Digital Paint Discussion Board

Development => Mapping => Beta / In-Progress Maps => Topic started by: Ace on December 31, 2013, 09:28:18 PM

Title: Cargo
Post by: Ace on December 31, 2013, 09:28:18 PM
Description:

The map itself is based on a container ship, and revolves around the stacks of containers strewn throughout the center of it. I wanted a more washed out look for the map, so I made a few of my own textures for it. For now, the map is suited for smaller teams, 2v2 or 3v3 at most, or a speed pubscrub.

The map is open, which will give some high r_speeds, but I spent time to decrease the strain as much as I could. Props to uni for the container textures.

(http://i.imgur.com/pJKE54H.jpg)
(http://i.imgur.com/yXuKKg5.jpg)


Downloads Via Mega:

Beta 1 (https://mega.co.nz/#!TQVAzTgD!QcXsfHbF0fH63o3zycuTtA5rVKBbfvgNkXLPiruwlgU)
-Original upload

Beta 2 (https://mega.co.nz/#!aFNW2b4L!DJpgQHoNNAZ4fkuo78kVATKjmlFOfVQBOnC_M6_ODDQ)
-Fixes the spelling error in yellow base, and fixed sizing on the bunkers on top of the base to be more usable.

Beta 3 (https://mega.co.nz/#!7UV1GLIY!m4ZTORsvzn8x9HpAmPZ9vLkuQM_zZfmSJBGjdFh9zAs)
Fixes the following.
-Changing the textures to have a proper naming system
-Changing blue containers to have a proper lid.
-Fixing compiling error on the bow/stern railing.
-Add clipping on little edges etc. where people are getting stuck.
-Change edge clipping to allow players to get on the railing, except for on stern/bow
-Redo the bases to get rid of the ugly shadowing that is going on
-Slow down the top route
-Looking into alternatives to glass that would still allow for decent vision. Probably changing to that metal cable/grid texture.
-Slowed down speed jump, still doable, but not as OP
-Made lower path slightly faster with a few options to get up top easier in the mid
-Create a few new textures
-Widen the map/paths or add a new layer
-Darken Textures

Needed Textures (updated for beta 3) (https://mega.co.nz/#!6J9jVQTb!jYjm_GHoNGEmRyePHFJW_c2DOsOANpkaM4o_XWj5vdQ)
-Includes textures I made, ub's containers, and the env.


In Progress
-Add sound to the map. (The one terror mentioned)
-Add more detail to the bases, mostly fill some empty space.
-Potentially widen an area or get rid of some the far back and front of the ship.
-fix the railing gap on each base corner
-remove the excessive see through textures
-detail the lower section
-fix ladders
-add a small ledge between base and roof
Title: Re: New Map: Cargo
Post by: ViciouZ on December 31, 2013, 09:54:36 PM
Nice, but you forgot to include the skybox textures :)
Title: Re: New Map: Cargo
Post by: Ace on December 31, 2013, 10:01:42 PM
Nice, but you forgot to include the skybox textures :)

Fixed, thanks for the notice.
Title: Re: New Map: Cargo
Post by: Rick on December 31, 2013, 10:35:24 PM
Really nice map, man. I'll check it out proper tomorrow.

Edit: Just so you know, when you grab the yellow flag, it instantly caps. Check the entity values of your yellow cap spot, I believe you may have both teams enabled.
Title: Re: New Map: Cargo
Post by: MaTzeMR on January 01, 2014, 05:02:11 AM
Wow very cool idea, looks awesome from the screenshot! Awesome, good job.
Title: Re: New Map: Cargo
Post by: prozajik on January 01, 2014, 06:55:34 AM
That Call of duty reference :p. Wonder if you actually used it for inspiration, but it immediately reminded me of that mission ^^.
http://youtu.be/U2tHCVxH7nE?t=4m58s

Anyway, nice map and cool idea. I dont really have any suggestions or ideas here, maybe later i will come up with something.
Title: Re: New Map: Cargo
Post by: Ace on January 01, 2014, 12:19:37 PM
Really nice map, man. I'll check it out proper tomorrow.

Edit: Just so you know, when you grab the yellow flag, it instantly caps. Check the entity values of your yellow cap spot, I believe you may have both teams enabled.
\

Ahhh. Didn't see the problem at first, but it looks like i had "teamnumbr" "2" instead of "teamnumber" "2"

Uploaded fixed version.

