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91
Beta / In-Progress Maps / Re: New Map : 1abriko
« Last post by DrNilex on March 08, 2022, 02:00:40 AM »
I updated the map to beta4.
This will be the last update for now or maybe ever due to the fact that the map file is not easy to work with since I made some critical mistakes early on when making the map.
Some of the changes in this version include:
-Upper path has been shortened by a bit.
-Spawns have been moved .
-The iron beam that players got blocked by when using the ice ramp has been modified so that it wont happen anymore.
-Texture changes.

I have not done any optimization as I do not feel confident in my ability to correctly utilize the hint texture yet.
I'm currently working on a new map that (at least in my mind) fits 6-8 players a lot better. I will post the first version in a day or 2
92
Beta / In-Progress Maps / Re: New Map : 1abriko
« Last post by Clipz on March 06, 2022, 07:53:37 AM »
Hi DrNilex. I was playing social Saturday and I wanted to say great job on the map! I love the potential and then I also heard this is your first map!

I have a few points of feedback if you don't mind.

 1) The high route seems to be slower; I do like the aspect of being able to have multiple ways to the flag so people can't camp as easily though.

 2) The concrete texture is overused and just doesn't fit well in some areas. In some places it's the only texture visible. I think for example the path from in base to the low is 100% concrete. I think the texture looks nice but if you added a different ceiling color and a different floor, I think it will add a lot to the map then the same texture, it gets bland when its overused. Also the concrete texture in the mid, it looks very unnatural with how its shaped. I think a rock texture might be better for where you are trying to add details and different angels on the walls, concrete is usually a flat surface, it just looks awkward. If you need me to elaborate more on what I mean I can send you a screenshot.

 3) I don't think the 2nd flag is necessary and its awkwardly located. If you do want to keep it possibly make it so the high path can somehow be the quicker path to the 2nd flag. This would solve number one of the path being underused.

Overall great map and excellent work! I hope you continue to make maps because I enjoyed playing this one.


 
93
Beta / In-Progress Maps / Re: New Map : 1abriko
« Last post by DrNilex on March 05, 2022, 10:51:22 PM »
Since I haven't played the game in a few months it was a bit hard to estimate how big I should have made the map so I ended up going a bit overkill.

The Ice ramp problem is something I have already addressed and will be fixed in the next version. In general I tried to smooth out the movement on the map overall.
Il post the newer version with a lot of the fixes in a cupel of days but it pretty much wont change the overarching problem that the map has so It will be the last update and I will be working on a new map with all the stuff that I have noticed in mind.
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Beta / In-Progress Maps / Re: New Map : 1abriko
« Last post by jitspoe on March 05, 2022, 08:27:34 PM »
General sentiment I was getting from others while were were playing was that there are too many paths and the high path isn't really worth taking since it's slower.  Probably fine for really crowded servers, but there aren't as many players these days, so it might be better to streamline things a bit (or just tweak some minor things and start a new layout, like it sounds like you're doing).

Oh, other comment was that there's too much of the same texture.  Maybe use the concrete for the ground and the grey rock texture for the walls?

Also, the ice ramp launches you straight into a beam that kills your momentum.

The little board ramp up to the flag is kind of awkward -- I'd just make that whole opening have a ramp or some stairs.

Finally, improving the r_speeds would be good.  Learning how to use hint brushes is pretty valuable, too, so you might want to take a look at the sites linked here: https://forums.digitalpaint.org/index.php?topic=25467.msg228779#msg228779
95
Resolved Help & Support / Re: getting kicked from servers
« Last post by jitspoe on March 05, 2022, 08:15:41 PM »
This should be addressed now if you use the latest build.  Let me know if you're still having problems.
96
Help and Support / Re: HELP!
« Last post by jitspoe on March 05, 2022, 08:14:34 PM »
I hope you're Abel to get up without it.
97
Beta / In-Progress Maps / Re: New Map : 1abriko
« Last post by DrNilex on March 05, 2022, 01:37:07 PM »
After playing the map there are quit a few adjustments that I will do the map and I will also look here for any other suggestions.
I will probably update the map one last time and then start working on a new map since I made a lot of mistakes with this one.
98
Beta / In-Progress Maps / Re: New Map : 1abriko
« Last post by DrNilex on March 05, 2022, 09:44:03 AM »
I've updated the map with a few of the suggestions and made some slight visual changes.
To clarify the concept behind the second flag. I intended for it to be a difficult and risky objective in order to score more points if a teammate had already taken the main flag.

When I started making the map I didn't really have much in mind and since I started with the base first it ended up a bit messy.
The second map that I'll make should end up a lot cleaner since this was more of a learning experience since I'm not really used to mapping for Q2.
99
Beta / In-Progress Maps / Re: New Map : 1abriko
« Last post by 3lf on March 05, 2022, 05:26:45 AM »
Amazing looking map!

I was going to point out all the things jitspoe said but I see he beat me to it...

I really like how the map looks and the geometry in it. The tunnels look natural and have a nice smooth surface. The map is coherent other than the base. The base has a lot going on and it is a bit hard to navigate in, in my opinion at least.

I don't know what to think of the 2nd flag... The path to it is really narrow and/or requires a trick jump BUT you can also grab it from the lower level if you just jump against the wall. I think 2nd flag's purpose here is to make the offense spend more time at the base like in wobluda and so many other 2 flag bases, so I don't completely agree on that with jitspoe. The flag serves a purpose.
100
Beta / In-Progress Maps / Re: New Map : 1abriko
« Last post by jitspoe on March 05, 2022, 05:04:54 AM »
Looking good!  I'll have more feedback after playing it with people, but here are my first impressions for things that could be tweaked:

1) Second flag seems kind of unnecessary and probably difficult to grab if somebody is defending.
2) Narrow tunnel to 2nd flag could use some clip brushes -- get hung up on geometry.
3) Under side of ramp near base entrance could use some clip brushes - possible to get caught on that.
4) Could use some hint brushes to help vis block off areas that shouldn't be visible to each other (see attachment: in the middle it's rendering the low path and a distant path that aren't visible from where I'm standing.  gl_showtris 1 to see this and r_speeds 1 to see poly count).
5) The slopes on the high bridge look like they're about 45 degrees and walkable, but they're not, so you end up slipping and falling off.
6) (minor) barrels aren't quite round -- some of the faces are further out.  Not a big deal.  Just noticed they looked a little off.

Great first Paintball2 map, though!  We'll totally check it out this Social Saturday event.
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