Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Spook on April 11, 2008, 11:31:40 PM
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It's a small 2v2 or 3v3 at most map.
Supports CTF
All spawns include: Spyder, steel barrel, 200 hopper w/ 200 paint, one loaded CO2 and one unloaded.
1 Carbine in mid.
Screenshots:
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot000.jpg)
(http://i120.photobucket.com/albums/o162/Spookyman15/g7.jpg)
(http://i120.photobucket.com/albums/o162/Spookyman15/g6.jpg)
(http://i120.photobucket.com/albums/o162/Spookyman15/g5.jpg)
(http://i120.photobucket.com/albums/o162/Spookyman15/g4.jpg)
(http://i120.photobucket.com/albums/o162/Spookyman15/g3.jpg)
(http://i120.photobucket.com/albums/o162/Spookyman15/g2.jpg)
(http://i120.photobucket.com/albums/o162/Spookyman15/g1.jpg)
At most there are only minor errors that I overlooked when I ran through. So if you find something wrong, please post a screenshot or describe it.
Download:
http://loluploads.com/159063
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like the map here are two things i found
scrnsht1: there is a small space between the roof and the wall
scrnsht2: misaligned brush
both on the red side
and in many places i can hit my head on the sky (in both bases, and the bridge and the balconies on each side)
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Makes me think of dustbowl in TFC
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Is dustbowl a fun map? :P
I fixed the misalignments, and just so you know, the sky is supposed to be low, same with the archways, so you just can't fly through the whole map.
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love that texture:) nice
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Good job spook! Where can i download this textures?
PS: If you put sky up, there will be lot of jumps. And sorry for my english guys :D
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(http://img26.picoodle.com/img/img26/4/4/12/f_sshot060m_df90ec5.jpg) (http://www.picoodle.com/view.php?img=/4/4/12/f_sshot060m_df90ec5.jpg&srv=img26)
Misaligned brush
(http://img26.picoodle.com/img/img26/4/4/12/f_sshot061m_b11f4b8.jpg) (http://www.picoodle.com/view.php?img=/4/4/12/f_sshot061m_b11f4b8.jpg&srv=img26)
Misaligned Brush
(http://img26.picoodle.com/img/img26/4/4/12/f_sshot062m_ff2e4bc.jpg) (http://www.picoodle.com/view.php?img=/4/4/12/f_sshot062m_ff2e4bc.jpg&srv=img26)
Metal looks kinda funny when everything else is rocky/sand textures and marble
ALSO: i have to agree that the low ceilings are not good. i mean its nice to see that you dont want people flying through the map, but some places it just doest fit.. take the base for example... stand on the platform where the flag is and you just hit your head. :-\
i like the map tho :)
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Maybe a raise in 32 units, but JUST the sky. That way the archways will still keep a nice pace going. Also, that misaligned archway brush, I found that and fixed that already :D
I will take a look at a more detailed escape for the water, I have a pretty good idea on how to do that, and I have space to do it behind that wall.
vojtaso, they are the ctp1 textures, you can find them here: http://dplogin.com/forums/index.php?topic=7836.0
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot001.jpg)
As you can see, i barred it off, and the walls go back a bit more. That was above the grating is on an angle to give it a bit more visual appeal, It does look better, thanks for the reminder to do that.
I also raised the sky so you can move a bit more freely on the higher levels now.
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Very gorgeous Spook.
But I have to take credit for giving you the name! Could have something better, but it works.
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looks much better :)
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You guys see any more problems, or is beta 2 ready to be released?
Thanks for the name, termi =] you know it was named aaaaaa.bsp before
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but JUST the sky.
by all means just the sky. the arch ways are great but i don't know about you but i have never in my life hit my head on the sky.
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Ok, well then I guess I'll just toss out the beta2, have a look around, and ss or describe any problems with it. =]
http://loluploads.com/333819
Also, name them all, the compile time on this map is 47 seconds so it's no hassle doing many betas to get it right.
