Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: H1TM4N on June 28, 2011, 10:33:21 PM

Title: FLUX BETA 4 by H1TM4N
Post by: H1TM4N on June 28, 2011, 10:33:21 PM
Hey Mappers,
 This would be my first map... It is  basic but tell me what you think.

Gamemode: 4
Teams: 2
Red1 Blue2
4 flags... 2 each
Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: H1TM4N on June 28, 2011, 10:36:29 PM
another one...
Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: H1TM4N on June 28, 2011, 10:37:33 PM
another one...
Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: H1TM4N on June 28, 2011, 10:37:58 PM
another one...
Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: H1TM4N on June 28, 2011, 10:39:44 PM
another one...
Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: H1TM4N on June 28, 2011, 10:42:00 PM
tell me what you think from just the scrnshots, because i dont know how to do the uploading thing... ill try, but I will need help:)
Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: H1TM4N on June 28, 2011, 10:51:59 PM
Tell me if this works....

EDIT: sorry I zipped in the wrong spot..... I fixed it.

EDIT: BETA 2 released!!! [see reply#24]
-new floor
-different cap points
-fixed textures
-upgraded lighting
- new hall way
Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: Rick on June 28, 2011, 11:12:14 PM
You can attach multiple files/pictures to one post.
To edit your post, click the modify button.
Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: ic3y on June 29, 2011, 12:29:20 AM
C-C-C-COMBO BREAKER


Fix Subject.

You can attach multiple files/pictures to one post.
To edit your post, click the modify button.

Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: Scars on June 29, 2011, 07:42:30 AM
Don't release your first maps, keep practising, you need to vis and light all your maps, fix leaks and bugs, test the gameplay, learn mapping techniques (tri souping, gensurf etc...), make some good gameplay, then release your map. Test it with your friends eventually. About this map, well, light and vis it, and wow, looks like you've put a 2nd flag just for the sake of putting one. The map is really small, so 1 flag is enough (mid white flag, or one per team). The low way is pointless, the higher one is 4x times faster, you could get capped twice or thrice. A nd some textures are overlapping each others; why did you put so many holes in the high way ? But keep practising  :)
Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: HaRmonY on June 29, 2011, 08:39:59 AM
Attached a demo with some suggestions.

Ops. Forget to say that u should make the cappoints on low and just the flags on high.
Title: Re: NEW MAP: TELL ME WHAT YOU THINK????
Post by: H1TM4N on June 29, 2011, 09:25:04 AM
The low way is pointless, the higher one is 4x times faster, you could get capped twice or thrice. A nd some textures are overlapping each others; why did you put so many holes in the high way ? But keep practising  :)
This is my third map... :).... And about the holes, its to slow you down to make the bottom way faster or atleast more easy. Thx scars for every thing else.  

O and Harmony, what do I use to run that demo... This is my first time.

EDIT: I tried to add it to the demo folder, but paintball says it cant find even when it displays as one of the demos
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 29, 2011, 10:01:16 AM
Ummm.... weird question, but I'm adding a third floor to the map and wanted to put ice there.... how do I make ice that you can go really fast on.....????? :)

And should I add a white flag on the bottom floor?
Title: Re: NEW MAP: FLUX
Post by: ElimNator on June 29, 2011, 10:35:50 AM
For ice select the brush you want to be icy, press "S" and check in slick.
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 29, 2011, 10:48:28 AM
Thx for that elimnator

Should I add a white flag in the center of both the bottom floor and the new third floor
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 29, 2011, 10:49:02 AM
then make the cap areas on the bottom or third
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on June 29, 2011, 11:13:14 AM
H1TM4N. insert this demo in your .../pball/demos/ directory and go to paintball and type in console "playdemo flux_beta1_feedback', then the demo should start.
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 29, 2011, 12:03:26 PM
Thats what I did and still didnt work.... 'Couldn't load:....'
That is what it says to me.
Title: Re: NEW MAP: FLUX
Post by: Chef-Killer on June 29, 2011, 12:35:56 PM
As scars already said, you need to vis and light all (beta) maps you release somewhere. Run a final compile (without errors and/or warnings) for the second beta. After that we'll upload the map to our server. I'll also post my feedback then.

