Digital Paint Discussion Board
Development => Mapping => Beta / In-Progress Maps => Topic started by: Rockyar_96 on May 05, 2011, 06:38:18 AM
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Still problems there, will be fixed
Supported gamemodes: Siege, TDM
Players: 4-16(maybe more)
Teams: purple, blue (,yellow) <-only TDM
Version: BETA Whatever
To show u the progress this map made from b1 to b9 i made a comparance picture.
I also add some new screenshots, with the new textures.
Download: .bsp-file: university.bsp (http://www.file-upload.net/download-6690067/university.bsp.html)
.zip: university.zip (http://www.file-upload.net/download-6691186/university.zip.html)
mapfile on request
PS: This map is not compatible with build 33 and 34 servers!!
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It would be nice if you add some screens and the download-link. :)
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sorry i´m working on it
http://www.file-upload.net/download-3409446/university_b1.bsp.html (http://www.file-upload.net/download-3409446/university_b1.bsp.html)
okay it will take some time.
I need to upload the textures the screenshots etc...
Please wait a bit
Here are the screenshots
(http://www.file-upload.net/view-3409453/screenshot-1.png)
(http://www11.file-upload.net/thumb/05.05.11/5fjkz7yzkuv.png)
(http://www11.file-upload.net/thumb/05.05.11/s1kjamweblnr.png)
(http://www11.file-upload.net/thumb/05.05.11/xxdtcvpzhf31.png)
(http://www11.file-upload.net/thumb/05.05.11/4wzzyuyop2zy.png)
(http://www11.file-upload.net/thumb/05.05.11/y9bir1tnkfp7.png)
Sorry i´ve got some problems with the screenshot and textur-upload.
Like you see, are the pictures far too small :(
« Reason for editing: combined multiple posts »
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1.You should change elevators into stairs
2.Upload textures (into zip and on forums)
3.Make teleporters more visible - like some circles on them?
4.Too many doors
5.corridors (not sure if i used wright word - google translate.. :-] ) are too big.
6.Maybe upload map on forums
7.Use edit option rather than doublepost.
Generally map has low gameplay - flag is hidden, easy to camp, and there are no good pathes to reach it (everywhere doors or elevators). But remake may be good - maybe i'll practice my skills... because i think this map will be bad, no matter how many betas will you release.
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1) Okay, that is possible, i´ll think about it
2)Here they are : http://www.file-upload.net/download-3409699/university.zip.html (http://www.file-upload.net/download-3409699/university.zip.html)
3)There are the yellow plats under them ::)
4)Good point
5)Also right ::)
6)okay... : http://www.file-upload.net/download-3409706/university_b1.map.html
7)Yeah it was a big caos; my fault
I think I could fix that if I make one misc_teleporter_dest for each misc_teleporter, also one at the top(of the auditorium).
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2)Here they are : http://www.file-upload.net/download-3409699/university.zip.html (http://www.file-upload.net/download-3409699/university.zip.html)
3)There are the yellow plats under them ::)
6)okay... : http://www.file-upload.net/download-3409706/university_b1.map.html
2.Thanks
3.No, there is invisible teleported outside, on box. And all of them are bad - just ruin gameplay.
6.Maybe think what 'forums' is? I mean in your post, we have that posibility... -.-
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6.Maybe think what 'forums' is? I mean in your post, we have that posibility... -.-
never mind payl please, he likes to rage people that are not as perfect as he is.
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never mind payl please, he likes to rage people that are not as perfect as he is.
Yeah i tried to be nice, but sure... i'll never be nice enough :f :-[
I have many ideas how to improve gameplay, feel free to use any of these:
-Make leader to roof from outside and fix roof issues . i saw nice masked enterance there.
-Lader to ceiling instead of elevator, or move elevator to less annoying place.
-Stairs instead of elevator from basement.
-stairs to main corridors from back auditorium - i mean from these dead ends near to elevators..
-Ceiling-roof leader
-Remove tunel from main corridor to auditorium - and also change textures of these - i think that wood is bad to be door.
-Windows, with nice trick jumps..
