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November 18, 2018, 10:48:23 PM
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Author Topic: New map: Concrete b1 (contest entry)  (Read 656 times)
Makowiec
VM-68

Posts: 112

« on: August 23, 2018, 02:47:28 AM »

Hey, it's been a while :>

I made concrete for the anniversary mapping competition. It's a grey themed, medium or big sized map (I'm not sure which one yet). It supports single flag, two flags and deathmatch modes. Players start with lower tier weapons, but they have plenty of pickups to choose from when running around. I also included a few jump pads which I don't think is common here  Shocked .

Since I don't know too much about mapping for Paintball I would love to hear what you think about the maps layout.

Let me know what you think, I want to know everything! :>







Download:
http://www.mediafire.com/file/hmp73hdp68g3l1s/concrete-b1.zip/file
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JeongWa
68 Carbine

Posts: 470

« Reply #1 on: August 23, 2018, 08:03:03 AM »

Really good looking map, few tweaks would make it more enjoyable tho.

Good luck with the map, its awesome man ! wp wp

Ediit: The best maps i've seen in years ^^
« Last Edit: August 23, 2018, 08:35:25 AM by JeongWa » Logged
T3RR0R15T
Moderator
Autococker

Posts: 2591

« Reply #2 on: August 23, 2018, 11:58:04 AM »

Looks really good, i like that style. Can you please upload the _aceflags texture folder?

There are some little misalignments, but much less than on other beta maps. Good job Smiley The only confusing thing is the orange/red box color at the yellow team. Maybe you can change it to yellow. ...and the jump pads could push me a little bit higher Wink

I've uploaded it to our server.
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BASEBALLDUDE
Autococker

Posts: 703

« Reply #3 on: August 23, 2018, 03:37:47 PM »

Like the others have been saying, this is a very good lookin' map. I like your use of custom textures.

Consider taking out the reflective water. It causes r_speeds to spike in certain places, causing considerable lag even on my Windows 7. Type 'r_speeds 1' into the command window while playing the map so you can see the wpoly count. Wpoly can get over 6000 on your map, and ideally you want to bring it under 2000.

Another thing about the water, I shouldn't be able to walk on it as if it were solid ground. Jesus.

Just running around on the map, I think it would be fun to play. I like how there are some skill-based jumps but also easy straightforward paths for beginners. This is a balance that I am trying to strike with my own map.
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Ace
Autococker

Posts: 656

« Reply #4 on: August 24, 2018, 07:35:11 PM »

Texture pack must be by some idiot Smiley

The reflective water does raise r_speeds a bit when combined with clips and multiple trans flags, but i still dont lose fps, so im not sure it's an issue.

I like the clipping above water gaps, as a nice effect. But i would prefer it kept me level with the water, not a few units above it.

There's a few ramps up top that can be abused a bit for some pretty insane jumps. If you want to keep the looks maybe consider clipping them to get rid of some of the rng jumps.

Overall, nice map makkers.
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Makowiec
VM-68

Posts: 112

« Reply #5 on: August 25, 2018, 05:00:58 PM »

Okay, I'm going to adress the issues you guys pointed out and tell you my plan for the next update.

T3RR0R15T:
I could upload the textures if *.wal is fine. But these are for triggers and stuff, so I might as well replace them with a pball texture. I also found some misalignments, but I'm not sure if I've got all of them. For the orange boxes... I was kinda hoping i can gett away with that, because I'm too lazy to make a yellow version and orange was already there. I'll think about boosting the jump pads a little bit.
Also thanks for uploading, I would love to playtest it!
BASEBALLDUDE:
You know you can turn off water reflections in the settings, right? I don't even know if I can make water non-reflective. The map can either stay pretty or have low r_speeds. Now the reason I decided to clip the water is so people don't get stuck on it. After all you don't want your strafe ruined by running into a pond edge. Especially while holding a flag Wink. Maybe I'll go for ace's suggestion to level clip brushes with the water surface as the tiny edge it will create won't clip anyone.
Ace:
I'm not sure how can you abuse the ramps, I'm pretty sure I'm aware of eveything that you can do with them. Let me know if you want to show these jumps to me.
JeongWa:
We talked this in discord DMs, and he suggested adding an easier route from the lowest map part to the flag. I'm considering adding stairs where the func_plats currently are (the ones next to flags). Let me know what you guys think, it's kind of important. He also suggested unblocking the roof above the white flag room, which is currently clipped. I think I'm going to go for it - will be possible to get there with a teammate's boost (as Jeong suggested as well). Last but not least he mentioned some corridors to be a dead zone when getting shot at from anywhere, so I'll probably be adding some obstacles in the way for player to hide and run away.

Thanks for your feedback guys, I also really appreciate your positive comments :>
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Rick
Map Committee
Autococker

Posts: 2170

« Reply #6 on: August 27, 2018, 06:13:15 PM »

The map looks great! You've shown really well what can be achieved with minimal detail and textures. 
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jitspoe
Administrator
Autococker

Posts: 18593

« Reply #7 on: August 29, 2018, 10:31:33 AM »

Looks good!  Part of the problem with the reflective water is that a different reflection has to be rendered per plane height, so if you have 3 water brushes visible that are at different heights, it'll have to render the world 4 times (once normally and 3 reflections).  This is the case around the flag.  You have water in the spawn room, water around the flag, and water on the lower level.  You could adjust the spawn room water height to match the flag water height and add some geometry and/or use some hint brushes to block off the lower water area to help a lot.  Even without the water, though, there's a lot of map geometry visible standing on the flag area looking out.  That's an area where there will be a lot of combat, so it would be good to keep that as optimal as possible.

The middle flag might limit the paths people take and strategies people use.  Not sure if that's good or bad.  People will always have to take that route to prevent the enemy from just grabbing and capping that repeatedly.
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Makowiec
VM-68

Posts: 112

« Reply #8 on: August 31, 2018, 08:01:41 PM »

Okay, so I've made some last minute changes and I think this is the final version, as I don't really have time to work on this map in near future. It might feel a bit rushed but I hope you can still enjoy it.

Changelog:
- swapped flag elevators for stairs
- slightly buffed the jump pads
- leveled as many water planes as I could
- added hint brushes (don't have high hopes, they didn't help much)
- opened side entrances to the white flag room
- opened upper mid area, accessible through teammate boost
- fixed texture alignments
- orange boxes are now yellow
- more boxes overall

That's all I think. Again i hope you enjoy this map and I kinda still hope it can do well in the mapping contest  Cool

http://www.mediafire.com/file/3lyd3i7ccsk4hkr/concrete.zip/file
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omni
68 Carbine

Posts: 313

« Reply #9 on: September 01, 2018, 06:46:43 AM »

Love it
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JMR
Map Committee
Autococker

Posts: 564

« Reply #10 on: September 28, 2018, 11:09:39 AM »

Very professional map. Nicely done!

SHARP. Smiley
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