For the demo make sure that you put your map to ...\pball\maps\beta\flux_beta1.bsp.
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 29, 2011, 12:42:25 PM
Ok... O and when you say vis and light the map, what exactly do you want me to do... because I did both to what I know I have to do.
Title: Re: NEW MAP: FLUX
Post by: Chef-Killer on June 29, 2011, 12:47:19 PM
Just run a full export (final compile without any errors and/or warnings). Atm there's no lighting even though you are using light textures.
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 29, 2011, 01:37:16 PM
Ok.... that's my problem, when I export it... there is an error in the light world section, how do i fix that.
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on June 29, 2011, 01:57:36 PM
tell us what the it says, then we can help
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 29, 2011, 02:08:12 PM
Ok I fixed It!!! :)
here is the beta 2check it out before you put it on the server though... ok
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 29, 2011, 02:10:19 PM
tell us what the it says, then we can help

Look at the Beta 2 and see if you still see some of the same problems you saw last time...

It was because the map b1 didnt exist.. if fixed that, but now it is b2 so it still wont run.

Edit:  I got it too work thx for the advice... the count would be important.  and i think i fixed all of the texture probs here's the map with message.... :)
Title: Re: NEW MAP: FLUX
Post by: MoHawkBoy on June 29, 2011, 03:59:59 PM
awesome map!
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on June 30, 2011, 07:34:05 AM
cool that you added a white flag, but i dont like that pyramid on wich is the flag. go and delete it. Also nice that you deleted a flag and changed the cap-points. But this High-Part ruined the whole GamePlay - remove it and make the cap-points at low.
And i want to see that the white flag gives 6 points for capping and the other both flags just 4. <-- You can make this with adding "count" "1.2" / "count" "0.8" at the flag entity.
[but this is only my opinion and its your choice what you do!]

Attached a Screenshot with a texture fail. Its just another Metal-Texture.
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 30, 2011, 08:37:04 AM
cool that you added a white flag, but i dont like that pyramid on wich is the flag. go and delete it. Also nice that you deleted a flag and changed the cap-points. But this High-Part ruined the whole GamePlay - remove it and make the cap-points at low.
And i want to see that the white flag gives 6 points for capping and the other both flags just 4. <-- You can make this with adding "count" "1.2" / "count" "0.8" at the flag entity.
[but this is only my opinion and its your choice what you do!]

Attached a Screenshot with a texture fail. Its just another Metal-Texture.


For the white flag, I did that, because it didn't seem right with it just being there.  should I put anything underneath or make a whole in the floor to go and get????

See the thing is, I dont like that the cap points would be on the low for two reasons... its too cluttered. ... and its too easy to go get the high point white flag and bring back.  so can I suggest making a basement to cap or side rooms that are placed behind both teams low floor.  Then could make an outer way  to get to it by the other team.  :-\

Sorry I didn't change that thought I did for the flag counts... That will be in b3

The texture fail should I use a wood or a different texture????

Title: Re: NEW MAP: FLUX
Post by: Chef-Killer on June 30, 2011, 10:20:31 AM
Yeah, now it's lighted :)

I'll have a look at the map later, didn't have enough time this weekend.

Btw. I guess HaRmonY meens, that the high brush in the screenshot is a little bit too wide there. It's only at the red ramp. The texture is of course the same.
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 30, 2011, 10:52:14 AM
hey chef-killer are you going to put my map on the beta server....?
Title: Re: NEW MAP: FLUX
Post by: Chef-Killer on June 30, 2011, 10:56:29 AM
Done! Look at your pm's for the login.
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on June 30, 2011, 12:05:06 PM
hmm.why u guy dont make a cap point at the middle between low and the part with the flags? :)
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 30, 2011, 02:03:58 PM
Good Idea Harmony.... Ill take a chunk out of the area and make a room....
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 30, 2011, 02:06:46 PM
Thx Chef-Killer
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on June 30, 2011, 02:15:23 PM
H1TM4N. Don't make always double posts. Use the 'Modify'-Button or make double posts when u upload a new beta or something.

