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Author Topic: New Map: London by kaese  (Read 23972 times)
T3RR0R15T
Map Committee
Autococker

Posts: 2591

« Reply #20 on: April 18, 2011, 02:32:19 AM »

To find it is easy and fast. The most time is needed to make screenshots, mark the wrong things and write a post with comments.
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kaese
Stingray

Posts: 51

« Reply #21 on: April 19, 2011, 09:02:39 AM »

Chef Killer kannst du heute abend um 20:00 Uhr aufm TS sein ?
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ic3y
Committee Member
Autococker

Posts: 1388

« Reply #22 on: April 19, 2011, 03:10:13 PM »

Update BETA 8 !

r_speeds fix
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kaese
Stingray

Posts: 51

« Reply #23 on: April 19, 2011, 03:13:03 PM »

yo Chef-Killer,

this aux-textures i should change i do even failed. =P

I try to finish this in next beta. =P
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HaRmonY
VM-68

Posts: 211

« Reply #24 on: April 22, 2011, 08:04:54 AM »

can anyone give me the link for that model?
thanks


* sshot0145.jpg (260.76 KB, 1920x1080 - viewed 379 times.)
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ic3y
Committee Member
Autococker

Posts: 1388

« Reply #25 on: April 22, 2011, 08:10:34 AM »

ftp://otb-server.de/pub/sk89q_trees.zip

« Reason for editing: fixed link »
« Last Edit: April 22, 2011, 12:20:53 PM by webhead » Logged
Chef-Killer
Moderator
Autococker

Posts: 1312

« Reply #26 on: April 22, 2011, 08:13:12 AM »

Also ich war eigentlich immer da, aber irgendwie hast du deine eigenen Zeiten verpasst. Naja, bekommen wir schon noch hin Tongue

This beta is a lot better now. Nice improvements, btw. there're now 5 and 3 point flags Wink

The r_speeds are a lot better with the VIS blocker in the mid of the map now, but there're still these big useless corners I'd avoid.

I've noticed that there're still lot's of misaligned window bars. Looking at each window again might be the easiest way to fix all of them.


Inside (left) there's a door and no windows, outside (right) there're windows, but no door. How could this be possible?
The door is still just inside.


Red: Misaligned. Move this faces a little bit.
Green: Add two more clip brushes there.


Red: Jitspoe already mentioned this, I'll try to give you the solution to fix it. I guess you used the "aux" flag. Don't do this. For the right face use the "skip" flag, for the left face use the "mist" flag". I'm not sure at the moment, but this should fix the double wall and the entity visibility. Tell me if this doesn't work, then I'll have a look at this again and try to reproduce it.
EDIT: I see now that there is one more secret way at the autococker. It's nearly the same change to fix this wall, too.
Come ts and I'll explain this to you. When do you have time?


Green: I'd add one more clip brush from below here.
LOL, you forgot to delete the clip brush, you can still touch it Tongue


Red: Misaligned. Rotate this faces.
Argh, you fixed everything I've colored, but the wood face above the door still needs to be rotated.


Red: Misaligned. Rotate the face.
Green: Add a clip brush here.
Blue: All doors that are ajar have just a wood texture from behind. Use the door texture there, too. I'll post more screenshots of the other doors.


Red: Misaligned. Rotate the face.
Green: Add two clip brushes here.
Blue: An other door with a wood texture from behind, use the door texture there, too.
You've only done the clip brush here.


Red: Misaligned. Rotate the face.
Green: Add one more clip brush here.
Blue: One more door with a wood texture from behind, use the door texture there, too.
You've only done the clip brush here, too.


Red: It's not a big deal. However, I'd do it consistently. Extend the lower brush and shorten the left brush.
I'm not sure what you've done here, but somehow it looked better before.


Green: Misaligned. Move the texture like you did at the barrel on the other side.
One base is still misaligned.

Great work so far Cheesy

Online @ [OTB] Beta!
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HaRmonY
VM-68

Posts: 211

« Reply #27 on: April 22, 2011, 12:28:25 PM »

@ic3y: thanks a lot Cheesy
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Burnhouse
Stingray

Posts: 57

« Reply #28 on: April 23, 2011, 03:00:48 AM »

Very nice Map! This map can be at matchs i think. All the misaligned thinks are also over Smiley
Sorry for my english:)
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Chef-Killer
Moderator
Autococker

Posts: 1312

« Reply #29 on: April 23, 2011, 04:32:28 AM »

All the misaligned thinks are also over Smiley
A few ones still left, but I guess he'll fix it with b9.
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kaese
Stingray

Posts: 51

« Reply #30 on: April 25, 2011, 08:50:35 AM »

Jo Chef-Killer,
Texturen gefixed..
sag mir ma jetzt ne Zeit wann ich auf Ts kommen soll, also wenn du da bist.
Damit wir das mit den Aux texturen machn können, denn das geht nicht so wie du das beschrieben hast =P.

