Author Topic: My second map - Carbine Warz  (Read 8683 times)

supertanker

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My second map - Carbine Warz
« on: May 24, 2006, 02:28:35 PM »
I've been working on a second map in the background...

Its called Carbine Warz, guess what gun is in the map? ;)

I REALLY worked on my lighting and detail here...all face lighting.

Supports DM, CTF, and 1-flag.

For awile I had a mystey leak...it turns out that ONE WALL of my map was outside the 4096 boundry, and so it didn't get included. I spent a day figuring that out :)





Any suggestions?

http://www.levelzone.net/carbinewarzbeta.zip


jitspoe

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Re: My second map - Carbine Warz
« Reply #1 on: May 24, 2006, 03:21:48 PM »
Looks interesting, but is there only one path?  You need at least 2 major routes for the map to play very well.

Also, not related to the map, but you can set your timelimit to 0 to disable the timelimit all together.

jitspoe

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Re: My second map - Carbine Warz
« Reply #2 on: May 24, 2006, 05:08:15 PM »
Ok, a few technical things:  On the blue base, the ladder clip brush is solid and not flagged as ladder.  On the red side, the top of the tall stack of crates is misaligned (the stack on the right side of your last picture).

As for the layout: there's effectively only one small entrance into the base.  It would be trivial for one person to just stay in the base and spray the entrance.  Here are a few ideas I had just from a quick look around:

- Make a path from the center ledges (the ones you have to climb up the ladder to get to) to the balconies in the bases.
- Make it so you can go behind the solid block of wood in the base entrance and get to the ladder (so you're not forced to expose yourself as much to an enemy defending the base).
- Add a path that goes back underneath the flag, so you can attack defenders from behind.

Termin8oR

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Re: My second map - Carbine Warz
« Reply #3 on: May 24, 2006, 06:06:18 PM »
Looks good, but what map editor you use? and can you give me the key&value to make coloured lights like that in base? (Example: Red glowing light for red base/blue glowing light for blue base.)

Please and Thank You
-Termin8oR

supertanker

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Re: My second map - Carbine Warz
« Reply #4 on: May 24, 2006, 10:34:34 PM »
No light eneties. I used a nodraw, detail, light, sky, mist brush hanging in the middle of the area...I will release the map open-source, but if you really want to find use the attached file to decompile the map and take a peek. As for the editor, I use GTK Radiant.

Be sure to use the right color texture for your floaty lights.

Termin8oR

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Re: My second map - Carbine Warz
« Reply #5 on: May 25, 2006, 12:13:58 PM »
Okay. I understand and I got WinBSPc, but whats the Key/Value for the Coloured Lights? Whats the contents or light number?

-Termin8oR

jitspoe

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Re: My second map - Carbine Warz
« Reply #6 on: May 25, 2006, 12:47:28 PM »
The color of the light depends on the color of the surface.

Termin8oR

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Re: My second map - Carbine Warz
« Reply #7 on: May 25, 2006, 12:59:16 PM »
surface of what? so If i make r_metal the light will glow red?

-Termin8oR

jitspoe

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Re: My second map - Carbine Warz
« Reply #8 on: May 25, 2006, 04:10:02 PM »
The surface of whatever you've set to emit light.  If you made a surface with the r_metal texture emit light, yes, it would be red.

Termin8oR

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Re: My second map - Carbine Warz
« Reply #9 on: May 25, 2006, 08:07:15 PM »
emit? and i tried taking r_metal and setting light flag 3000 but it glows like normal light.

-Termin8oR

jitspoe

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Re: My second map - Carbine Warz
« Reply #10 on: May 26, 2006, 12:59:48 PM »
Software mode doesn't support colored lights.  Once you get a real video card, you'll be able to see it.

Termin8oR

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Re: My second map - Carbine Warz
« Reply #11 on: May 26, 2006, 02:48:04 PM »
LMFAO. Okay. Thanks. But whats the key/value so I can make lights the glow like that and so my maps look better for others!

-Termin8oR

jitspoe

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Re: My second map - Carbine Warz
« Reply #12 on: May 26, 2006, 03:27:22 PM »
Using colored lights does NOT make your maps look better.  Most maps with excessive colored lighting look awful.  It's best to just use surface lights to achieve natural looking lighting.  Use the colored light textures to emit colored light.

Termin8oR

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Re: My second map - Carbine Warz
« Reply #13 on: May 26, 2006, 04:01:43 PM »
Um okay. I wanted a coloured light to glow out from under team flags. But okay. I wasnt gonna go nuts with it!
I just wanted to know how to make.

-Termin8oR

supertanker

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Re: My second map - Carbine Warz
« Reply #14 on: May 26, 2006, 10:00:10 PM »
Wow. ArghRad 3.0 makes my map look like total CRAP!!!

What version is best to use?

And btw the map is now known as Paintball Warz 1 (I took out some of the carbines...)

jitspoe

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Re: My second map - Carbine Warz
« Reply #15 on: May 26, 2006, 11:51:47 PM »
Screenshot?  You probably need to configure it properly.  It's either not loading the textures, or it's scaling them to adjust for Q2's dark textures.  There are some command line parameters you need to use to account for that.

AgentSmith

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Re: My second map - Carbine Warz
« Reply #16 on: May 27, 2006, 09:42:51 AM »
Map looks nice + I love carbine

=

I will enjoy playing it on the public'S

supertanker

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Re: My second map - Carbine Warz
« Reply #17 on: May 27, 2006, 03:42:35 PM »
The textures look fine, but there are these odd harsh black shadows everywhere, and the whole map has a reddish tinge.

But, when I use it for sun lighting in another map, it looks great...weird.

Anyways, I will make a carbine-only version and a normal version.

supertanker

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Re: My second map - Carbine Warz
« Reply #18 on: May 27, 2006, 06:59:22 PM »
Final version of Paintball Warz 1

http://paintball.levelzone.net/?q=node/13

Carbine-only version (Carbine Warz) to come later....

Pimp

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Re: My second map - Carbine Warz
« Reply #19 on: May 28, 2006, 02:39:11 AM »
overall the map looks well, nice ambiance and i think there can be a well gameplay.
like jits teached me, don't release a map bevor u corrected all failings.

- there are 2 leaders with misaligned brushes
- on the wall u need clip-brushes that u dont get stuck on the "pillars"