Do you delete the highway where the cap in b2 is?
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on June 30, 2011, 03:01:49 PM
yeah, but im still working on what looks better ... middle room between the two or below them both same size and everyithing, but it kinda takes up room in the center....

srry bout the double post... i find out things through out  the day and just make a new one... ill  start modifying

would another room look good behind both lower floors.... to cap the flag... then have two outer routes(or under) leading to each other....???? or maybe just one big one... more playing area ::)

I wont be able to work on my map for a whole week... ill still post, but it will be a while before I post b3
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on June 30, 2011, 11:09:22 PM
i would say that two ramps goes to the new room where the cap is placed.

I have found a new idea. When you add "gamemode" "6" to your worldspawn and "gamemode" "2" to the white flags and to the normal flags "gamemode" "4" you can play the map with typing "newmap beta/flux_b2 ctf/1flag". Then there are just white flags or the normal flags. But when you do this you should add a new white flag at the middle-room.
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on July 01, 2011, 08:09:48 AM
I thought of this and I will put into action only if I have secured the cap areas.... which brings me to my final question

Should it be the center or behind the team's lower floor(i.e. Red can revive., turn around go through  hall way and cap the flag their... same with blue.)

Then I could put 1 decent sized Hallway underneath the whole thing connecting the two cap areas.... would that be good...

Someone pls tell me which is better... I do not want to have to make a b4 after the b3 just  becaue people didn't like the cap room
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on July 01, 2011, 08:22:54 AM
hmm... make it in center
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on July 01, 2011, 10:20:56 AM
ok.... will do
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on July 01, 2011, 11:22:48 AM
Ok... I'm compiling right now...
New Features Include:
-New cap points
-New center room
-forced jail spawning points

Features left out:
-flag count(with the new room all the flags should be worth the same
-3rd floor still there... and its accessible by the dead and the livin :)
     I have never done the jail spawn before tell me if it works

Enjoy
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on July 01, 2011, 01:43:48 PM
when u will release next beta? (:
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on July 03, 2011, 05:24:10 AM
Nice Idea with the cap points. You maked it a bit uncampable ;) good job.
But there are much textures bad - look below for screens. And its a bit to hard for newcomers to go there.
Make a ramp wich goes directly to the room.

Delete the 3rd floor because the jail isn't need in this Map. It's so boring there and when you are alive you can go in that jail.
I think only newbies will go there and get capped. So.. delete it.

I have found a new idea. When you add "gamemode" "6" to your worldspawn and "gamemode" "2" to the white flags and to the normal flags "gamemode" "4" you can play the map with typing "newmap beta/flux_b2 ctf/1flag". Then there are just white flags or the normal flags. But when you do this you should add a new white flag at the middle-room.

Edit the weapons of the spawns to carbine. Noone likes to play with automag.

Screenshots:
(http://img26.imageshack.us/img26/7980/fluxb3feedback.jpg) (http://imageshack.us/photo/my-images/26/fluxb3feedback.jpg/)
Change Textures

(http://img807.imageshack.us/img807/9791/fluxb3feedback2.jpg) (http://imageshack.us/photo/my-images/807/fluxb3feedback2.jpg/)
Change Textures, too.

(http://img4.imageshack.us/img4/702/fluxb3feedback3.jpg) (http://imageshack.us/photo/my-images/4/fluxb3feedback3.jpg/)
Change Textures, too.

(http://img535.imageshack.us/img535/9612/fluxb3feedback4.jpg) (http://imageshack.us/photo/my-images/535/fluxb3feedback4.jpg/)
Change Textures. And make the Cap in the middle of room - that its fair for both sides and you don't need to crouch on left side.