That Call of duty reference :p. Wonder if you actually used it for inspiration, but it immediately reminded me of that mission ^^.
http://youtu.be/U2tHCVxH7nE?t=4m58s

Anyway, nice map and cool idea. I dont really have any suggestions or ideas here, maybe later i will come up with something.

I definitely did. The basic layout had to change a bit to make sense with dp2, but I've been wanting to make a boat map for a while now.
Title: Re: New Map: Cargo
Post by: T3RR0R15T on January 01, 2014, 03:25:01 PM
Is there a good reason why you copied the container textures from ub_leg into a new folder? I don't like it to have the same textures in different folders.
The acetxts1 textures doesn't fit together. The low res textures are all 64x64, so all of the hr4 textures should be 256x256. Your hr4 textures are 256x256, 512x512 and 1014x1024.

The map itself looks really good. Some textures on top of the containers are wrong, they should be without text. And one blue container is missing in the middle (sshot1250). Compiler bug (sshot1249)? It's on all sides.
I was a few weeks on a ship in the last years and i'm missing the sound of the sea in your map. Have a look at pball/sound/world/amb_wind.wav, that one could be nice :P
Title: Re: New Map: Cargo
Post by: Ace on January 01, 2014, 07:25:28 PM
Is there a good reason why you copied the container textures from ub_leg into a new folder? I don't like it to have the same textures in different folders.
The acetxts1 textures doesn't fit together. The low res textures are all 64x64, so all of the hr4 textures should be 256x256. Your hr4 textures are 256x256, 512x512 and 1014x1024.

The map itself looks really good. Some textures on top of the containers are wrong, they should be without text. And one blue container is missing in the middle (sshot1250). Compiler bug (sshot1249)? It's on all sides.
I was a few weeks on a ship in the last years and i'm missing the sound of the sea in your map. Have a look at pball/sound/world/amb_wind.wav, that one could be nice :P

+When I got the container textures from the map thread, rick linked it in a folder called container, so I just assumed that was the original name, as I didn't have them before now. I'll fix that for the next beta.
+The blue boxes with text on top were used because the blue texture for a blank side was low res only. I might just end up making my own, unless for some reason the blank blue was not in the pack rick gave me.
+After playing with that odd looking area a little, and moving/recarving the brushes, I know that it is not those specific brushes causing it, but something near them. Not sure what is causing it at this point.
Title: Re: New Map: Cargo
Post by: Rick on January 01, 2014, 07:37:27 PM
When I got the container textures from the map thread, rick linked it in a folder called container, so I just assumed that was the original name, as I didn't have them before now. I'll fix that for the next beta.

The blue boxes with text on top were used because the blue texture for a blank side was low res only. I might just end up making my own, unless for some reason the blank blue was not in the pack rick gave me.

I am guessing that the white showing in the screenshot is because of the compiler, as nothing is visually wrong in the .map. I'll just move them around a little and see if it fixes itself.

Sorry about the confusion, haha. The actual texture folder is 'ub_rooftop2' :P
Also, for some unknown reason, the blue blank side and the orange UNI side was in the non-hr4 part of the texture folder, I don't know if that was my doing or if that is how Uni had it, but they're definitely there :)

#2k
Title: Re: New Map: Cargo
Post by: BASEBALLDUDE on January 01, 2014, 07:38:53 PM
Gameplay kinda reminds me of New York, having jumps from high point to high point or else weaving through all the tall structures.
My only suggestion is to throw in a few other types of obstacles or structures because this map can get a little boring.
Title: Re: New Map: Cargo
Post by: Ace on January 01, 2014, 07:57:35 PM
Sorry about the confusion, haha. The actual texture folder is 'ub_rooftop2' :P
Also, for some unknown reason, the blue blank side and the orange UNI side was in the non-hr4 part of the texture folder, I don't know if that was my doing or if that is how Uni had it, but they're definitely there :)

#2k

Ahh, alrighty. Thanks for clearing it up. Oh, and Terrorist mentioned ub_leg, you mentioned ub_rooftop2, which one is more proper?

Gameplay kinda reminds me of New York, having jumps from high point to high point or else weaving through all the tall structures.
My only suggestion is to throw in a few other types of obstacles or structures because this map can get a little boring.