Yeah list is long, but those are just ideas :-] . Ah, and if you doesn't understand some of ideas, i could give you screenshots.
And don't forget these are just gameplay ideas, wait until terrorist give you epicly long list of problems with texture rotation etc... ;)
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I don´t think any body will find more than 3 or 5 missalignements.
I really watched out for that...
And to your ideas.
I´m already near to the "MAX PATCHES ERROR"
And I don´t think this allowes to many more details.
One Question: Which Texture can I use so that only one brush is needed(i mean a textur with which it doesn´t look stupid/dump)
What do you mean with annoying place??
I did already say that the stairs instead of the lower elevator would be agreed by me(if this passvie sentence isn´t right i hope you although understand it ::)
before I do anything i wait for more comments.
Only to have mentioned it 8)
And to 3) This was excepted to be a not too definite one, but of course i´m disposed to fix that
I think the main idea of your list is to make general more ways to make it easier to cap the flag, isn´t it??
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(http://dplogin.com/forums/index.php?action=dlattach;topic=22715.0;attach=8322;image)
These boxes makes no sense at all. How could it hang out like that unless it had more than half of its weight resting on the other box(es)?
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okay. I have never seen it from the realistic perspective, of course your right. I was made to make it easier to jump on the stack of boxes.
EdiT: The left one in the pic
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I think the main idea of your list is to make general more ways to make it easier to cap the flag, isn´t it??
Well, yes, so you should remove some doors/elevators and/or make more paths. Ah, and remove some teleports - i hate most teleporters, cause they are easy to line. And i think more trickjumps would be nice. Waiting for b2 :-] . And if someone put it on beta server, we might check gameplay more...
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Yes that would be nice.
Sorry, but I have to say that I´m not able to make trickjumps (okay a doble jump - which is already in the map by the way)
And i forgot to say : This is my fist map :-D (published of course)
Edit: Would it be a solution to make only more destinations, and maybe remove one teleporter; for the best the invisible one if you know what I mean. I think b2 will release saturday, I hope it ;D
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Surprised about the level of rage. Despite the scale being quite off, this is a very ambitious first map, with custom textures, proper compiling and some really nice architecture.
Some tips: those columns at the entrances can look just as good as they do now with significantly less VIS computing time and r_speeds by just reducing the number of sides to 8, and setting the "value" on the surface properties window to something like 888 or another number. Also, if you can be bothered to put the effort in, you should try rescaling downwards a bit to make it more realistic looking, it seems like you've done some bits normal scale and some 2 or 3 times too big. Kudos for the effort so far though.
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okay. I have never seen it from the realistic perspective, of course your right. I was made to make it easier to jump on the stack of boxes.
EdiT: The left one in the pic
Actually, I was referring to both of the boxes that are hanging over.
Normally, realism isn't a top priority for this game, BUT if you're using textures from the real world, like wooden boxes, then the usage of the boxes should resemble reality.
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beta2 is ready :D
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Good job. Many changes :-]
Some ideas/bugs:
-Hidden exit on ceiling doesn't work - work just at first time of use i guess
-Colors in corridors are too bright.
-Why did you removed almost whole grass around university?!?
-It's possible to have wall-hack trough sky.
-I think that you should make stairs/ladders from basement :-P . As elevator is easy to line.
-You can make ropes holding lamps claimable, so you can remove elevator to ceiling, because it's possible to jump on lamp from top of blackboard. So it will be harder to get on. But less irritating lines.
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1) i know... I don´t what to do against it. It´s a normal func_door_secret-entity and i know that wait isn´t set to -1 ::)
2)What do you mean exactly?
3)In order to make it looking smaller. and because of Chef-Killer´s critic on the otb-forum
4)No idea... Explain a little better where exactly etc...
5)Sorry. I really tried to do that but there isn´t enough space
6)I know ;D i want it to be like that. Sure it would be possible, and i will think about it. I played it sometimes now on the otb-beta-server and it worked well..
Of course with more then 6 players this could be other
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1) i know... I don't what to do against it. It´s a normal func_door_secret-entity and i know that wait isn't set to -1 ::)
2)What do you mean exactly?