(http://img828.imageshack.us/img828/9756/fluxb3feedback5.jpg) (http://imageshack.us/photo/my-images/828/fluxb3feedback5.jpg/)
Same Fail as in beta2.
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on July 05, 2011, 08:31:26 AM
Thx harmony.... the fail in the beta2... well i completely forgot bout that.. srry will fix... and the cap points I wanted to test it out... so I made another map and made three white flags with different counts... now I know... heres the map if want to see....

This will be my next one... now I know there are a whole bunch of texture mess ups, but I will fix thm for the first beta.
Title: Re: NEW MAP: FLUX
Post by: Chef-Killer on July 05, 2011, 10:14:59 AM
I don't like the jail spawns in this map, too. It's kind of crazy if dead players can leave the jail and go back in the map.

In my opinion item values are matters of the mapper as long as there're no troubles with it. Maybe H1TM4N likes the automag, why shouldn't he use it in his own map then?

I'll post my feedback in a few days, sorry that I don't have enough time these days.

Start a new topic for your second and following maps please. And try to avoid these box maps with big open areas. Have a look at maps that get played very often. Most of them don't have a big box with stuff and floors in it. Btw. there's already a map with the name alpha_b1 (http://dplogin.com/forums/index.php?topic=19037.0).

Map is online @ [OTB] Beta!
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on July 05, 2011, 10:27:26 AM
First complete flux and make a final version before you start to make a new map!
I will have a look at alpha - aaarh.. this name already exists.


so - i'll give you more feedback when you have finish flux. but how to go from low to high?
But i like that idea with the cap points ;)
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on July 05, 2011, 04:32:15 PM
Will do chef killer... srry bout the name... i thought it was cool, i must of saw it :)

ok Harmony.... O and the jail was dumb ... i just wanted  to try it....
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on July 06, 2011, 11:54:05 AM
when do you release b4 with fixed caproom and deleted high? (:

@Chef-Killer yes, its his decison what weapons he use in his maps, but i think he is making his maps for pubs or matches and noone (most) likes to play with automag. Its better when you give the spawns a carbine ;) just for gameplay
Title: Re: NEW MAP: FLUX
Post by: Chef-Killer on July 06, 2011, 12:21:52 PM
Hm...I don't think you can basically say this or this gun is better for the gameplay. Imo the mapper have to decide in individual cases. However, suggestions will always be helpful for that :)
Title: Re: NEW MAP: FLUX
Post by: HaRmonY on July 06, 2011, 01:29:24 PM
yes, was just a wish of me.
Title: Re: NEW MAP: FLUX
Post by: H1TM4N on July 08, 2011, 08:55:30 AM
Ok guys here ya go...

Automag: fastest gun, but without aim
Autococker: fast gun(hard to tell that it is a tad slower than the automag), with aim

I chose the automag,because its fast and you actually have to aim.
With the autococker, you don't even have to look at the guy  and you killed him. :)

Now for the Carbine and Spyder SE: both are considerable guns and both reveals  true gameplay and not a "can I get to 100 kills with a 100 streak before the round is over?" Now yes the automag in my opinion has the same aim as these guns and I didn't want to bore the players with them.

The ttracer and the VM-68 are dumb.... sorry, but they are. Both have such a horrible rate( In an opinion, not actually)

PGP is fun I think, but people get tired of it. PGP is serious target practice making you a better player. :)

There is my opinion.... ok, so give me recommendations off that for my course ok :)
It's a waste of  a map  to talk about the gun that can be used in the next map that didn't make it in this one.
Title: Re: NEW MAP: FLUX
Post by: Chef-Killer on July 10, 2011, 05:08:03 AM
Ok, now some more stuff to this map.

