http://i.imgur.com/wakEZSt.jpg)

On a final note, I don't like the way you do these barrels, they look very odd. The rim is not even close to the edge of the brush, making it very weird indeed. Consider sizing that top texture up.
(http://i.imgur.com/Jox9OcJ.jpg)

The design is great and it looks nice too, there are just one or two issues here and there, but overall, good job! :D
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: Clipz on November 15, 2013, 09:01:43 AM
I personally like the lanterns and that metal texture is alright might be better if it were solid. I'm just basing this off screenshots. Because cuso comp failed I couldn't see it last night!
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: ViciouZ on November 15, 2013, 12:13:33 PM
niiiiiiiiiiiiiiiiice
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: cusoman on November 18, 2013, 09:02:36 PM
Checked my barrels, used radius 28 instead of 24. :D I'll fix it in the next beta.  Any other critiques? Anyone get around to matching on this yet?  I'd like to make beta2 more than just a texture update haha

- Cusoman
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: jitspoe on November 21, 2013, 12:51:38 AM
The thick lanterns kind of bugged me, so I tried making an alternative one.  It's attached.  It has some small brushes that get garbled, though, so now I'm looking at the compiler tools to see if I can fix that issue (it's been bothering me for a while when trying to do small details).

I'll try to post more feedback later.

One general note: For as small and simple as the map is, it's surprisingly easy to get disoriented.

For example, in ViciouZ shot, the deadend area looks like a path, and when you're coming in from the angle that screenshot was taken, it's not immediately obvious if the flag is on the left or right.

Also, the light wood bunkers in the middle look really out of place to me.  They don't really look like anything, and I'm not sure how useful they'd be in practice... they're just kind of there, and look weird.

Oh, and the double doors look really bland (do an image search for "castle doors", and I'm sure you'll get plenty of inspiration).  Also, they technically wouldn't be able to open with as thick as the wall is (top of the door would collide with the arch).

There are some areas where the transition between rock and brick is unnatural/nonexistent.

Lots of little things that I need to make a demo of or something to point out, but I really need to get to bed now.
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: RoBiNandL!nk on November 21, 2013, 10:26:23 AM
Checked my barrels, used radius 28 instead of 24. :D I'll fix it in the next beta.  Any other critiques? Anyone get around to matching on this yet?  I'd like to make beta2 more than just a texture update haha

- Cusoman

We pugged on it last night. I think it is your best map. =D
Very smooth, it flows very well except sometimes i spawned backwards and started heading the wrong way.
Also i think it is easy to get lost if you're new to the map i don't know how you could fix that.
Solid brush work and gameplay gj, best map by FAR! <3XOXOXO --- I MISS YOU. COME ON TS3
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: jitspoe on November 21, 2013, 03:43:49 PM
I think a couple subtle things could make it easier to get your bearings (ex: barrels or something else team colored in front of the entrance toward the flag).
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: Dirty_Taco on December 21, 2013, 06:05:45 PM
Don't mind me just passin on through
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: BASEBALLDUDE on December 21, 2013, 06:12:11 PM
Don't mind me just passin on through
sup DT
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: LaZeRs on December 21, 2013, 07:34:46 PM
Don't mind me just passin on through
Don't go... unless you're makin more maps
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: DooCi on December 23, 2013, 10:57:07 AM
I played this map and it was quite Good.
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: MyeRs on December 23, 2013, 12:00:06 PM
I played this map and it was quite Good.

good observation
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: BASEBALLDUDE on March 09, 2014, 11:10:11 AM
The thick lanterns kind of bugged me, so I tried making an alternative one.  It's attached.  It has some small brushes that get garbled, though, so now I'm looking at the compiler tools to see if I can fix that issue (it's been bothering me for a while when trying to do small details).
Is there any way to make arghrad ignore the small metal brushes that make up your lantern so that the light entity does not cast strange shadows all over the walls? I tried checking the "translucent" flag but it did not work.
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: Rockyar_96 on March 09, 2014, 11:19:28 AM
nevermind
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: cusoman on March 09, 2014, 11:28:55 AM
Is there any way to make arghrad ignore the small metal brushes that make up your lantern so that the light entity does not cast strange shadows all over the walls? I tried checking the "translucent" flag but it did not work.

Making a brush, or group of brushes, into a func_wall will have your desired effect.  You have to be careful not to overuse func_walls, however, as jitspoe has mentioned many times in most of my mapping threads :P  If you keep the number of entity tris reasonable in any given area, and don't use the func_walls to cover up world brushes, you should be ok :)

- Cusoman
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: Rockyar_96 on March 09, 2014, 01:32:45 PM
no sir. detail flag is much more efficient.
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: BASEBALLDUDE on March 09, 2014, 01:39:53 PM
no sir. detail flag is much more efficient.
Detail doesn't work. It applies to vis but not actual lighting.
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: Rockyar_96 on March 09, 2014, 01:45:44 PM
sorry, i was really sure it would work :/
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: jitspoe on March 09, 2014, 02:17:53 PM
Since this thread got revived, that lantern map I provided should compile a lot better with the modified qbsp3 here: http://dplogin.com/forums/index.php?topic=26664.0

Also, I would recommend using a light entity instead of having the flames emit light, as you have better control over the brightness/color (I think I used a light entity in the lantern map).  It should compile faster that way as well (provided you disable the light property on the flames).
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: JMR on March 10, 2014, 12:34:40 PM
Since this thread got revived, that lantern map I provided should compile a lot better with the modified qbsp3 here: http://dplogin.com/forums/index.php?topic=26664.0

Also, I would recommend using a light entity instead of having the flames emit light, as you have better control over the brightness/color (I think I used a light entity in the lantern map).  It should compile faster that way as well (provided you disable the light property on the flames).