3)In order to make it looking smaller. and because of Chef-Killer´s critic on the otb-forum
4)No idea... Explain a little better where exactly etc...
5)Sorry. I really tried to do that but there isn´t enough space
6)I know ;D i want it to be like that. Sure it would be possible, and i will think about it. I played it sometimes now on the otb-beta-server and it worked well..
Of course with more then 6 players this could be other
1.Ask Chef... He know everything about mapping :P
2.
(http://img90.imageshack.us/img90/3259/universitybug3.th.jpg) (http://img90.imageshack.us/i/universitybug3.jpg/)
This is too bright i think.
3.Well, i think that you should keep path choosing, because this way, i need to enter this way which i spawn, and so i'm unable to try another path if someone line.
4.
(http://img862.imageshack.us/img862/4662/universitybug.th.jpg) (http://img862.imageshack.us/i/universitybug.jpg/)
5.i'm sure that ladder should fit...
And, also, i've detected big bug, when you stand and move there where i point.
(http://img808.imageshack.us/img808/7848/universitybug2.th.jpg) (http://img808.imageshack.us/i/universitybug2.jpg/)
You will die. No matter if you are defending or attacking.
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2) okay i´ll think about it.
3) I had the idea of making teleporter from each entry to the other ;) And don´t come now up with : teleporters are easy to line ::)
4) Oh yeah, i decided to make it for the next beta
5) Why doesn´t anybody else say sth to this oint?
Last:
Of course: it is a trigger_hurt ;) Anything to say against it? ::) I can´t make it a base because then you are able to cap the flag there. But the idea of capping it is bringing it outside
EDIT: I don´t think this is enough for a beta. I would be glad about some more feedback
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in order to make camping more dangerous i need a brush with the attributes:
- it should be shootable(i mean like a clip brush) but only from one side
- it should be impossible to walk trough it
I tried a clip brush with on solid( i took a normal textures without giving it a attribute in the surface-window) but it didnt work. Perhaps it will take more then one brush, but i don ´t know how to do it. ::)
Can anybody help me?
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How should this work (in reality)? Either you can shoot through a brush or you can't do it.
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I think it wouldnt be really possible, it was just an idea.
Another such idea would be of making the top of the blackbord a really slow trigger_hurt because many people camp there. I will release the next beta soon. Also I have some problems if I want to create an mist-window(glass) which is onesided translucent(33%). Or is this impossible in reallity too?(i don´t think so).
Are there any other ways to link the entries, than a transporter? I can only imagine a tunnel but getting trough it would really take some time, so i dont think its a too good idea. I´ll try the teleporters in the b3.
PS: Sry for answering that late
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I hear people saying that "camping is a part of the game" :P
I don't really understand your problem with the window :-\ Why is it necessary to have mist faces on the brush? Is an one unit small brush to thick or are there any other reasons?
For the entries I prefer tunnels, because they are more realistic than teleporter.
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I have played real paintball since 1986 and "camping" there is not looked down upon why is it here? If someone wants to hide and defend the base in a flagmatch it should be accepted as some people are good at defense and some are good at hunting. I plan to make a map as real based on some of the fields I have played over the years with none of the mondo jumps and stuff like that so you really have to play the map. I also encourage camping for those not as skilled at hunting but good for defense, heck lots of times the opposing team will camp on the other teams base to kill refreshed players and that is worse than someone defending their flag. This leads me to another topic altogether I will post seperate here. =Posted in bugs and request topic=
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to Chef-killer:
Because it should be an advantage for the offending team, and to make the campers behind the desks.
I think i the next beta it will be teleporters I´ll think about tunnels, but doing them will take some time and it´ll cause some p´s.
to PGPSandman:
I don´t know exactly but i think it´s because in digital version it is easier and ruins gameplay.
Next beta will release Monday or Sunday.
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Hm...I think you need to explain this to me via TS. Or post it on our [OTB] forum, too. Maybe it's easier to communicate in german about this problem, sry :'(
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okay np
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Interesting map. My university didn't have floating platforms, teleporters, pitfalls and hazardous paintings. Perhaps I should have gone some place more interesting.