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47 seconds :o
(http://img31.picoodle.com/img/img31/4/4/13/f_sshot063m_aeec059.jpg) (http://www.picoodle.com/view.php?img=/4/4/13/f_sshot063m_aeec059.jpg&srv=img31)
slight misalignment
(http://img31.picoodle.com/img/img31/4/4/13/f_sshot064m_2c22cd9.jpg) (http://www.picoodle.com/view.php?img=/4/4/13/f_sshot064m_2c22cd9.jpg&srv=img31)
im guessing you dont want people to e able to walk on those.. cos you couldnt before. so you might wanna add a clip brush of something so you cant get on
i like the new water grate thing :)
i think one path is alot quicker than the others? from base go right across bridge where carbine is, then into other base..
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I'll take a look at the path tonight and figure out a way to make it slower.
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Spook,
The map looks good, I'll give you more feedback when I play it on the beta server.
That particular texture looks best in my humble opinion, in a gritty and less lit map (see screenshots), also I attached an idea for the canal, I think it would look good if you took a stock metal texture and made a foot bridge and barrier to stop the sand from being swept away/add contrast.
Cheers
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Well, here we are with beta 3, all the misalignments are fixed, but I tested the paths out, and they're all about the same time. The bridge path through mid is the same as the bottom path, because up top you have smaller archways you need to squeeze through.
Anyways, I definitely used y00tz's idea, and I must say, it accents the canal a lot more, and it looks 10x better.
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot003.jpg)
Also, I did some more marble on the rails, so if there aren't any more problems, I would love to get this on the beta server for some play testing.
Download: http://loluploads.com/296227
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for some reason, it looks like a CSS map.
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Probably because of the arches and sand/rock textures. That's very common in CS, look at de_dust, destert_atrocity, awp_india, just to name a few.
You like it overall though, coLa?
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well just to let you know, it is still possible to hit your head on the sky. when you stand on the little pillar things around the flag, when you double jump off the stairs to the flag, and when you double jump off the railings on the balconies and the bridge (but you have to try to hit you head for the latter two)
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There's a reason for that too, it's so you can't double jump to the mid bridge from the sides.
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if double jumping is really an issue cant you just change the height of the rail some?
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(http://img31.picoodle.com/img/img31/4/4/13/f_sshot064m_2c22cd9.jpg) (http://www.picoodle.com/view.php?img=/4/4/13/f_sshot064m_2c22cd9.jpg&srv=img31)
im guessing you dont want people to e able to walk on those.. cos you couldnt before. so you might wanna add a clip brush of something so you cant get on
wasnt fixed... or not changing that?
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There's a reason for that too, it's so you can't double jump to the mid bridge from the sides.
that not what i'm getting at. I know that you don't want it to be a fast map and you want strategic play, which is great. but if you want to prevent it there needs to be something solid there. it's just so unrealistic to hit your head on the sky.
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Probably because of the arches and sand/rock textures. That's very common in CS, look at de_dust, destert_atrocity, awp_india, just to name a few.
You like it overall though, coLa?
i don't remember the name of the ONE map i played for a total of 5 minutes.
i don't know. i haven't looked at it. don't think i will till it's on the rotation for the pub servers.
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needs flowers
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I think I'm leaving the top of the arch accessible, I like how that plays out. To me, the sky isn't that big of an issue, it may be an inconvenience, but so are clusters of crates and low ceilings in other maps. If there are any more real problems, tell me, otherwise I would like to get some play testing done.
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*Bump with updates*
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot004.jpg)
I expanded the capping platform to give the base a more full look.
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot005.jpg)
Added a marble accent grating in the middle of the bridge just for some aesthetic value. I also like how the carbine now sits in there.
Download: http://loluploads.com/905582
I'm also to the point of frustration that jits hasn't had the chance to look at this thread so I can get some play testing in on the beta server. It'd be nice of that could happen within the next day or so.
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Very nice, I like how you took my idea for adding something in on top of the bridge.
But the carbine is such a nice gun, makes the added detail look gorgeous! :D
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I whipped up some textures that match this maps theme/style and if you see anything you like let me know, otherwise I may just lump them into the next CTP release.