Just a skeleton, definitely planning on adding in some nicer things once I get around to making textures for them.
Title: Re: New Map: Cargo
Post by: Rick on January 01, 2014, 08:22:49 PM
Ahh, alrighty. Thanks for clearing it up. Oh, and Terrorist mentioned ub_leg, you mentioned ub_rooftop2, which one is more proper?
The versions I have of ub_rooftop2 are:
beta/ub_rooftop2_b1
beta/ub_rooftop2_a1
and both use the 'ub_rooftop2' texture folder. I looked in my ub_leg folder and all I have in it is a single .tga texture. Maybe shoot Terror a PM and get him to check again.
Title: Re: New Map: Cargo
Post by: T3RR0R15T on January 02, 2014, 08:54:31 AM
I've the most container textures in my ub_leg folder (all wal, low res and hr4). The ub_rooftop2 folder has only a few of them, so i would prefer the ub_leg folder. I've uploaded the complete one here: http://www.otb-server.de/ub_leg_textures.zip
Title: Re: New Map: Cargo
Post by: Ace on January 02, 2014, 05:54:22 PM
I've the most container textures in my ub_leg folder (all wal, low res and hr4). The ub_rooftop2 folder has only a few of them, so i would prefer the ub_leg folder. I've uploaded the complete one here: http://www.otb-server.de/ub_leg_textures.zip

I'll stick with ub_leg then.
Title: Re: New Map: Cargo
Post by: MaTzeMR on January 08, 2014, 06:44:06 AM
I really like the idea and the style of the map, but here is a thing I would add/improve.
Title: Re: New Map: Cargo
Post by: Aero on January 08, 2014, 11:56:20 AM
whats the gamemode?
Title: Re: New Map: Cargo
Post by: omni on January 08, 2014, 12:54:12 PM
Here are the gamemodes

0     All modes (default)
1     Deathmatch
2     Single flag
4     2 or more flag mode (flag in base)
8     Siege
16    KOTH
64    Pong!

Adding two numbers together allows for multiple gamemodes, in this case its a four
Title: Re: New Map: Cargo
Post by: Ace on January 08, 2014, 07:52:05 PM
I really like the idea and the style of the map, but here is a thing I would add/improve.

I noticed that too after a few games, but it ended up not being too bad as people pop in and out, and the higher strafing route is used pretty often. I was planning on adding something to block the lining from that spot, but I'm unsure how I want to do it.

I was considering adding a midpoint crane to contribute to the theme, which will change the top layout quite a bit. I'll think about adding a low after I finish that part up and fix any other topside issues. I don't want to add paths just for the sake of adding paths.

Compiler bug (sshot1249)? It's on all sides.

I can't figure this out for the life of me, here's a screenshot of the map file corner/angle. Nothing else is touching it, I recarved the edges multiple times, I even moved the sky around to see if that was the issue. The bottom of the ship does it as well, which is one solid piece, so I have no idea how it's even happening. I tried to recompile a few times, with no success. Help would appreciated. I'll pm the .map if someone has a legitimate fix in mind.
Title: Re: New Map: Cargo
Post by: Spook on January 09, 2014, 01:30:33 PM
A lot of times, stuff like that gets fixed by either moving the brush a few times, or deleting and remaking the same brush.
Title: Re: New Map: Cargo
Post by: Ace on January 09, 2014, 02:15:49 PM
A lot of times, stuff like that gets fixed by either moving the brush a few times, or deleting and remaking the same brush.

I remade them multiple times, and it happens on all 4 corners of the map. Not really sure what else it could be except an odd angle.

Edit: Ended up fixing the issue areas by changing the angles, it was the only I could get it back to normal.

Edit2: List of things I'm working on at the front of the thread.
Title: Re: New Map: Cargo
Post by: jitspoe on January 12, 2014, 09:55:59 PM
Judging: http://dplogin.com/forums/index.php?topic=26586.msg243262#msg243262

I like the big jump from mid-ish to flag.  Only problem is that it's the only 1, and it's so narrow that it's pretty easy to defend.  Not really a fan of the fact that much of the layout is copied from COD4 (though, admittedly, it plays better in Paintball2).  I think the non-jump paths to the flag could be streamlined a little bit.  I like the map overall.  Fun to jump around in.

