Author Topic: New Map : Across The Valley  (Read 19561 times)

deadfroggy

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New Map : Across The Valley
« on: July 08, 2012, 02:07:18 AM »
Across The Valley its a CTF map.
2 flags,
5 points for cap,
2 points for kill with grab,
spyder SE
200 round hoppers
200 ammos
12 and 20 oz CO2 cartridge
steel barrels
Hope you like it :P

ps: This is my second map.

Edit : Now with plant life!
« Last Edit: October 05, 2012, 08:47:01 AM by deadfroggy »

Chef-Killer

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Re: New Map : Across The Valley
« Reply #1 on: July 08, 2012, 06:51:16 AM »
Make sure to make the file name all lowercase. In the message (worldspawn) you can use lowercase and uppercase.

The map isn't lit and VIS. Run a final compile before releasing a map file.

If your map supports only one gamemode (e.g. CTF), you don't need to add the gamemode key to all other entities. Just set the gamemode in the worldspawn then and it works fine.

Add "angle" "#" to the player spawns, that the players don't look in front of a wall after spawning.

I'd add some equipment to the player spawns (ammo, co2, barrel, hopper, gun?). You can also add some equipment scattered on the map.

Nice to see that you already try to create stones and rocks. Try to avoid overlapping brushes here.

The map isn't symmetrical. Might be possible that it is what you want to have :)

I'd add some team indicators for a CTF map.

Some screenshots...


Red: There's a hole in the wall.


Red: This edge looks bad. It's only on the blue side.


I'll upload the map after you did a final compile (b2?).

deadfroggy

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Re: New Map : Across The Valley
« Reply #2 on: July 08, 2012, 07:40:34 AM »
I Redone it all ill upload in the morning btw i wasnt planing on it to be symmetrical :P something different :)

ic3y

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Re: New Map : Across The Valley
« Reply #3 on: July 08, 2012, 08:40:08 AM »
Looks like an early pgptrain version

Clipz

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Re: New Map : Across The Valley
« Reply #4 on: July 08, 2012, 10:23:45 AM »
Listen deadfroggy don't take this the wrong way but you need to practice before releasing maps. You need to make it look a hell of alot more presentable. Look at maps from DirtyTaco, Uni, Myself, S8N. It takes time to make maps you shouldnt make a map every day. I've worked on maps for weeks and some for months. Put some time and effort into it!!!

I've made poor maps before too like salem and waffle. Releasing maps feels good as a mapper so I can see why you release maps so quickly. Dont take this as a diss but step it up!

deadfroggy

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Re: New Map : Across The Valley
« Reply #5 on: July 08, 2012, 03:59:22 PM »
Looks like an early pgptrain version
It did start out as a remake of ub_cliff then turned into a remake of pgptrain. Now i dont know wtf it is.

Listen deadfroggy don't take this the wrong way but you need to practice before releasing maps. You need to make it look a hell of alot more presentable. Look at maps from DirtyTaco, Uni, Myself, S8N. It takes time to make maps you shouldnt make a map every day. I've worked on maps for weeks and some for months. Put some time and effort into it!!!

I've made poor maps before too like salem and waffle. Releasing maps feels good as a mapper so I can see why you release maps so quickly. Dont take this as a diss but step it up!
im now looking at something alot harder what do you think remake of nuketown from cod black ops/deathmatch.?thoughts

ps: I updated the map^^

deadfroggy

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Re: New Map : Across The Valley
« Reply #6 on: July 08, 2012, 04:17:59 PM »



1.Add "angle" "#" to the player spawns, that the players don't look in front of a wall after spawning.

2.Nice to see that you already try to create stones and rocks. Try to avoid overlapping brushes here.

3.I'd add some team indicators for a CTF map.


1.i will add that in b3
2.will do
3.did its in b2 :)

blaa

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Re: New Map : Across The Valley
« Reply #7 on: July 09, 2012, 12:50:00 AM »
 Looks better than your first map. And the amibtion matches your skill much better as well.

Work on the rocks/cliffs to make it look natural.

