Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Cameron on March 20, 2008, 03:38:10 AM
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Screenies:
Blue Base (Both of em look like this):
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/scrnshot/sshot000.jpg)
Going out the base:
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/scrnshot/sshot002.jpg)
Backdoor route (going to mid):
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/scrnshot/sshot003.jpg)
Going out of the main base:
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/scrnshot/sshot004.jpg)
Going into mid:
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/scrnshot/sshot005.jpg)
Mid:
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/scrnshot/sshot006.jpg)
Backdoor route (going to base):
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/scrnshot/sshot007.jpg)
Backdoor route 2 (going to base):
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/scrnshot/sshot008.jpg)
Shortcut to Flag:
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/sshot012.jpg)
Both Paths in Shortcut to Flag:
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/sshot013.jpg)
Backdoor path to mid:
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/sshot039.jpg)
Overhead View:
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/scrnshot/sshot009.jpg)
Screenies have been updated to Beta 10 now.
All of the beta's are listed here to make them easy to find:
BETA 1 ------> HERE (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b1.bsp) <------ (Only 1 spawn point, no flags, no mid)
BETA 2 ------> HERE (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b2.bsp) <------ (Spawn points fixed, walls fixed, still no flags, still no mid)
BETA 3 ------> HERE (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b3.bsp) <------ (Fixed roof right, added flags)
BETA 4 ------> File Missing <------ (Mid complete, not vised yet, map has been changed around, hopefully will be named)
BETA 5 ------> HERE (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b5.bsp) <------ (Finally vised, stands holding walkways up changed)
BETA 6 ------> HERE (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b6.bsp) <------ (Mid roof made higher, ladders not touching ground, another back door path added)
BETA 7 ------> HERE (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b7.bsp) <------ (Fixed 'Forest' in name to 'Valley'. Whole sky made higher. Added in extra jumps)
BETA 8 ------> HERE (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b8.bsp) <------ (Added extra paths to flag)
BETA 9 ------> HERE (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b9.bsp) <------ (Ledges changed, bd edges changed, textures changed)
BETA 10 ------> HERE (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b10.bsp) <------ (Mid now has metal trimmings on most things, 'ugly ramps' finally replaced, redone the huts/houses and placed autocockers inside)
BETA 11 ------> Coming Soon <------ (Sky change, fog)
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I dont like the ceiling from first glance, maybe sky?
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o crap, this is the wrong version, in the other version (updated) its on the other computer. I'll update the screenies later. Yes, that one has sky.
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Light your map!
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Well, from the screen shots, I cannot really tell how good the map will be.
My suggestion: IF it has a sky, maybe replace the bricking with a rock/terrain wall and grass so that it looks better and more realistic.
Also, as you work on this, release the beta, just so people can give you a real opinion of the map.
-Cusoman
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Light your map!
Its an unlit version. Don't want to go into anything that big yet.
My suggestion: IF it has a sky, maybe replace the bricking with a rock/terrain wall and grass so that it looks better and more realistic.
Yeh, ok, only just woke up and was completely bored so decided to come onto the forums. I'll add a rock texture and make sure that the roof is a sky.
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I got the bsp file up, its unlit. Read the first post.
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Turn down ur gamma????Or is that really how the map is....(Screenshots)
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o yeah, its the gamma, loial told me 2 change that to improve lag or something.
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o yeah, its the gamma, loial told me 2 change that to improve lag or something.
lol, gamma that high is pretty much useless unless you want to see in dark areas... hmm... >.>
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nah, loial told me to turn it up cos of the brightness of the screen in my room. Its a really crappy monitor and i can't see anything in maps that are mostly dark.
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There's an option to disable gamma/lightness for screenshots solely, I believe. Well I know there is one, just not its scope.
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Its an unlit version. Don't want to go into anything that big yet.