As for the compiler error, it looks like some epsilon values probably need to be tweaked.  If you can reproduce the issue with just 2 brushes, that would be easiest to work with, otherwise, if you want to send me the whole .map, I can try reproducing it with that.  I saw it in a couple places on the kingdom map as well, so it's not just you.  Just a lack of testing the tweaks to the compiler.
Title: Re: New Map: Cargo
Post by: Ace on January 12, 2014, 10:11:47 PM
If you can reproduce the issue with just 2 brushes, that would be easiest to work with, otherwise, if you want to send me the whole .map, I can try reproducing it with that.

I'd be happy to send the map file over if you want to try to figure out what is causing it. My fix was offsetting each angle by a couple units until it didn't glitch anymore. I'll send it over if you'd like to mess with it.

I like the big jump from mid-ish to flag.  Only problem is that it's the only 1, and it's so narrow that it's pretty easy to defend.

I think the non-jump paths to the flag could be streamlined a little bit.

I am working on a fix for the narrowness, but it is difficult to keep the ship appearance while widening up the map. The non-jump paths were taken mostly from wetworks because of the time crunch I had to finish up the mid. I was planning to change it up more once it was played on a few times, and people noticed what was used, and what was a waste of space.

Thanks for the feedback, I'll try to tweak things out for beta 3.
Title: Re: New Map: Cargo
Post by: jitspoe on January 12, 2014, 10:31:01 PM
Sounds good.  I think you have room to make the ship plenty wide: http://www.infocomrade.com/wp-content/uploads/2011/07/cargo-ship.jpg, http://i.dailymail.co.uk/i/pix/2011/02/22/article-1359378-0D4E2A6F000005DC-24_964x521.jpg.  One minor thing, but you might want to make one end of the boat look like a bow and the other a stern, rather than being perfectly mirrored.  Some custom textures with rivets and such could make the map look a lot nicer, too (ex: http://4photos.net/photosv2/425969_ship_rivets.jpg).
Title: Re: New Map: Cargo
Post by: Ace on January 12, 2014, 11:00:59 PM
Sounds good.  I think you have room to make the ship plenty wide: http://www.infocomrade.com/wp-content/uploads/2011/07/cargo-ship.jpg, http://i.dailymail.co.uk/i/pix/2011/02/22/article-1359378-0D4E2A6F000005DC-24_964x521.jpg.  One minor thing, but you might want to make one end of the boat look like a bow and the other a stern, rather than being perfectly mirrored.  Some custom textures with rivets and such could make the map look a lot nicer, too (ex: http://4photos.net/photosv2/425969_ship_rivets.jpg).

I'll throw the stern/bow thing into the to do list. I'd love to make the boat wider, but it would have to be a major overhaul, and probably not in b3, but I think I will widen it some before it goes to the final. I actually just started to work on a rivet texture last night. Any more texture ideas from people would be great.
Title: Re: New Map: Cargo
Post by: jitspoe on January 12, 2014, 11:09:10 PM
A minor thing, but try to use "metal" in the file texture name, so it will have metal impact sounds and fit the theme.  I think the best thing to do is just look at pictures of ships and get reference/inspiration.
Title: Re: New Map: Cargo
Post by: Rick on January 16, 2014, 01:40:38 AM
My Judging:
This is MY opinion. I'm sorry if everyone does not agree with me. If you feel I have marked wrong or anything, please PM me with DETAILS.

Detail - 88/100

Brushes in the map that are primarly there to make it look nice.

  Relevance - How does the detail compare to the rest of the map? Is it relevant to the theme and style? Or is it random? (25/25)
Detail seems very relevant, though I doubt anyone that has a cargo ship would put glass to hold up metal steps :P

   Appearance - Is it visually appealing? Does it make you want to play the map? (23/25)
This is my favourite looking map at the moment.. it's very cool. I just checked what the "Wet Works" map looks like on cod and I think you've done a pretty good job, especially considering this game has a lot more constraints.

   Suitability to Gameplay - How does the detail collaborate with gameplay? (20/25)
Most the detail lets you make up your own jumps (railings, cargo, etc). Though it's somewhat hard to navigate without hitting anything.

   Quantity - Is there too little? Is there too much? Or is there enough? (20/25)
You could maybe finish off the "control" rooms in each base, as it's very plain. I don't think you could go much further without increasing the r_speeds a lot.