PS I love the red/blue side comparison pictures.

deadfroggy

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Re: New Map : Across The Valley
« Reply #8 on: July 09, 2012, 01:43:10 AM »
thankyou

Chef-Killer

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Re: New Map : Across The Valley
« Reply #9 on: July 11, 2012, 10:15:02 AM »
Maybe you should fix stuff before creating new problems ;)

Looks like you completely ignored my feedback (except the final compile)...

Try to map with the 16 unit grid to avoid edges and holes the following screenshots will show you.

In the last screenshot the ground should be a gras texture instead of a rock texture.

I've renamed the map to acrossthevalley_b2 and uploaded it to the [OTB] Beta server. Let me know if you need the login.

deadfroggy

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Re: New Map : Across The Valley
« Reply #10 on: July 13, 2012, 07:35:56 AM »
ps:updated map

Chef-Killer

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Re: New Map : Across The Valley
« Reply #11 on: July 15, 2012, 04:45:03 AM »
Now you didn't run a final compile :(

You need to replace the # of "angle" "#" with a value (e.g. "angle" "45" or "angle" "180"), hehe. You can also use the number field in the entity window in bsp. After you set a value your entity shows an arrow. That's the direction the player look at after spawning.

I think this map is a good learning map for you. Learn to avoid overlapping brushes and maybe use some textures like barrels, boxes, wood, etc. Then you can also learn how to align this stuff. All this mapping basics will help you for your next maps.

deadfroggy

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Re: New Map : Across The Valley
« Reply #12 on: July 15, 2012, 05:54:42 AM »
i did run a final compile? lol hehe lol i literly thought u had to do # hahah thanks for that :/ :D
thankyou

deadfroggy

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Re: New Map : Across The Valley
« Reply #13 on: July 17, 2012, 04:20:02 AM »
fixed spawns... reuploaded with ice :)

Chef-Killer

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Re: New Map : Across The Valley
« Reply #14 on: July 17, 2012, 12:08:25 PM »
Can you run a final compile, please?

The map isn't lit. Maybe there's an error, a warning or a message while compiling.

deadfroggy

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Re: New Map : Across The Valley
« Reply #15 on: July 18, 2012, 12:54:15 AM »
do u mean final compile (high quality) or low quality or both? because i do both?plus this is something i got:


WARNING: node with unbounded volume
    Bounds: -857.098 -1062.88 -8192 -> -505.135 -162.68 -2
WARNING: node with unbounded volume
    Bounds: -857.098 -1062.88 -8192 -> -505.135 -1062.68 -6
WARNING: node with unbounded volume
    Bounds: -857.098 -1062.88 -8192 -> -505.135 -1062.68 -22
WARNING: node with unbounded volume
    Bounds: -505.252 -1062.88 -8192 -> -491 -1062 -2
WARNING: node with unbounded volume
    Bounds: -505.252 -1062.88 -8192 -> -491 -1062 -6
WARNING: node with unbounded volume
    Bounds: -505.252 -1062.88 -8192 -> -491 -1062 -22
WARNING: node with unbounded volume
    Bounds: -505.252 -1062.88 -8192 -> -491 -1062 -86

Chef-Killer

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Re: New Map : Across The Valley
« Reply #16 on: July 18, 2012, 10:15:27 AM »
Maybe you added some brushes that are too big, too complex or overlap with some other bruhes? As I already wrote, you need to avoid overlapping brushes for a clean brushwork. Also the bsp subtract function doesn't work well on overlapping brushes. Creating them by yourself or using the clipping planes is a lot better.

I can have a look at the .map file if you pm it to me.

deadfroggy

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Re: New Map : Across The Valley
« Reply #17 on: July 19, 2012, 01:27:28 AM »
i use the clipping planes and then it cuts off the wrong half so i use the other button splits it into 2 then i use the bsp subtract would that do something?

Chef-Killer

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Re: New Map : Across The Valley
« Reply #18 on: July 19, 2012, 09:42:22 AM »
If you split a brush with the clipping planes, both brushes will stay

If you carve a brush with the clipping planes, one brush will stay and the other one will be deleted

If you want to flip between the brushes, use this button

You can also use the menu: clippers->flip

deadfroggy

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Re: New Map : Across The Valley
« Reply #19 on: July 20, 2012, 12:52:18 AM »
ooooo thanks :) didnt realise that clippers->flip :)