The worldspawn looks weird. Delete "count", "teamnumber", "type" and "giveammo". These keys have no business there. On the other side add keys/values like "maxteams" "2", "team1" "red", "team2" "blue" and maybe keys/values for a nice sun lighting. Maybe something like this:
Code: [Select]
"_sun_light" "250"
"_sun_angle" "72 -25"
"_sun_ambient" "30"
"_sun_diffuse" "60"

Grenades are mainly server-side settings. If you want to add 2 or 4 additional grenades, use the keys/values "count" "1", "type" "paint/smoke" and/or "group" "#".

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

Maybe add "loadedco2" "#" to the player spawns for loaded co2. Do you already know this key?

Fix the screenshots HaRmonY already posted. There're a few more misalignments. I'll post screenshots of misalignments later, that there're no duplicate screenshots.

The map looks too bright for me overall. I'd reduce the lighting a lot. You can reduce it, if you use a lower value at the texture surface properties of the light textures. Don't forget to click Apply Face/Brush after it.

Map is online @ [OTB] Beta!
Title: FLUX BETA 4 by H1TM4N
Post by: H1TM4N on August 01, 2011, 11:55:24 AM
Ok guys here is B4
Harmony I cant fix the texture fail from b2... I tried everything help pls...

It took me forever to make those ramps to the third floor because of where it came out was off so i left them and made hall way.

I added loaded CO2 chef-killer
and adjusted the sun

O and Harmony I made the white flag worth 10 so all play would not be on the upper floor...

Tell me what you guys think ;)
Title: Re: FLUX BETA 4 by H1TM4N
Post by: Chef-Killer on August 02, 2011, 09:58:54 AM
The worldspawn looks good now.

Grenades are mainly server-side settings. If you want to add 2 or 4 additional grenades, use the keys/values "count" "1", "type" "paint/smoke" and/or "group" "#".

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

The map looks too bright for me overall. I'd reduce the lighting a lot. You can reduce it, if you use a lower value at the texture surface properties of the light textures. Don't forget to click Apply Face/Brush after it.

You should try to use the 16+ unit grids to map more clean and avoid all the corners and edges. Later if you have more mapping practise, you could use them for detailing stuff.

(http://www.otb-server.de/wbblite/attachments/2293.jpg) (http://www.otb-server.de/wbblite/attachments/2292.jpg)
Red: The different floor textures looks bad. I'd use only one texture for the whole floor.

(http://www.otb-server.de/wbblite/attachments/2295.jpg) (http://www.otb-server.de/wbblite/attachments/2294.jpg)
Red: Here's one of the edges.

(http://www.otb-server.de/wbblite/attachments/2297.jpg) (http://www.otb-server.de/wbblite/attachments/2296.jpg)
Red: Misaligned. Move the textures that the end of the texture is exactly at the corner of the brush.

(http://www.otb-server.de/wbblite/attachments/2299.jpg) (http://www.otb-server.de/wbblite/attachments/2298.jpg)
Red: One more edge.

(http://www.otb-server.de/wbblite/attachments/2301.jpg) (http://www.otb-server.de/wbblite/attachments/2300.jpg)
Red: This brush is a little bit to big. The ramp on the other side looks ok.

(http://www.otb-server.de/wbblite/attachments/2303.jpg) (http://www.otb-server.de/wbblite/attachments/2302.jpg)
Red: More edges.

(http://www.otb-server.de/wbblite/attachments/2305.jpg) (http://www.otb-server.de/wbblite/attachments/2304.jpg)
Red: Wrong texture.
Green: Wrong texture.
Blue: Rotate this face by 90° (the opposite one, too).

(http://www.otb-server.de/wbblite/attachments/2307.jpg) (http://www.otb-server.de/wbblite/attachments/2306.jpg)
Red: More wrong textures.
Bluie: One more edge.

(http://www.otb-server.de/wbblite/attachments/2309.jpg) (http://www.otb-server.de/wbblite/attachments/2308.jpg)
Red: Misaligned. Move this texture a little bit.
Blue: Misaligned. Scale down this texture (50%).