Guide for Releasing New Maps (http://digitalpaint.planetquake.gamespy.com/testwiki1/pb2wiki.php?word=New+Map+Release+Procedure)
1) ;)
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a) Holy gamma!
b) could you please post a topdown-screenshot of the map's layout? It's hard to judge on the map without seeing the routes, and I don't want to install bsp editor just for that ;)
c) looks empty, but as this is still WiP, I'm sure you'll change that
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a) Holy gamma!
b) could you please post a topdown-screenshot of the map's layout? It's hard to judge on the map without seeing the routes, and I don't want to install bsp editor just for that ;)
c) looks empty, but as this is still WiP, I'm sure you'll change that
Yeh, mum is kinda being strict over easter so ima try get some sshots with lower gamma and get an overhead shot. Plus yes, its empty but will be filled up, they are not nessescerily the walls, i might change them along with the floor.
EDIT: Actually I doubt i'll be able to get onto teh computer cos I can't even boot Task Manager, Windows Explorer, basically anything. Dunno wtf is wrong, but it works on every other account. I think ima create myself a new one.
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Updated Screenies :)
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rofl looks like a penis head sorta... :/ k mushroom
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rofl looks like a penis head sorta... :/ k mushroom
It'll change, I'm changing the walls, adding more stuff (dont know yet) and gonna finish the mid.
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rofl looks like a penis head sorta... :/ k mushroom
I was thinking mushroom but w.e
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It was originally going to look like a boat but i screwed it up... Had other ideas though.
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Just did this, also i really like Cusoman's idea. The walls make it look alot better. 2 screenies.
The Red base with the Rock / Terrain:
(http://wateva.uberskilled.com/files/paintball2/fvalley/images/sshot014.jpg)
Just made this off the corner:
(http://wateva.uberskilled.com/files/paintball2/fvalley/images/sshot015.jpg)
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The rocks look much better :D!!
A thing I noticed is that the wallz are still straight, like artificial rock. Try to jaged them up a bit, look a bit more random. Use triangles if you know what I mean. It does look much better.
A second thought: the one route in the map takes 1/3 the time in the map as going the long way around. The few obstacles and objects you have are around the outside, and you do not even go through there because of that glass hallway thing. Maybe wall that off, and make it so you can see the field from there, and maybe you could make it a jail.
Just some thoughts.
-Cusoman
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It was originally going to look like a boat but i screwed it up... Had other ideas though.
The boat shape is still there, except its capsizing...
looks neat.
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Been out somewhere and havn't got around to doing much. The walls i'll change probably 2moz or da day after and then i'll upload it. Still can't think of a name. I need ideas cos my brain aint working right now.
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Last little screenie:
(http://wateva.uberskilled.com/files/paintball2/fvalley/images/sshot016.jpg)
Thats the walls. I'm going to finish the walls 2nite and post a b2. Then no more betas till i get the mid finished (half-way done) and get a name for it.
EDIT: Hehe, 300 posts.
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The walls look much better
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O excrement, I just did a Full Quality one and realized i forgot to make it "Light" as well. Everything was black. I'm exporting it again and i'll put it up on the first post. Also I still need a name. Can't think of one.
Also with the walls I just did the main bases because the other pathways could be different when I put the mid in (different map file).
There are still no flags until I get the mid don't (beta 3).
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make the sky a little higher, i think you can sorta ht you head on it when you are on those wood platforms
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make the sky a little higher, i think you can sorta ht you head on it when you are on those wood platforms
Fixed. See first post for beta 3. Nearly finished mid. :)
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Lol, just recieved an email from the friend that hosts my webspace. Moved all of the stuff to another server and will take about 2 days (all in MySQL databases). Hopefully the images will be back soon.... I'll update them in the time being.
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Before i go into anything else I was thinking of making the whole map as it is in Beta 2 or 3, 1 whole team, then copy and paste it and rotate it onto the other side and make that the other team. Also then I would make that wall at the flag's go away and make that 1 flag there, also then I think it won't get clogged in the middle. Here is the idea:
(http://wateva.uberskilled.com/files/paintball2/fvalley/images/untitled.jpg)
instead of this:
(http://wateva.uberskilled.com/files/paintball2/fvalley/images/untitled2.jpg)
Now i'm not the best at paint. And OMFG the power keeps going out. :)
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This map looks great, I'm looking forward to see it released =D.
Btw, the top idea looks better in my opinion =).
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The bottom idea looks like a small package >.<
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I did a quick change around last night and the 1st one looks alot better and you don't get clogged in the middle. So i might end up doing that. And OMG i cant think of a friggen name with all of this Homework stuck in my head that I have to do 2day.