Jumps - 97/100

Judge based on the jumps of the map

  Quanity - Are they too rare? Are they too common? (22/25)
There is a nice quantity and well, you can kind of 'make them up as you go', it's really fun.

   Suitablity - Are the jumps randomly placed? Are they needed? Do they work well? (25/25)
I'm not too sure what to say, I love these jumps and they seem to be perfect, with a lot of room for discovery.

   Relevance - Are the jumps relevantly placed? Are they Leading to places of importance? (25/25)
The jumps are perfectly placed to grab the flag, capture, switch from low to high etc. They are all very relevant and help gameplay so much.

  Range - Are there jumps for people of all skill level? Some easy jumps and some hard? (25/25)
A good range of jumps.

Gameplay - 61/100

Judge based on how fun the map is to play

  Flow - Do you get stuck anywhere? Can you get from place to place without any fuss? (10/15)
It's very hard to navigate low without getting stuck on anything (except if you do the speed jump ofcourse :P). Some of the gaps were very narrow.

  Items (placed) - Are the items placed in convienient locations? Will they affect gameplay negatively? Are they present at all? (8/10)
None at base, seems like a fair amount mid though.

  Spawns - Will you get spawn killed? Are the spawns varied enough? Are they fair? (8/10)
A lot of variations with spawns, so spawn killing shouldn't be too much of a trouble. Though, some do appear to spawn a lot further back than others.

  Lines - Do the lines look interesting? Are they used for the sake of being used or do they serve a purpose? Is the Visibility of the map good? Can players see  other players at certain points only? And does this help or hinder gameplay?(10/15)
Line of sight is a bit eh, as you can see every path from where the enemy could come from base. Though, there is a lot of different ways you can go, so that may not be much of an issue. If I were playing, I'd line the speed jump from the get go. It's kind of hard to line on the map other than that, I think.

  Capping + Grabbing - Is it too easy/ hard to grab? Is it too easy/ hard to cap? Are the flags worth too much or too little? (25/30)
I actually like the capping and grabbing on this map. Hard, but not too hard to camp, and it'd be hard to capture with someone protecting flag. It's a huge advantage to the older players, though, as you could just speed over the newbies to cap and go grab again before they could grab.

  Layout - Are all the paths equal in terms of speed? Is the scale of the map good? (10/20)
It's a bit too clustered, I feel. Doing the speed jump will save you a lot of time over someone just going across low. It's pretty good though!

Technical Skill - 40/50

The quality of the mapping techniques used.


  R_Speeds - Are the r_speeds low enough for play? Has the mapper done a good job at keeping them low? Will it be laggy for some players? (15/25)
3.5k+  r_speeds in some areas, not bad considering the map.

  Alignments - Are the textures aligned correctly? (10/10)
Didn't see any.

  Brush + Grid work - Is there technique good? Is the grid size appropriate? Have they used clipping planes (if they are relevant)? etc. (15/15)
The brush work seems to be fine.

Innovation - 28/50

Is this map NEW and EXCITING or have we seen it before?

  Innovation/ Unique - Have we seen this all before? Or were you impressed by the fresh look of the map? (28/50)  
It's a shame you took the design from another game, though it is very unique in this game. I love it.


Overall - 314/400
Title: Re: New Map: Cargo
Post by: ViciouZ on January 16, 2014, 08:12:27 PM
Once again, thanks to Rick for the template.

Detail - 80/100

Brushes in the map that are primarly there to make it look nice.

   Relevance - How does the detail compare to the rest of the map? Is it relevant to the theme and style? Or is it random? (20/25)
Nice relevant railings and archways.

   Appearance - Is it visually appealing? Does it make you want to play the map? (25/25)
Yes, looks very nice, very cohesive.

   Suitability to Gameplay - How does the detail collaborate with gameplay? (15/25)
Seems all well scaled for doublejumps and such.

   Quantity - Is there too little? Is there too much? Or is there enough? (20/25)
About right.

Jumps - 80/100

Judge based on the jumps of the map

   Quantity - Are they too rare? Are they too common? (20/25)
Quite a lot, as jitspoe mentioned.

   Suitability - Are the jumps randomly placed? Are they needed? Do they work well? (20/25)
They seem fairly randomly placed, in the container section at least, but it works. The stair ramps are well placed.