I put it up on the EV1 beta server - I'll PM you the login info so you can play test it.
Here's what I've noticed:
- The blue lighting in the ceiling area above the flag makes it impossible to tell the difference between blue and purple players.
- The lower area with the crates never gets used and doesn't really offer much game play.
- The flag is ALMOST right next to the upper doors, but it's just far enough away that when you try to run through one door and out the other, you end up missing it - maybe move it a little closer so it's easier for the attackers.
- There are a lot of unused/unnecessary textures in that zip. You don't really need the red !! texture. You could make the !'s out of brushes, and the texture is misaligned anyway. I also don't really understand the point of having a trigger hurt there.
- func_door_rotating would probably make more sense for most of the doors.
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Are there some new screenshots?
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to jitspoe
;D mmmh. yeah it isn´t really looking like a real university i think, only the main idea is a university.
1) mmmh, but the lightning is looking so spectacular... Maybe i could change the color of the purple team to yellow so u notice a difference.
2) We tried it on Lan the other day, and it was only used for the flag-cap, but when I used it it was really hard to catch me... And with more than 8 players the downways could be used, too, also in order to get in the building.
3) I deleted the doors and replaced them with an arch. (screenshot)
4)yes... I forgot that... :-[ I deleted the trigger hurt already because Chef-killer complained about it ;D
5) i already thought about that, especially for the mainentrance doors. Do you also mean the white doors?
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sry for the doublepost but i can only make 8 attachements.
So here is a debugged version of the textures, includes the dooruni3-texture. Please DON´T download it if you already have the old version and just delete (if you want to)the following textures:
-dooruni2lq
-r_metall1!!
-uniwand_1 and the rest of the uniwand textures
(also the hr4)
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If the lighting is all one color, I think it will be difficult to distinguish between teams regardless of what team colors you use.
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Hm...I think you need to explain this to me via TS. Or post it on our [OTB] forum, too. Maybe it's easier to communicate in german about this problem, sry :'(
don't worry, his english needs improvement ;)
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which texture size is used for the top side of barrels normally???
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1.0x1.0? You can have a look at this. The attachement will show it to you as well.
http://www.otb-server.de/wbblite/thread.php?threadid=2026&sid=
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but the barrel then looks like that(1)screenshot)
shouldnt it be like that? :Screenshot2
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The one on the bottom (barrelsscreen1.jpg) is correct.
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Oh, you're right. I've created wrong sized barrels in the tutorial :o
You should use a diameter of 48 units instead of 64 units. This doesn't effect the texture size, though.
I'll fix it soon.
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mmmh that makes a size of 1.3333 SX and SY for a 64-units barrel. thx.
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Yeah, but for the correct sized barrel it's still 1.0x1.0 :P
Seems that we meant two different situations.
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yes i think so. Shall i change the barels in the low way to 48-unit ones? Because they are 64-units witdth(is it right spelled?).
Mhh i just attach the newest version(that one i took the screenshots out), but i isnt the b3 but there are already many changes... The real b3 will take some time more because i have to change sth that has to do with the lightning(so i need a final.compile) and i decided to replace some teleporters to new ways/tunnels etc. Don´t wonder why the .bsp has got the name "university_b3Lanapha..." I took a final compile of what i had at this moment, in order to test it on a LAN-Party.
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Shall i change the barels in the low way to 48-unit ones? Because they are 64-units witdth(is it right spelled?).
I'd say yes. Btw. I fixed the tutorial yesterday, if you want to copy them from the .map file.
In my opinion the entries are a lot better than before. And nice to see that you added clip brushes at the fence.
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Well, if you keep the low area, I'd use something different for the ramps - it looks bad to just cut a crate at an angle. I think there are some half-height crates down there that need to be aligned as well.
I don't think the new teleports on the outside of the building are that useful... They just seem a bit weird.
I put b3 up on the beta server. It would be nice if you just kept the filenames simple (mapname_b#.bsp).