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Call it Homework :P
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I would name it "Mushroom Top" because the first screenshot looks like the Top of a Mushroom.
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The first one does? Lol. I'm now probably gonna go ahead with the top idea.
Call it Homework :P
Lol. And termi's name does suit the overhead view of the map.
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Ok, here is Type 1 of beta 4. I'll edit my post and throw in Type 2 when it finishes compiling. (Been going for 30 mins already.)
qvis3.exe Cameron 99 161,176 and then when it make 200,000 it wrote it and restarted again. Cool
Lol, if u dont know what that means look at it in the task manager. IT WRITES TO MEMORY. ITS KILLING ME!!!!! I just killed Dreamweaver, going to kill firefox to give it room.
Removed Files
Now im pissed. The full quality compile took 3 hours and didn't work. Think bfore my dad shut the computer down it didn't get to the vising stage and intercoursed up. So Type 1 is full quality, Type 2 is just quick qvis or something.
I just noticed on Type 2 there is a red texture on the blue side (left one). It's just to see what people think of both ideas. Then i'll continue with either Type 1 or 2.
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Oh nice!
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Ok, here is Type 1 of beta 4. I'll edit my post and throw in Type 2 when it finishes compiling. (Been going for 30 mins already.)
qvis3.exe Cameron 99 161,176 and then when it make 200,000 it wrote it and restarted again. Cool
Lol, if u dont know what that means look at it in the teask manager. IT WRITES TO MEMORY. ITS KILLING ME!!!!! I just killed Dreamweaver, going to kill firefox to give it room.
Anywayz, here number 1:
Type 1 (Half): Click Here (http://wateva.uberskilled.com/files/paintball2/unnammed_b4.bsp)
Type 2 (Whole): Coming Soon
Forbidden
You don't have permission to access /files/paintball2/unnammed_b4.bsp on this server.
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Forbidden
You don't have permission to access /files/paintball2/unnammed_b4.bsp on this server.
Thought so. I forgot to CHMOD it to 644 or 755. The server automatically makes it 700 so the public has no access to it. I'll try to change it this mornin bfore school.
Last night was a nightmare. It was so much fun. 4 hours of compiling and i didn't even know if it finished. Hopefully it did and there are no lighting problems like the 1st one (the backdoor path sky failed, didn't have some 501 or something)
EDIT: Should work now.
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So....
* Type 1
or
* Type 2
Alot of people so far i've shown it 2 like Type 2 (The one that has doubled in size with a proper mid). So i think i'm gonna go with it. Just gonna fix a couple of textures after school and put b4 up (not completely vised though).
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do it mate.
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Alright, went ahead with Type 2 and last time I compiled it full i had the light setting on 501 which apparently was for barrels :P. I set it to 10000 and hopefully that's good (jits told me to make it that a while back). Took 5 hours and sucked excrement when I woke up to a map that didn't work. Re-installed XP yesterday cos the computer was full of unneeded excrement and compiling now.
Is it supposed to compile to Memory and then write to the file becuase qvis3 takes up an awful lot of memory and it pisses the excrement out of me.
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Hmm, thats odd. I made it 10000 and it still wasn't lit. There was one small section that I found lit but didn't exactly know wtf lit it. I've got it set to sky and light but iono what I'm doing wrong. Have a look: ----> Removed <----
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are you detailing alot of excrement?
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His on vacation for 2 or 3 more days. :)
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Back :). And no, im not using alot of detail. But I think i fixed the problem, gonna find some more time to compile it.
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Compiling..... I don't think its gonna ever end.... O well. I've quickly compiled it and you can find Beta 4 not vised here (http://wateva.uberskilled.com/files/paintball2/unnamed_b4) or see the first post. God darn it this needs a name. Erm... Thinking.... 'Something' Mountains, erm...
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And no, im not using alot of detail.
are you applying the detail flag to all the barrels, crates, etc.
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no barrels, and im not applying it to the crates, i dont think i have used detail at all except in a few places that are small
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no what i am saying is applying the detail flag (in the surface box) to the crates so that the numportals are lower so that it takes less time to compile?