   Relevance - Are the jumps relevantly placed? Are they Leading to places of importance? (20/25)
Not in particular, although it doesn't seem that bad as there are few pickups anyway. Most lead to high ground, so that works.

   Range - Are there jumps for people of all skill level? Some easy jumps and some hard? (20/25)
Yes, at least there are chains of jumps for higher skilled players.

Gameplay - 48/100

Judge based on how fun the map is to play

   Flow - Do you get stuck anywhere? Can you get from place to place without any fuss? (10/15)
It's alright, but there are two loads of containers that generally slow down the pace a lot for bad jumpers.

   Items (placed) - Are the items placed in convienient locations? Will they affect gameplay negatively? Are they present at all? (3/10)
Only items I found were the autococker set in the middle. That's fair enough, but where are ammo pickups for the rest of the map?

   Spawns - Will you get spawn killed? Are the spawns varied enough? Are they fair? (5/10)
Quite varied, although there is one questionable one where you spawn facing your own base.

   Lines - Do the lines look interesting? Are they used for the sake of being used or do they serve a purpose? Is the Visibility of the map good? Can players see other players at certain points only? And does this help or hinder gameplay?(5/15)
Some incredibly long lines of sight in this map, and anyone going for either base will be visible at some point - there are no map separations.

   Capping + Grabbing - Is it too easy/ hard to grab? Is it too easy/ hard to cap? Are the flags worth too much or too little? (15/30)
Grabbing and capping both mandate travelling the whole way down the one big path and all the way back. Doable, but I wouldn't anticipate it happening too much in 10+ player pub games.

   Layout - Are all the paths equal in terms of speed? Is the scale of the map good? (10/20)
It is pretty much one big path, so the speed is equal, and the map isn't too small, but would probably get cramped relatively quickly as the player count adds up.

Technical Skill - 27/50

The quality of the mapping techniques used.


   R_Speeds - Are the r_speeds low enough for play? Has the mapper done a good job at keeping them low? Will it be laggy for some players? (5/25)
With an average wpoly on spawn of 1.5k, and a view looking down the whole map of ~3k, this map is not particularly well optimised; this is understandable given the design. However, some more attempts could have been made, such as playing with the -chop values and perhaps simplifying some of the circular geometry. Gotta mark you down here, sorry.

   Alignments - Are the textures aligned correctly? (10/10)
Yes, as far as I could see, apart from the one that was quickly mentioned and fixed.

   Brush + Grid work - Is their technique good? Is the grid size appropriate? Have they used clipping planes (if they are relevant)? etc. (12/15)
Everything seems nicely aligned and squarely on the grid. As mentioned, the curved geometry has a lot of sides which is bringing the wpoly up.

Innovation - 30/50

Is this map NEW and EXCITING or have we seen it before?

   Innovation/ Unique - Have we seen this all before? Or were you impressed by the fresh look of the map? (30/50) 
Nice idea for a map, not unique in FPS but unique to paintball. Nice use of uni's textures too.


Overall - 265/400

Also, if you did manage to the wpoly down a bit, you could copy CoD a bit more and use rscripts to make a huge wavy water surface outside the boat :)
Title: Re: New Map: Cargo
Post by: Ace on January 27, 2014, 11:20:38 AM
In Progress
-Changing the textures to have a proper naming system
-Changing blue containers to have a proper lid.
-Fixing compiling error on the bow/stern railing.
-Add clipping on little edges etc. where people are getting stuck.
-Change edge clipping to allow players to get on the railing, except for on stern/bow
-Redo the bases to get rid of the ugly shadowing that is going on
-Slow down the top route
-Looking into alternatives to glass that would still allow for decent vision. Probably changing to that metal cable/grid texture.
-Create a few new textures
-Widen the map/paths
-Add sound to the map. (The one terror mentioned)

Been busy with school work, updated the list of things I'm working on :) Beta 3 by the end of the week.
Title: Re: New Map: Cargo
Post by: prozajik on January 27, 2014, 04:19:46 PM
Played it in match today, altho just few minutes, because our opponents complained they dont have textures, so we decided to switch to other map. Maybe you can take sth from it.