Bitte Dankeschön
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kaese
Stingray

Posts: 51

« Reply #31 on: April 28, 2011, 05:15:23 PM »

Here's a current BETA09, if you have some more ideas for this map, will affect the gameplay.. post it.
____________________________________________

If anyone has an idea for the Aux-walls post it, too.
..
Chief Killer, I just tried both and even more, but it never works better then this way, i've done in BETA09
____________________________________________

So have fun..
if noone got more ideas for my map, i'll finnish it the Next time =P -- in so far as we resolve the problem with the Aux/ Mist/ Skip/ (what ever) -Walll's


BETA09

https://rapidshare.com/files/459680473/london_b9.bsp


« Reason for editing: combined multiple successive posts »
« Last Edit: April 28, 2011, 05:50:24 PM by webhead » Logged
kaese
Stingray

Posts: 51

« Reply #32 on: April 29, 2011, 08:46:06 AM »

I think the Aux-Wall does not work, cause of the fog =D, maybe Jitspoe can help me ?! =)
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ic3y
Committee Member
Autococker

Posts: 1388

« Reply #33 on: April 29, 2011, 09:06:42 AM »

First Post Update !
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kaese
Stingray

Posts: 51

« Reply #34 on: April 29, 2011, 02:58:14 PM »

Please take a look at this version (in terms of theAu-Walls)
_______________________________________________

I omitted the Aux-Walls completely.  If u like it, i'd sayitz
beta10..

_______________________________________________

And if there are no other ideas, it will be final.


* wegwonjno.jpg (119.8 KB, 1280x720 - viewed 289 times.)

* pewjfgopajpdngpng.jpg (78.35 KB, 1280x720 - viewed 346 times.)

* ewopgkwdkg.jpg (91.2 KB, 1280x720 - viewed 354 times.)

* loijkuti.jpg (85.52 KB, 1280x720 - viewed 360 times.)
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MyeRs
Autococker

Posts: 1604

« Reply #35 on: April 29, 2011, 07:51:10 PM »

I really like this map, and I agree taking out the 'Aux-Walls' improves it.

I like the fact that the jumps aren't completely obvious, but there are plenty.

There are some rather 'pointless' areas that should be removed, or made smaller (easier for recon purposes, making it more likely to get used in the match scene). I think you should have an easier way to grab 2nd without having to take so long, giving 'newbies' a chance. Infact, I think flag 2 needs to be in a new spot to really help remove camping OR have a path that comes behind 1 (2 = flag on ledge, 1 = flag beside stairs).

I never tried out this map till today and it's got plenty of potential to become a really good map, but it does need a little more gameplay testing-adjusting if you want it to get used regularly. I don't see this getting played on pubs at all either.

But whether you choose to spend more time and continue working on it, or release it as you see fit now, is your choice but it's still a very nice and unique map with the potential to be used often.
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pvtjimmy
Committee Member
Autococker

Posts: 2098

« Reply #36 on: April 30, 2011, 08:21:50 AM »

But whether you choose to spend more time and continue working on it, or release it as you see fit now, is your choice but it's still a very nice and unique map with the potential to be used often.

This Smiley
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kaese
Stingray

Posts: 51

« Reply #37 on: May 01, 2011, 03:01:47 PM »

He..
thank for your post ... and i'll never stop to work on it ^^
_____________________________________________

I had no idea where to place the secound flag. But i did my best to open gameplay in regard to the secound flag.

Please take a look at this beta, i hope you like it.

_____________________________________________

london_b10
_____________________________________________

https://rapidshare.com/files/460129030/london_b10.bsp

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kaese
Stingray

Posts: 51

« Reply #38 on: May 01, 2011, 03:13:10 PM »

Here are some sreens..


* 987wertgfds.jpg (85.58 KB, 1280x720 - viewed 258 times.)

* 87654jghfuenn.jpg (120.47 KB, 1280x720 - viewed 303 times.)

* 12345566hfhmkcbvc.jpg (126.38 KB, 1280x720 - viewed 351 times.)
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MyeRs
Autococker

Posts: 1604

« Reply #39 on: May 01, 2011, 04:44:15 PM »

I like the addition, it feels abit long, but it gives you at the very least a 'newbie' path to 2, which is needed in every map. This map most definitely wont work in pubs -- which I'm sure you assumed with all the paths/rooms.

I still feel it can be over camped, even though they are many openings to both flags. But I also think adding another path to flag could make it a bit to much... I'll need to play-test it eventually to let you know more about that.

The new path added --- The door that takes you to 2nd, I think you should have it more 'open' so its not so easy to line somebody if they are in there. (Since you don't want to have to run all the way back down that hall to go main, so having a bigger door / or a hole in the wall gives (maybe a table/ramp) so you can use to jump a line when in that hallway.

Thinking about it some more -- The flag placement doesn't really need that much changing, it's a good placement since the 'camper' would have to be pretty much in the open if he's on 2, having a view of 1 and 2 -- which means he's an easy kill to get a point off. Then, you'd actually have to use teamwork to grab, unless he's got bad aim.

Screenshot -- That path is oversized and serve's no real purpose. It just will make recon harder. I suggest finding a way to make it smaller, and maybe make it look different then all the other rooms (every inside looking the same makes it hard to distinguish recon).

I'll try to get you more feedback later! Keep up the good work! It's a really nice map.


* sshot0057.jpg (42.52 KB, 800x600 - viewed 252 times.)
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