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Detail only helps with the vis stage. It won't make lighting faster.
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Gave the .map to Rick the other day and he wants to remove the things holding the platforms up and the Mid Circle things. He says they have to many edges and to detail em or something or make them have less edges.
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Dont remove them, just make them have less edges. They have like 24 edges atm.
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I know... I'm going to make it 8-12 edges and see what happens. Also I might go ahead calling it "The Forbidden Ridge"
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Yay. I finally got it 2 work. Ty Rick :P Alright, beta 5 is here (http://wateva.uberskilled.com/files/paintball2/fvalley_b5.bsp) or see the first post. Its lit and I've already noticed a texture mis-align on 2 of the ladders in the mid section. Other than that the name is needed. I still personally like "The Forbidden Ridge" or "The Forgotten Lands" so I might add a poll for a vote :P Otherwise if you don't like em suggest :)
Ive also just updated the screenies on the first page if you don't want to download.
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heh. "The forbidden Valley".
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The boxes are still there? Wtf? Thought i deleted those.... Rofl at the sky. Never saw that. Must be just u but i'll have a look.
* Forbidden Valley
* Forgotten Lands
* Forbidden Rigde
Cameron is now deciding unless something else is thrown at him.
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*thingsfloatingintheair.bsp*
Anywayz, you wanna come play the map with me Cameron?
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lolz, what is floating in the air?
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It has a name now :). "The Forbidden Valley" Rick, I and Loial decided on the 3 and it was better than the rest :P
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if it has a name now.. then you might wanna rename the downloads :) it is still unnamed_b5.bsp
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Yeh, i know. Couldn't be bothered getting into the FTP last night. To lazy.
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Fixed names of files and Beta 6 is coming soon.
Changes in beta 6:
* Sky in the Mid area has been made a bit higher to let people double jump from the high places.
* Ladders are no longer touching the ground (requested by Loial21)
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Is there anything i need to do? Cos i got a bit of free time in the next week and i wanna keep this going.
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Release beta6 :P
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O yeah, thats right. I'll try compile it when I'm at tennis 2nite.
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Alright, here's Beta 6. ----> HERE (http://wateva.uberskilled.com/files/paintball2/fvalley/mapfiles/finalreleases/fvalley_b6.bsp) <---- Also in first post. When i put the message in i was thinking about forest :P. So i've fixed it for Beta 7. Still got some stuff to do for it.
EDIT: 500th post :)
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Nice:D
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Uploaded it to the beta server and attached a demo.
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Most of those things have been fixed in b7 but now since the roof is higher i need to play around with clip brushes and make it so people cant sit up the top of the walls. It's like a wall hack right now.
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With the planks of wood what do you think I should change em to? I've changed around some of the ones but not exactly sure what to change the others to.
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Well I compiled a Beta 7 full and here it is: ---->Here (http://wateva.uberskilled.com/files/paintball2/fvalley/mapfiles/finalreleases/fvalley_b7.bsp)<----
Noticed something already. There are 2 boxes on the red side that were used for getting on the annoying path the got in the way.
I changed around a couple of the wooden things but still don't know what to change them 2. Any Ideas?
These things --->
(http://wateva.uberskilled.com/files/paintball2/fvalley/images/sshot039.jpg)
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Forbidden
You don't have permission to access /files/paintball2/fvalley_b7.bsp on this server.
That is what i get when i go to the download site.
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Rofl. I gotta fix that. Its been set to 700 so when it uploads it CHMOD's to 700. I changed that so it's fixed now.
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Thanks , works now.
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Played this last night on the beta server. Good job. I like the middle of the map, too bad there's no reason to spend any time in that area.
I'd suggest making another path to cap. Maybe get rid of the jail and make a path come in from that area. The jail serves no apparent purpose since you can't shoot out from it and it's too small for decent jail battles. The reason I'm suggesting another path is because it's a fairly long, somewhat straight path to the cap/grab. Even with the double jump path it's still fairly easy to defend/camp/whatever you want to call it.
The side paths have very abrupt edges. You did a good job with the texture, but I don't see any reason the edges wouldn't be rounded off.
Anyway, nice map and good job.