Map is online @ [OTB] Beta!
Title: Re: FLUX BETA 4 by H1TM4N
Post by: H1TM4N on August 02, 2011, 01:44:50 PM
Thx Chef-Killer.
Title: Re: FLUX BETA 4 by H1TM4N
Post by: jitspoe on August 03, 2011, 09:23:05 PM
Attached a demo with suggestions for revisions and uploaded the map to the beta server.  PM me if you need the login so you can change to the map to playtest it.
Title: Re: FLUX BETA 5 by H1TM4N
Post by: H1TM4N on July 16, 2012, 09:00:13 PM
For starters I would like to apologize for the long absence I took.  I was caught up in school and sports.  ??? But now I am on break and playing again.  I fixed a lot of the stuff mentioned previous but somethings are left as is because I can't fix them. So if you see something wrong don't just tell me whats wrong tell me exactly how to fix it.  :-\ And I also added new things  8) so it will be interesting! Enjoy!


Edit: This file is bad. It has a disabled ladder check for new file.
Title: Re: FLUX BETA 4 by H1TM4N
Post by: Chef-Killer on July 17, 2012, 12:14:17 PM
It would be easier if you can tell us what problems you couldn't solve so far.

Map is online @ [OTB] Beta!

I'll have a look at the map later.
Title: Re: FLUX BETA 5 by H1TM4N
Post by: H1TM4N on July 17, 2012, 01:43:08 PM
Okay, perfect edges on second floor stone area that meet the boxes. It is not just one stone box. It is many shapes and that would have to be changed individually that would affect the rest of the map which is impractical.  Because then I would have to slightly adjust every adjacent piece that is touching the stone floor.  Then also another thing is the top face of the fire is not blank instead it is another fire facing sideways.  I cannot figure how to change the one face with out completely change the entire brush. Finally, the spawn angles. I do not understand how to adjust the way a person re-spawns so that he/she does  not face a wall.

Overview:
1) second floor stone area imperfect edges as mentioned in Reply #53.
2) changing top face only of the fire brush???
3) spawn angles how to not make the spawn face the wall.
Title: Re: FLUX BETA 4 by H1TM4N
Post by: H1TM4N on July 17, 2012, 01:58:22 PM
Sorry that map I just released has a disabled ladder I just enabled it here is the new file...
Title: Re: FLUX BETA 4 by H1TM4N
Post by: jitspoe on July 18, 2012, 07:01:08 AM
Most of the stuff I pointed out in my demo is still a problem.  The lights are way too bright (you need to reduce the number of lights or reduce the brightness on them), the capture points aren't intuitive and are almost impossible to find for somebody who hasn't played the map before.  There are a few texture alignment issues.  I've put beta 5 up on the beta server.
Title: Re: FLUX BETA 4 by H1TM4N
Post by: Chef-Killer on July 18, 2012, 10:45:06 AM
Overview:
1) second floor stone area imperfect edges as mentioned in Reply #53.
2) changing top face only of the fire brush???
3) spawn angles how to not make the spawn face the wall.

1) Ideally the top of the room with the flames is only one brush. But it's also possible with more brushes, it just needs a little bit more effort. Select one of the faces and align it well. To do this, press s to open the surface property window. Change the values S and T to move the textur horizontal and vertical. If you figured out the correct position, click apply face (not apply brush). Do this with all faces. After you did the first one you can also right click the faces in the 3D window to align them same.
2) A standalone flame texture looks just horrible. Have a look at the flame test .map file to create a correct flame. You can also copy the flames if both .map files (the flame test file and your file) are opened in bsp at the same time. Then you can swith between the files. ftp://otb-server.de/pub/Maps/map/_flametest.map (ftp://otb-server.de/pub/Maps/map/_flametest.map)
3)You need to add the angle keypair to set the direction the players should look at after spawning. Select the entity, press e to open the entity window, and click on a number of the number field. It rotates the viewing direction in degrees. The value 180 means that the player will look in the opposite direction, e.g.. You can also add/change the keypair manually with the +. After you added the keypair, an arrow with the direction the player look at will replace the cross in the mid of the entity.