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it wasn't supported to be the real b3, its just an alpha-version. but thx. I will replace the teleporter outside with a tunnelsystem between the entries. What texture should i use for the ramps? One of the wizwood-textures? If u see it as b3 ok, then the b3 i wanted to do will be b4. 8)
BETA 4 is finished :D
I called it now b4. What i changed is explained in the attached screens. Enjoy! (sry 4 doublepost but i can only make 8 attaches.)
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Here the remaining screens. I took some together so it aren´t tooo much attachs ;D
As I said croach i meant crouch, sry...
Because of the splitscreens the context is a bit messed up.
Furthermore i don´t mention in screen10 that the room u can see there is too bright. I have to change that.
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Uploaded the latest alpha to the beta server. From the screenshots, it looks like you're already aware of the overlapping brushes bug next to the flag.
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Beta 6 is ready :D
I know i didnt publish beta 5 here but i attach it to this post, if anyone wants to see it.
New:
-fixes(some texturemissallignments/clip-brushs etc.)
-a new doublejumpway from the outside
-added some models
-some spawn-modifications
-you can climb up from the downway up to the corridors now.(added ladder under the blue stairs)
-added "teamnumber" "2" to the trigger_multiples so only the offending team is able to open the func_door_rotatings.(based on new feature of build 33)
-maybe some more i forgot because of the long time between the betas :D
Got some problems while uploading the .bsp, so here the link.
http://www.file-upload.net/download-3662316/university_b6.bsp.html (http://www.file-upload.net/download-3662316/university_b6.bsp.html)
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although nobody seems to be interested in my map, here the latest beta b7. I created a few new textures, a shield-texture and 75%-transparent metal-textures(i used the standard textures and made them transparent ;) ). If u want to post feedback please do it NOW. This could be the last beta, so i need ur support. thx
http://www.file-upload.net/download-3753441/university_b7.bsp.html (http://www.file-upload.net/download-3753441/university_b7.bsp.html)
U can grab the textures here. http://www.otb-server.de/wbblite/thread.php?threadid=2700&sid=&page=7
(http://www.otb-server.de/wbblite/thread.php?threadid=2700&sid=&page=7)
Just ignore the german ;)
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why don't you make a zip file or something and put your map and textures here...it's easier :D
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For any reason i´m not able to upload anything here so i made a .zip and uploaded it on file-upload.net.
http://www.file-upload.net/download-3758349/uni_b7.zip.html (http://www.file-upload.net/download-3758349/uni_b7.zip.html)
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better:P i can't download from otb site...and i have an acc there:/ my ISP is just mean...maybe
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Beta 9 is ready. Final version will come soon!!!
Download: http://www.file-upload.net/download-4724299/university_b9.bsp.html (http://www.file-upload.net/download-4724299/university_b9.bsp.html)
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FINAL RELEASE!
So here is the final. Looking back it was worth all work I put into the map.
Enjoy, Have Fun :)
PS: Here is demo showing me walking around the map, presenting the different passages to you.
PS: sry for my jumping skills :)
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Nice work Rockyar_96!
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thanks :)
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Ok, there is one thing you really need to fix -- the GIGANTIC picture textures.
A) There's no way they need to be THAT big.
B) The large version should be in the HR4 directory, and there should be a 1/4 resolution in the regular texture directory.
C) All texture sizes should be powers of 2 (64, 128, 256, 512, 1024), otherwise they'll get scaled and reduce the quality, increase load times, and increase memory usage.
D) Why are they all grainy/low definition?
Fix all the texture sizes, THEN you can call it final. :)
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The problem was, that for wally the textures must be dividents of 16 and I had real big problems with this already. The quality is so low, because I had to transform the colors to the colors wally is using. That hr4 problem got also something to do that I just couldn't manage to get the textures in the right resolution. This also causes that they couldn't be smaller, because the resolution would have been messed up again. I see what I can do, but in fact I had enough of these textures the moment I finally managed to include them in the map. :/
I just have the feeling that nobody is interested in my map, but nobody tells me why. I want to improve my mapping skills, but without feedback on the gameplay this won't be possible. So pls just give me some reasons not to play this map. But don't dare critising my work without even have tested the map.