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Definitely just bunch those into the next CTP, eventually I'll find a good use for them =]
Yeah, termi, your ideas do get put to use eventually :P
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the walls seem a little bland. could you add a little more detail or decoration. like have some windows or plants. judging by the screen shots
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Yeah, termi, your ideas do get put to use eventually :P
Thanks buddy, maps looking great as always.
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hey yootz, can i use those textures?
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hey yootz, can i use those textures?
Yeah, after I figure out what the names of these textures will be.
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I've uploaded it to the beta server for testing. Let me know if you need the login again.
I only looked at it briefly, but a couple suggestions:
- Make the stairs about half as tall as they are now. They look way too big.
- I'd make the sand texture at the flag flush with, or below the marble border.
- Hitting your head on the sky is kind of annoying.
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Spook, Any new updates on this? Are you working on the next beta?
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Haven't worked on it at all, doubt I will finish it too. Got tired of people whining about the sky, so I worked on it for me and put it with the rest of my finished un-released maps.
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If you're not going to finish, at least post the .map file somewhere so others can do it for you. This looks like it could be a great map.
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I'm probably going to do a lot of reworking of the map. Probably another sidepath to get out to mid another way.
I'm only going to start working on it again when I have a computer that runs decently, until then, I'll brain storm.
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Finally got a new computer, and started working on the map again.
Some teaser shots. (Only got one side done)
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot011.jpg)
Path is right next to the blue staircase.
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot013-1.jpg)
Exit comes out at the red high.
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot012-1.jpg)
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i was wondering how itake a screen shot when im playing a map?
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Looks very nice Spook. Can't wait to see it released.
:)
@dagaz F12 is screenshots.
-Cusoman
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Very sexy Spook.
Might make me want to start mapping again.
I am buying a new computer next week around September 3rd, and I'm buying a new 46" TV with surround sound and just bought a new truck for $16,000. And I am paying cash for it all.
I make to much money to game now, but now that I have time I can play again.
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Why so small ceiling ? But cool map ;)
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Why so small ceiling ? But cool map ;)
Did you read the whole thread? we discussed this before. spook wanted lower ceilings so people dont just speed through the map.
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thank u cusoman.
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Beta 5: Pick it apart as you wish.
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Beta 5: Pick it apart as you wish.
Loved it yet again Spooky.
Stop working on this map and work on "BANK"
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Yeah I might considering that a quad core computer just rips through these compile times.
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Oh very nice.
I am buying a new computer in about 6 days, so when the time comes I will buy a quad core.
I am moving again though.
I decided that I don't want to live at home with Dad, so I am moving back to Calgary.
The internet connections there are like T3 and at Dads it's like 56kb/s !
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This map looks really cool, nice design and brush work, but I really don´t see there anything funny on playing it, without some cool jumps or something like that. This is just about camping, lining, camping, camping, maybe you should go for flag and get camping head- shoot.
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Ok, I know this is not actual topic, but I´ve played today another map by spook, map from CS- Italy, and I really like it, nice style, lighting, jumps, textures, lots of ways to flag....I thought it can be very good map for 3s or 4s...But then I saw a red flag bunker and blue flag, both can be easy defending, so I just wanna ask you, if you don´t want to make small remake of it, maybe two flags per each team and lil remake of ways or something like that....It should be good playable map, not unknow map what I´ve never seen on public. Thanks
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cs_italy was just textured and compiled by me, the actual production of the map was done by steam. So I do not want to modify it.
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It´s pitty, this could be a good map.
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And you are?
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Uploaded to the beta server. Let me know if you need the login pass again.
I like some of the details you've got, like the pillars. It would be cool if the base had a little more detail. I'd make the grate in the middle bridge metal. The sand texture had phong shading enabled by default. On your map, though, it the phong shading creates some messed up shadows, so I'd shut that off (go to the surface properties and set the value to 0). Really noticeable on the base platforms. I still think the stairs are too big, but that's your call.
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For the pillars I did experiment a little, and it came down to these 4 texture combos.
(http://img98.imageshack.us/img98/4364/sshot015gw8.jpg)
Any thing stick out to you guys?