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I think it lok pretty fun =] I hope u finish it soon so I CAN PLAY IT
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Krewzer: Well, with the Jail there used to be a path through there, can't remember which beta's and it enabled people to cap a whole lot faster. I am going to be removing the jail because I'm getting annoyed with it and i might put that path there but wind it up some stairs or something and bring it up out the top, not in the middle or something. With the edges on the side paths Rick did point that out and I'm thinking of adding some other brushes in there to make it look like the main paths out of mid.
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Eh, these images died
Thats the middle section where the jail was. For that short path there will be a jump but I don't really want to do that stuff yet until I get some feedback on what it will be like.
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Ok, well after a bit of time I compiled up Beta 8. I added an extra path to the flag but haven't got around to fixing up those edges out of the base. They will come in Beta 9. I've got loads of time now since teh reports have been written and the things we r doing now don't really matter.
---->Here (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b8.bsp)<----
Or see first post.
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You should really try and make the map look better (texture wise). It looks really blend and boring from the screenshots.
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Ok, well after a bit of time I compiled up Beta 8. I added an extra path to the flag but haven't got around to fixing up those edges out of the base. They will come in Beta 9. I've got loads of time now since teh reports have been written and the things we r doing now don't really matter.
---->Here (http://wateva.uberskilled.com/files/paintball2/fvalley/mapfiles/finalreleases/fvalley_b8.bsp)<----
Or see first post.
Seems the link is down.
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Yeh, i know. I've emailed the guy that runs it to see whats going on. It's been down for a while. When I get on teh other computer I'll upload it to a different site for the time being.
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ftp://www.otb-server.de/pub/Maps/beta/fvalley_b8.bsp
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Thanks T3RR0R15T.
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Cool. Uploaded it to the beta server. Just out of curiosity, why is the arrow pointing to the long path to the base? (just to the right of the small ladder)
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Ahh, when I added the middle part in I forgot about that and forgot to take it out. Thanks for reminding me :). Rick just reminded me how 2 use clippers teh other day so i'm gonna fix up those edges and make those middle parts to the flag a bit neater when i get the time, away from homework that was assigned on the FIRST bloody day back :(.
Oh and the links on the first page and beta 8 are now working thanks to ViciouZ.
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2 shots, 1 I just want to know what people think if the edge and 1 of the middle with ones of sk89q's trees. I personally like that tree there, fills that gap that was there.
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/sshot014.jpg)
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/sshot015.jpg)
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Doesn't look like it belongs.
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Doesn't look like it belongs.
Its just teh colour of it. I might try teh other ones, but i think they all have like a white base on them. I really wanna fill that gap with something, not just leave it there.
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Darker bark would look nice. Otherwise, a broken bunker might look cool too.
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I was thinking about a big rock and grass. Also, there's a new tree with brown bark from sk89q. The leaves are yellow but it might look good.
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I was thinking about a big rock and grass. Also, there's a new tree with brown bark from sk89q. The leaves are yellow but it might look good.
I'll play around with them when I get home. Also I'll try Spooks idea.
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Don't make anything too high there - I love jumping over that gap there :D
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I wont, I love that jump too :).
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you need to fix you wood texture and get them aligned right.
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Wow, I think the High-Res did that, because without High-Res thats fine. I'm still thinking of what texture to make those though, as I don't think Jit's likes em <.<
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I'm not sure if I already said it but those little red/blue ramps look ugly in my opinion :P I would make them be something like barrels and put a clip brush, it'll still be the same jump and it will look better.
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Already done in b9 Laged, you gave that Idea to me and I put it in there for you :).
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Well, I've wanted to change those things around, still don't know what texture, suggestions would be helpful :). I tried a few but this one only satisfied me, its the marble ctp1 texture.
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/sshot016.jpg)
But it still doesn't fit, but looks much better than the others i tried.
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looks good, you could make that walkway see through if you wanted. like keep the same brush but see through.
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I wouldn't like it if it was transparent. Maybe use a wood texture and use a metal texture for "small details". I mean, like make the corners with the metal texture. I don't know how to explain it but you know what I mean :P
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a metal siding like thing around the hole thing?
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I thought I gave you the .map file to look at Laged. Edit it and show me what u mean :).