http://banterous.co.uk/demo/1025

PS:This texture thingy should be fixed somehow. Maybe OTB servers dont have the correct textures?
Title: Re: New Map: Cargo
Post by: Squeeze on January 27, 2014, 04:24:38 PM
I can proof that, I have allowed downloading, checked all boxes in my PCDP menu, and still not downloaded textures of this map. IDK where problem is.
I tried delete this map right now and put newmap on OTB 2 beta/cargo_b2, still not downloaded textures.
Title: Re: New Map: Cargo
Post by: Ace on January 27, 2014, 05:58:33 PM
The texture problem is because the container textures were in a different folder than the one on otb, it's already fixed for b3. Thanks for the demo proz.
Title: Re: New Map: Cargo
Post by: jitspoe on February 17, 2014, 06:59:32 PM
I'd be happy to send the map file over if you want to try to figure out what is causing it. My fix was offsetting each angle by a couple units until it didn't glitch anymore. I'll send it over if you'd like to mess with it.
Do you still have the map file from the version that had problems?  Could you email that to me? (jitspoeAyahooDcom)
Title: Re: New Map: Cargo
Post by: Ace on February 17, 2014, 07:23:55 PM
Do you still have the map file from the version that had problems?  Could you email that to me? (jitspoeAyahooDcom)

I have b1 and b2, i'll send both.
Title: Re: Cargo
Post by: Ace on May 08, 2014, 10:41:59 PM
Little update, my HD with the map files for this crashed, recovered most of the data, but the beta I've been working on for a few months got corrupted. Putting this on hold unless i find motivation to redo 3 months of updates.
Title: Re: Cargo
Post by: jitspoe on May 12, 2014, 02:32:15 PM
:(

Any of it recoverable?

/me makes a note to run backups when he gets back home.
Title: Re: Cargo
Post by: rockitude on May 12, 2014, 03:05:47 PM
I think your map doesn't include models like a plant. It should be possible to recompile it with the .bsp version or not?
Title: Re: Cargo
Post by: Ace on May 12, 2014, 11:14:47 PM
Both bsp and map versions got corrupted, otherwise I would just take it from one or the other. I found an a later version that I sent to jits to look at. So hopefully I can get it back to where it was now that school is over with.
Title: Re: Cargo
Post by: jitspoe on May 14, 2014, 10:25:07 AM
Hm, unfortunately, I think you send me one of the earlier betas since I was trying to investigate a compiler bug.  I'll try to remember to check when I get home, though.  Do you remember how you sent it?
Title: Re: Cargo
Post by: Ace on May 14, 2014, 02:30:31 PM
It's pretty early on, but it's better than the beta2 that I uploaded here. Lots of fixes that 2 didn't have. I sent it through email. I was gonna scrap through a few accounts tonight.
Title: Re: Cargo
Post by: jitspoe on May 19, 2014, 01:59:13 PM
OK, I forwarded them to the email you sent it from and the email on your forum account.
Title: Re: Cargo
Post by: Ace on August 11, 2014, 08:46:07 PM
Finally got around to fixing this up a little. Not finished, but spent some time this afternoon changing some things up and adding a lower level. Changed quite a bit from the last beta. Should play/look very different than the last version on here. Added a link here and in the first post.

Download: Beta 3 (https://mega.co.nz/#!7UV1GLIY!m4ZTORsvzn8x9HpAmPZ9vLkuQM_zZfmSJBGjdFh9zAs)
Fixes the following.
-Changing the textures to have a proper naming system
-Changing blue containers to have a proper lid.
-Fixing compiling error on the bow/stern railing.
-Add clipping on little edges etc. where people are getting stuck.
-Change edge clipping to allow players to get on the railing, except for on stern/bow
-Redo the bases to get rid of the ugly shadowing that is going on
-Slow down the top route
-Looking into alternatives to glass that would still allow for decent vision. Probably changing to that metal cable/grid texture.
-Slowed down speed jump, still doable, but not as OP
-Made lower path slightly faster with a few options to get up top easier in the mid
-Create a few new textures
-Widen the map/paths or add a new layer
Title: Re: Cargo
Post by: jitspoe on August 12, 2014, 01:08:12 PM
Sweet.  Hopefully I'll have time to check it out when I get home.  Do you need to send me a copy of the .map for safe keeping? ;)
Title: Re: Cargo
Post by: Ace on August 12, 2014, 04:19:21 PM
Hehe I have everything triple saved this time.

Also, darkened the textures slightly, will need to grab the new ones for beta 3. Added a link in the first post.