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rockyar with the textures just make the .wal file name it then make the picture what you want in gimp and save it to your c:game/paintball/pball/textures/pball/hr4
as a .png with the name you named the .wal file
or you could just find a good one on google or something and change the size and stuff.
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Like deadfroggy said, the texture you use doesn't have to be the same as the one taken from wally. You just have to use wally to generate a .wal file so the texture shows up in the editor. I would scale the textures down to ~512. Maybe 1024 at the absolute max. Use those in your hr4 directory. Then scale that one down to 1/4 the size and use it in the non-hr4 directory and to generate the .wal files. You might have to stretch the texture in the editor to get the correct aspect ratio.
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so only that i get that right, I can use all colors/pictures for my textures?
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Yep. Give it a shot. Make sure the image size is a power of 2 and is exactly the same size as the .wal file, and that the one in the hr4 directory is 4x's the size. You can use a full color jpeg. I would suggest a quality setting of about 96 for jpeg.
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Final, post updated, texture problems solved.
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I don't know if its just me but you need to scale the textures down or something.
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Looks like you only use the new bsp file or new textures. Update both of them :P
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there are hr4 textures, maybe u got them in the wrong directiony. With me everything is fine.
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which directory do i put them in paintball/pball/textures/pball/hr4?
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wasn't it paintball/pball/textures/university/hr4?
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Ok, these are better, but both dimensions should be powers of two. For example, dooruni.jpg is 64x125. It should be 64x128. wildbeach is 256x190. It should probably be 256x128. You'll have to stretch the texture in your map to get the correct aspect ratio, but it will result in better quality (and faster loads) since the game won't have to resize the texture at load time.
One minor thing that kind of bugs me is the chalk board - it looks really weird having typed text on it. Perhaps you could try a different font? Just a quick google found this: http://www.fontspace.com/category/chalk
You might consider grabbing an actual photo of a chalkboard as well. That would probably look better.
https://www.google.com/search?hl=en&client=opera&hs=MpS&rls=en&channel=suggest&q=university+chalkboard&bav=on.2,or.r_gc.r_pw.r_qf.&bpcl=35277026&biw=1680&bih=938&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi&ei=iO96UOiNIoOe8QT1zIHQBQ
http://paulingblog.files.wordpress.com/2009/12/chalkboard-small.jpg
You might want to work on your auditorium signs as well.
https://www.google.com/search?um=1&hl=en&client=opera&rls=en&channel=suggest&biw=1680&bih=938&tbm=isch&sa=1&q=auditorium+sign&oq=auditorium+sign&gs_l=img.3..0.77129.77129.0.77371.1.1.0.0.0.0.70.70.1.1.0...0.0...1c.1.nF-Osy0_RXU
http://www.flickr.com/photos/allaboutgeorge/6377258487/
Are you just using mspaint for these? You might want to grab something like gimp: http://www.gimp.org/downloads/
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I haven't read any of the feedback on this thread so I might say the same thing as others..maybe completely different.imo the visuals are too different.. first of all the scale is too big in places for example ceilings are too high. I do not like the yellow walls or the checkered floor, replace them with a more orthodox or less eye catching texture... looks more like an optical illusion than a corridor haha! The detailing is very good in places.
edit: what is with the levitating blue stairs that contrast humorously with the yellow walls? I commend you for using new textures for realism.. but then there are some unrealistic parts of the aesthetics that really throw me off. Either way it is clear you have spent allot of time and effort so far on this, are you still developing it?
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i may finish this yes. i have worked on it since b10.
The ceilings are quite high, but i can't imagine the architecture of the map working with lower ceilings and also the map is overall a bit oversized, but again it couldn't work otherwise. You could call the style surrealistic i guess
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Ceilings being too high is not a big problem with me. The only thing I don't like is the texture choices. Some of the colors are too bright and contrasting. This map is themed "university," I've never seen a university with so much color. But other than that this map is good.
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Rockyar showed me around more and I can say the gameplay is very good and has improved from b1. Definately suitable for a siege server- and popular with new players.