|
Post by giftmacher on May 13, 2015 9:30:05 GMT -5
Ok thanks jay, I will try that, where can I find all of his maps? I only have a few of them, mostly the contest maps. Although did he put in a "lighting" effect with light entities or just the sound? It's the light entities that gives me trouble, func_timer -> target_speakers is already in place and works, but it didn't work with light entities because it kept adding seconds to their "uptime". In DM the light entities (despite being 'start off') are on from the get go, ignoring my relay triggers (or they are not firing at all in DM mode). Edit: I should learn how to google, found his webpage, j-spot.backshooters.com/maps.html
|
|
|
Post by giftmacher on May 12, 2015 16:16:49 GMT -5
Thank you for the positive response, still tuning it, shame the func-timer and trigger-relay stuff didnt fire in DM mode for thunder lighting effect..
|
|
|
Post by giftmacher on May 12, 2015 4:54:58 GMT -5
Thanks crypt & Null, I would really like to get the thunder effect working in deathmatch mode though.. (works fine in normal mode, func_timer+trigger_relay) it was a big part of the atmosphere. Will tune texturing/trims a bit with margaal screenshots.
|
|
|
Post by giftmacher on May 11, 2015 13:47:23 GMT -5
Hello! I decided to revise my work method which was very random and scrappy, I took a few pages out of spirit's book trying his (and I'm guessing most other top map designers) method of using a layout, then boxing this layout in the editor testing movement/item placement/line of sight. Basically only mapping with 1 wall and 1 floor texture. Rough geometry. The result is this map, which is very small and basic in design, for me it was a learning experience to make this map and I kept it very simple to not complicate things for myself (mostly square areas/geometry). Below are some screens of how it started and the end result of one area. Now the map flow is probably not world class since I only did a few tests with bots but the important part for me was to finish a layout and realize this map, practicing this way of mapping. Update #1 After a few weeks of sporadic fine tuning I feel the map is ready for beta release, I'm also sick of it because I've been tinkering with it for quite some time now Please, have a look and give constructive feedback regarding gameplay/item placement, still not sure of that so I'm all ears! (Of course if you find any bugs and errors please let me know) Update #2 * Removed one teleporter * Minor texture changes * Made weapon spots more visually distinct * Reworked item placement for weapons/ammo/health/powerups * Removed Machine Gun - Link updated! -=[Screenshots]=- layout
boxed #1 detailedboxed #2detailed
boxed #3detailedscreen #1screen #2screen #3Download
|
|
|
Post by giftmacher on May 11, 2015 5:24:53 GMT -5
Let me know what you find! The effect looked pretty damn cool with thunder+light, if one could only fix so the light only stays on for like 1 or 2 seconds to match the sound effect. Edit: Ok tried it with relay as you suggested, it works now!
|
|
|
Post by giftmacher on May 10, 2015 12:40:17 GMT -5
Hello, I was wondering if one could create a thunder effect in a map by using func_timer, target_speaker and light entity. I tested it like this: func_timer #1: wait 60 sec -> target -> target_speaker (thunder_sound) func_timer #2: wait 60 sec -> target -> light entity (white, value 1000) func_timer #3: wait 62 sec -> target -> light entity (turning it off again) Problem? The "light uptime" increased for every activation, so after a few "thunders" the light stayed on long past the sound effect, making it look silly.. Any solutions/other methods?
|
|
|
Post by giftmacher on May 1, 2015 6:41:13 GMT -5
Yes I'm looking at your .map files now, practicing your/that method - full boxed out layout first, solid brushes. Then add detail brushes inside the solid layout. Lots of failing, but now I finally managed to map out my pen&paper layout in the editor.. THEN comes the fun part of detailing.. very demanding on my childish patience. Edit: Wild and unreasonable thought but could the limit of 1750 brushes have something to do with the QuarK editor/compile tools? Tried various methods/approaches, around 1750 I hit the limit.
|
|
|
Post by giftmacher on Apr 26, 2015 15:24:36 GMT -5
Yea I can understand the problem with my contest map, lots of diggers/awkward brush work, real mess. However, this map I'm actually being quite careful with everything, going very slow but past 1800 I get too many faces! I don't use anything else than pure brush work, real squarish too.. nothing fancy. Something with my mapping method is off
|
|
|
Post by giftmacher on Apr 15, 2015 13:53:54 GMT -5
Ok that is so strange because I get "Too many surfaces" error when passing 1800 brushes :/
Edit: After removing a very detailed pillar that was placed in the center-arena of the map, it worked! I guess the amount of brushes is one thing but also how many that are visible at any given time..