Could explain how to use light entities effectively? Every time I use them, the light just looks so white and unrealistic,
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: BASEBALLDUDE on March 10, 2014, 02:08:10 PM
Could explain how to use light entities effectively? Every time I use them, the light just looks so white and unrealistic,
"light" "#" the # can be your choice. 300 is the default but you should go lower than that usually. Also, "_color" "r g b" determines color, the rgb values are relative to each other.
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: JMR on March 11, 2014, 09:10:09 AM
"light" "#" the # can be your choice. 300 is the default but you should go lower than that usually. Also, "_color" "r g b" determines color, the rgb values are relative to each other.

Cheers, I didn't know "_color" existed. :)
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: not_payl_obviously on March 11, 2014, 12:17:22 PM
Cheers, I didn't know "_color" existed. :)
It's because jitspoe is too lazy busy to put wiki up. You should personally thank him on PM/mail, maybe it will make him put it up.
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: Ace on March 13, 2014, 03:26:04 AM
Could explain how to use light entities effectively? Every time I use them, the light just looks so white and unrealistic,

A few other things worth noting...

1. You can target light ents. I guess the standard would be to use "target" "target1" on the light ent, and "targetname" "target1" on a info_null ent. Lets you play with some angles and tough to reach corners. The info_null ent should be ~128 units away.

2. Can use "_cone" on lights ents to change the radius of the light. Default is 10. I think it mentions this in bsp, but it let's you make spotlights or wider circles etc.

With a combo of these two, and color mentioned above, you should be able to do everything but the weird cases, where style comes in. I don't see it used properly in pb often, but I've seen quite a few q2 maps use the flickering and a couple others well. Works nice for a "broken" or "underground" theme.

3. Can use "style" to change flicker and few other things.
    style 1 - flicker
    style 2 - slow strong pulse
    style 3 - candle
    style 4 - fast strobe
    style 5 - gentle pulse
    style 6 - candle
    style 7 - candle
    style 8 - slow strobe
    style 9 - flourescent flicker
    style 10 - slow pulse, almost fading to black
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: JMR on March 13, 2014, 09:17:38 AM
A few other things worth noting...

1. You can target light ents. I guess the standard would be to use "target" "target1" on the light ent, and "targetname" "target1" on a info_null ent. Lets you play with some angles and tough to reach corners. The info_null ent should be ~128 units away.

2. Can use "_cone" on lights ents to change the radius of the light. Default is 10. I think it mentions this in bsp, but it let's you make spotlights or wider circles etc.

With a combo of these two, and color mentioned above, you should be able to do everything but the weird cases, where style comes in. I don't see it used properly in pb often, but I've seen quite a few q2 maps use the flickering and a couple others well. Works nice for a "broken" or "underground" theme.

3. Can use "style" to change flicker and few other things.
    style 1 - flicker
    style 2 - slow strong pulse
    style 3 - candle
    style 4 - fast strobe
    style 5 - gentle pulse
    style 6 - candle
    style 7 - candle
    style 8 - slow strobe
    style 9 - flourescent flicker
    style 10 - slow pulse, almost fading to black

Thanks a lot Ace :)
Gonna make that light that fell in framework_b1 flicker.
Title: Re: Call of Wobluda 5: Modern Propaint 3
Post by: jitspoe on March 13, 2014, 07:06:23 PM
Getting offtopic here, but I would advise against light styles as they can cause severe framerate drops on some video cards (*cough*crappyintegratedintelcards*cough*).
Title: Re: Winter's Keep Beta 1 (winterkeep_b1)
Post by: jitspoe on July 07, 2019, 01:53:32 AM
Played this during the Social Saturday event.  Solid map!  There are a couple issues that would be kind of nice to fix:

1) The flow tends to go in a circle between the two flags in each base.  It had been a while since I played, and I ended up going in circles for a bit.  From the second flag, you have to go up the ramp, then turn 180 degrees and go through the doors.  At the very least, maybe a team indicator or arrow of the opposite team's color pointing toward the doors might help.  Might also recolor the barrels right next to the doors.
2) Lighting could stand to be a little brighter.  Some banding is visible on the lightmap.  If I adjust my brightness settings, it looks pretty good and I don't have to strain as much to see.  Would be good for it to look like that with the default settings.

Screenshot showing default/adjusted values below.

Let's get this out of beta!