Needed Textures (updated for beta 3) (https://mega.co.nz/#!6J9jVQTb!jYjm_GHoNGEmRyePHFJW_c2DOsOANpkaM4o_XWj5vdQ)
-Includes textures I made, ub's containers, and the env.
Title: Re: Cargo
Post by: BASEBALLDUDE on August 15, 2014, 12:58:14 AM
Hehe I have everything triple saved this time.

Also, darkened the textures slightly, will need to grab the new ones for beta 3. Added a link in the first post.

Needed Textures (updated for beta 3) (https://mega.co.nz/#!6J9jVQTb!jYjm_GHoNGEmRyePHFJW_c2DOsOANpkaM4o_XWj5vdQ)
-Includes textures I made, ub's containers, and the env.

Mega is not working for me. It says "unable to load webpage."
Title: Re: Cargo
Post by: Ace on August 15, 2014, 01:20:08 AM
Mega is not working for me. It says "unable to load webpage."

works fine for me on any browser, not signed or signed in, check your computer
Title: Re: Cargo
Post by: Rockyar_96 on August 15, 2014, 11:58:33 AM
maybe it's blocked in the US?
Title: Re: Cargo
Post by: Ace on August 15, 2014, 01:42:44 PM
I'm from the US, so I derno, I'll add links to another site later today.
Title: Re: Cargo
Post by: jitspoe on November 06, 2014, 12:13:06 AM
Sorry for the delay... been crazy busy with work and such lately, but I finally uploaded this to the ev1 beta server.

Some quick feedback:

- I like the new (I think it's new?) center ladder.
- The gap between the flag and the higher platform can be pretty annoying, especially since the flag platform is sloped, so the jumping doesn't always behave the way you're used to.  Maybe a little ledge or something that prevents you from falling all the way down would be helpful.  I could see grabbing the flag, then dying because of this being really frustrating.
- The fence texture seems a little weird/out of place.  I guess it's more plausible than glass, but it just doesn't look right.  Maybe we need to make a new texture for that.
- I don't like the visuals of the lower area.  One of the things that I really liked about this map was the fact that it had more realistic-ish visuals, but managed to maintain the pb2 gameplay.  The lower area just looks out of place/unfinished.  Also, having huge walls of transparent textures overlapping is really bad for performance.
- Consider using a ladder clip brush to make just the parts of the ladder where you won't get stuck climbable (if you climb up on the edge, you'll hit your head, for instance, and you have to be very near the center to climb that center ladder).
- One piece of the small staircase ladder railings was like 1 unit off.
Title: Re: Cargo
Post by: Ace on November 06, 2014, 01:03:50 AM
Thanks for the feedback:
-Center ladder was there before :)
-The gap was there so that people could run completely around the flag area, but I may just lower the entire flag area, and change the way of getting up top
-The fence texture was really the only one I saw that was even usable. I'm not really sure what would fit better, if anyone has ideas let me know.
-The lower area is unfinished. I think it needs a lower area for gameplay reasons, but I'm struggling to tie it in well. I'll at least get rid of the transparent crap.
-The ladders have clip brushes on them now, I thought just on the front, but I'll give it a check.
-Fixed that railing that was 1 unit off.

I'll try to put out another beta sometime before December with some fixes and a lower section overhaul.
Title: Re: Cargo
Post by: jitspoe on November 10, 2014, 02:28:49 PM
Having the gap so you can run around is fine, but it would be nice if there was a small ledge or something that let you jump to the higher platform without falling completely into the gap if you do something like overshoot the railing or miss the double jump.

For the ladder clip brushes, you should make them narrower than the ladder itself, so you can't climb up the sides/edges where you'll hit your head at the top.
Title: Re: Cargo
Post by: jitspoe on July 07, 2019, 01:44:57 AM
Would be nice to see this map finished up.  No major complaints, but you might want to finish off your checklist and maybe streamline access to the flag a little bit.  Other than that, it flows pretty well and could be considered final.
Title: Re: Cargo
Post by: JeongWa on July 08, 2019, 12:58:40 PM
Some places like flagspots are not optimized. Framerates are low there & there.
Title: Re: Cargo
Post by: Ace on July 08, 2019, 07:33:21 PM
I'll take a look at what I have. My mapping has gotten a lot better since I made this and I think I could make some fun changes. I'll update in the next week or so.