Obviously the red/blue concrete would go to the side of that color.
Also, jitspoe, I do need the login again, so send me the info after the next beta is put up.
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I don't really like any of those, to be honest. The grey metal(?) texture just doesn't fit, and the colors look bad. Maybe make the inner pillar marble and the outside parts the brown stone like what you had before, but with the added detail?
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(http://img514.imageshack.us/img514/8950/sshot014mz7.jpg)
This is how it would look in game, and by the way, the texture I used was the asphalt texture in the ctp1 pack.
I do plan on experimenting a bit more, but so far these are my favorite combos.
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I liked how your idea came out jits, so here's beta 6.
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OMFG Spook.
The map looks amazing.
But please finish "bank ?"
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Looks good :)
- Black: Add a little bit light (both bases).
- Blue: Fix the wall (only one base).
- Green: Add clip brushes (both bases).
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I really don't want to open up the walls even more in there, so the black, dark places will need to be looked over for now. The wall, I'll look into that, I've actually already had a few problems with similar things where the walls don't even look misaligned. As for the ledges being clipped, I wanted it like that so you could crawl in or out of that spot fairly easily.
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i love this map the theme makes it want to look like a big map yet its small gj love the textures love the layout, might play good for 2v2 also
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For what it's worth.
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(http://bp3.blogger.com/__BHFfsIstHg/SFLxe044wJI/AAAAAAAAAs8/z19judihk9Q/s320/www_Sticker_Tk_kiss_my_ass.jpg)
<3
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I managed to bust out beta 7 before I installed the new video card, so here it is. It should be nearing it's final stages now, but if you have idea for map eye candy go ahead and post it and I'll get around to it when I solve this little problem.
*I was going to start putting entities into bankrob today too so I could at least get a beta stage map by the end of the week. Looks like that will be postponed as well.
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Looks like you inadvertently deleted a brush on the long archway on the blue side. Also on the red side, by that same archway, the stair railing doesn't match up cleanly. As for the pillars, I was thinking the inverse of what you did, but I guess that works, too.
Anyway, it's up for play testing.
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When I can actually work on it, I need to take a look, because bsp is still acting up and I've been working on the computer all day to try and fix it. I see the archway problem, that's weird and I have no clue how I managed to delete that without noticing. =\
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Since jitspoe helped me fix BSP, here is beta 8 with the archway back to how it's supposed to be =]
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Good :)
Its too dark at the stairs (last sshot) and i have found another thing:
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Yeah the transfer to the new bsp messed up a few things.
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No problem :P
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Uploaded to the beta server. Also, in that shot T3RR0R15T posted, the phong shading is back on the edges. Looks like it's only in that base. I think the best solution would be to make the sand flush with the stairs. It looks weird having sand with a 90 degree edge.
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I finally got around to taking a look at this map tonight. Very nice work. Also,
- Green: Add clip brushes (both bases).
I think T3RR0R15T means you should put little wedges of clip brushes in so you can move along the wall without getting caught by the ledge of the window.
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Play tested this a bit - seems like the path straight across the bridge is about twice as fast as any other path. If you take the low path, somebody could probably grab and cap before you even reached the base. You mentioned something about keeping the sky low so you can't just jump across the map quickly -- that would make the side path about equal. As it is, going straight across the bridge is way faster, so you may want to reconsider.
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I have finally put the finishing touches into this map, lowered the skybox by 32 units, and fixed texture problems. Didn't add clips as terrorist pointed out, I always figure that if you get stuck, it's your own fault and should remain a part of gameplay.
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Thanks, i'll upload it in a few minutes to our server.
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Is the download the lastest version? I thought u want fix the black stairs...
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I can put a quick fix in for that, especially since this map compiles fully in under 40 seconds.
Edit: Done.
(http://i120.photobucket.com/albums/o162/Spookyman15/sshot005.jpg)
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I can put a quick fix in for that, especially since this map compiles fully in under 40 seconds.
Edit: Done.
Yes, the new quad core cpu's are great :D
Thanks.
Edit: Updated.
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The phong shading is back by the flag area. b7 lighting looked better.
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Looks good :D