Edit #2: After adding more brushes, past 1800 in a sealed area, not visible from more than 1 or two entry points, I hit the "too many faces error" again, I'm doing something wrong but I'm not sure what! This time I used no diggers/func_walls or anything, just pure brushwork. Making the added brushes "detail" does not have any affect on the error. So it is very surprising to see you guys adding 2000-4000+ brushes on a map!
|
|
|
Post by giftmacher on Apr 15, 2015 7:56:30 GMT -5
|
|
|
Post by giftmacher on Apr 14, 2015 8:39:50 GMT -5
It all comes down to personal preference and I'm sure all of us have very different taste as to what a 'good' map looks like, however, one must see the value in gameplay over details. Details are important but not this important, this map's gameplay/flow is sick! It is way easier to nit-pick and adjust every brush/texture for months than it is to design a layout that works this well. This right here is design at its finest. Detailing? That's easy, it just takes time. Would you rather tumble around on a detailed map or have awesome matches on a fast flowing map? Don't get me wrong, I love details too but I find it secondary to gameplay as long as you have basic good-looking geometry going which spirit certainly has in this one. The most insane examples I've seen on incredible-looking details coupled with good gameplay (In Q2) are some of Jester's maps. Again these are just my thoughts!
|
|
|
Post by giftmacher on Apr 14, 2015 8:22:15 GMT -5
Thank you cocerello for the feedback. I look a lot on the Id maps as you can see, for the most part I look at the SP maps but the geometry is the same/similar in the DM maps. Good points on verticality and heigh differences, it is my biggest problem right now -> getting good connectivity coupled with varied heights. I learned a lot by doing this map, so much that I set off to make another dm7 Pandorum, but it would appear the same problems with connectivity/height (2D feeling) exists in that one too. I decided to scrap everything, clean out my mapping folders/QuarK and start anew Right now revising my work process and doing maps differently now, a lot slower but some interesting results so far. This map can't be saved I'm afraid, maybe at later time but I feel it is better to take what I've learned from this and move on. Maybe I could remix it with better planned brush work as that is another major flaw in it (too many damn brushes used), I'm thinking about remixing all of my DM maps at some point. When you learn new things, sometimes it is not possible to continue a map that is built on a poor foundation. Again, thank you, it is important that feedback is given to mappers and the way you give it is excellent: It's not sugar coated and it's not unreasonable.
|
|
|
Post by giftmacher on Apr 10, 2015 15:32:22 GMT -5
Hi, I have two concerns with a map that I'm working on, the first is: how do I (in QuarK) make trim textures follow brushes that bend less than 90 degrees? I have the same concern when it comes to bending pipes/prisms in QuarK. I can do 90 degree turns clean with prisms but any other angle won't work! I provided a screenshot below to demonstrate: Help appreciated!
|
|
|
Post by giftmacher on Apr 8, 2015 14:46:16 GMT -5
I agree with spirit here, the map is very open but for DM this can actually work, I'm thinking of q2dm1 as an example of big open space combat mixed with some minor areas running around the center. The theme is coherent with some rough architecture but it gets the job done. Wouldn't a Rogue version of this map be pretty cool with the nuke? I feel it fits perfectly here, the blast can be seen from most of the map. Good job!
|
|
|
Post by giftmacher on Apr 3, 2015 3:49:15 GMT -5
Thanks Null, I've tried all of the maps now and I'm happy to see so much creativity flowing through this contest, I'm glad jitspoe won a few categories (stunning) spirit2dm9 new favorite, texture theme and design flows together perfectly, up there with spirit2dm2 and some of Jester's maps of Q2's all time greats (My very subjective opinion). Solid map by Pan, looks like a lot of fun to play, tight and fast DM. Big fan of the alien universe so Crom and thf really pushed my buttons with their maps. Crom your map looks like a really fun tight/claustrophobic fragfest, I can see lots of awesome crazyness with 4 players (cool connectivity and height variations). These are just a few comments from me but the contest maps are a cool mix of environemt design and deathmatch design overall. Stay at it people and don't be afraid to learn new things in terms of mapping, here is a link to a really good 'work process / design' guide on how to create competitive maps. Most of this spirit already touched upon in his tutorial on items and posts on work flow, but I still recommend giving this one a read. www.goodstuffmaynard.com/portfolio/independent/cdg/index.html
|
|