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This goes a bit offtopic but yeah, you gave it to me once. I reinstalled bsp and lost the .map, feel free to send the .map to me again :P
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If you use that, you should use something like this for the pillars: http://dplogin.com/files/textures/pball/hr4/ncstone.jpg
Could be interesting, but you may have to re-theme the entire map to make it look right.
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Yeh, well Laged showed me what he meant so I'll upload it when I get around to it.
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Well, re-themeing is not really what I want to do right now so here is what Laged wanted to show me, but i'll change it round if it would be better than the marble.
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/sshot029.jpg)
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I this the reason why he wanted to change the marble is because the supports are made of wood and might not go with the marble.
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Uhh, I might have realized already... That's why I didn't really want to go with the marble, or re-theme the whole map. I should get back into finishing this, ever since the subject History came onto my timetable I've had so much homework. I still havn't fixed the edges on the bd paths, still playing around with them, but I still need a lil feedback on what Laged did and if I did something like that, how I would make it look, etc.
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Well I didn't spend much time on that thingy I made, it will look better if you spend more time with it.
Also, I think maybe a selfmade texture would look cool there :D
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If only I could get wally to work properly...
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Last couple of weeks I spent moving house, and since I was without net for a week I decided to come back and do a little work on this. Well, maybe a bit more than I expected.
Changes:
- The ledges in the bases have been completely changed, havn't got around to doing anything in the mid yet about that
- Changed textures on the ladders in mid (the wooden ones)
- Fixed the edges in the backdoor paths (havn't done the bottom one, forgot about it before the final compile, i'll do it for next beta)
- Due to complaints, all spawn with carbines, although I'm still thinking of making it 50/50 of vm68 and carbines.
Credit is due to Laged, he gave me the idea for the wooden ledges, and I thought it was a great one :D.
---->DOWNLOAD HERE (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b9.bsp)<----
Will updated screenies on the first page and add a link later.
Another thing that I still don't like is the high backdoor part. I thought about it for a while and I can't seem to think of a way to make it better, it just looks boring, and I forgot my original idea for it :\. Suggestions?
edit: updated screenies on first page and added a dl link
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I haven't read the whole thread so might be suggested/said already, but i'm going to post them anyways.
1.Maybe make meatl trimmings there too and roof looks stupid when it's pure junk of metal.
2.Maybe make other texture, that grey wizwood might be good.
3.Make this dirt
4.Make the edges meet like the line in the pictue
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1: Yeh, I only got around to doing the bases, took me a while to do them. I'm working on fixing up the mid with metal trimmings. And with the roof of it, first of all when i made it I assumed some places were actually like that, but I'm going to make it a hollow pyramid type thing.
2: Yeah.... I'm not sure why I ended up using that texture, I think jitspoe told me that I should've changed the wooden planks, but same as above, it'll have the metal trimmings.
3: I'm not going to bother doing anything in there, because I want to completely redo that path, it just looks plain and i hate it :P.
4: It doesn't seem natural then, they are hay bails (i think thats the texture) and it just doesn't seem right irl to have a 45 degree angle on the ends of the bails.
I'm hoping to get around to finishing b10 before I go back to school, because then I'll probably run out of time for this again :P.
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4: It doesn't seem natural then, they are hay bails (i think thats the texture) and it just doesn't seem right irl to have a 45 degree angle on the ends of the bails.
Oh sorry. I though it's wood. But make them bails, they're just long line. Hey bails aren't like that, i know it. Just cut them from some points and add end texture. Good to go :)
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Oh sorry. I though it's wood. But make them bails, they're just long line. Hey bails aren't like that, i know it. Just cut them from some points and add end texture. Good to go :)
Good point, i'll change that as well :). You have any ideas for that high backdoor path? I started playing around but couldn't come with any, although it still needs those 2 entrances on top and bottom, and a way to switch sides in the middle, I just can't come up with a way to make it look good, and be effective for newbies and pros :P.
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Hmm, isn't it that path in my 3rd image? But i'll take a look at the map again, i'm lazy today so not going to fix my maps, maybe :D
I took a look at the map and back door again. I couldn't really come up with anything, this far. Are you going to remake the whole back door are or just the routes?
Also took pics of things you might want to change.
1./2. I hate when the edges are sharp and blocky. Maybe clip them to be a bit rounder, looks more neat.
3. Move boxes and barrels which are on top or next to each other so, that they don't line up perfectly. If they line up, they look like a solid block.
4. IMO these ramps are horrible. I'm sure you could think something better. I think, you should use same design as on the base thing. I can make you an example if you want.
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Yeh, I know about most of that. With the sharp edges, I've fixed them up already, I final compiled while I was out the other day, and it was before I did them. I'm also working on changing those ramps, Rick hates them as well :P. Maybe barrels as well? And yeah, i'll fix that box :)
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Still looking for something to fill that gap? I looked little bit around in this thread and found that you want something to fill that. Maybe make something like cables from metal texture, that are little bit curved and are mist? It could look cool.
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Attached a demo and added the map to the beta server. Let me know if you need the password again.
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Gee everyone comments on my ugly ramp things. They were at the very start of the map, when it was... excrement. lol. I hate barrels on a 45 degree angle, they rotate horribly and look terrible in game. Unless theres a way to fix that that I don't know, I'm gonna have to think up something else.
I guess the next beta will be a little more newby friendly, always is after you watch a demo from jitspoe :D. Expect it in.... maybe a month :). I hate school.
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Ha? Where you have barrels in 45 degree angle?
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No anywhere yet. The ramps which you jump on to get speed into the bd path is what i'm talking about, the solid block things. I tried making them 45 degree, but it failed :P
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Ok :D I have an ideee. Make the ramps out of wood, use the same design as with thr flag platforms: wood in the middle and trimming on the side, were they metal or wood, but anyways use that design. I can make you an example if you don't understand what i mean :P
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I sorta get what you are saying, although that would make it a dj right?
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I mean make it a slope, like they are now. Just make wooden board as the slope, metal trimmings to the sides. Other end touches the ground and other end is on a pillar or somekind of support. :D I hope you get what i mean now, cause i'm not the best to explain things in english :D
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I mean make it a slope, like they are now. Just make wooden board as the slope, metal trimmings to the sides. Other end touches the ground and other end is on a pillar or somekind of support. :D I hope you get what i mean now, cause i'm not the best to explain things in english :D
Yeah, I see what you mean. I'll try to do something like that then. If that works, I might consider changing the barrels to something like that so they fit with the more wooden theme. Havn't started on doing anything yet though :P.
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EWWWW
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EWWWW
Ha? Why these useless post? ;)
Btw, Cameron have done any progress?
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Ha? Why these useless post? ;)
Btw, Cameron have done any progress?
Just a tiny little bit. This and last week I had so many tests and didn't have much time for anything :P. And if you look through Summits posts, they are all useless like that one.
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Motivated myself earlier today to fix up a few things, quick sshot of the mid.
(http://cameron.viciouz.co.uk/paintball/maps/fvalley/sshot042.jpg)
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Detailed things that needed detail. I know of one misaligned texture on one of the speed ramps, so don't comment on that :P.
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Online and in the rotation: [OTB] Beta - 83.169.4.183:22222
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Nice to see, that you continue your map.
Maybe you can also do something against this weird looking "wallhacks" (sky in the high areas). I know, it is hard to fix, but that would be great.
And use weapon_pballgun instead of guntype :)
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Ahh yeah those. When I was remaking those ramps that get you up that high, I noticed that when I put the ramp that is currently the one that you hit and run up onto the ledges that the flag is on there, you didn't get the height so it wasn't a problem, but it sort of wrecked the speed side of things. But yeah, its something I somehow plan to fix.
I'll look at that gun thing later, didn't realise there was 2 different things.
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One thing I'm currently playing around with is the sky/lighting. To go sort of go along with the name of the map, I want to make it a little darker, using a sky like pbsky3, or possibly unit1. Here's what I compiled just earlier, its not a full compile, but it has the lighting.
Really I'm just asking for suggestions for all of the _sun values (light, ambient, diffuse and angle) to keep the gameplay going, but not to give any team an advantage with dark areas, etc.
I've also added a little bit of fog.
Map File (http://cameron.viciouz.co.uk/paintball/maps/fvalley/fvalley_b11a1.bsp)