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Author Topic: The Lost Castles Beta4  (Read 2701 times)
Clipz
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Posts: 33


« on: Jan 09, 2007, 10:24 PM »

A couple of weeks ago darkness gave me a .map file he was working on. I have spent every moment i wasnt busy on this map. Hope you like it its a castle map with two low paths and a high path the lows connect. The highs are one path. It also had 2 flags. Main flag is worth 5 points. BD flag is worth 3 points. Give me feedback.

Edit: Demo: How to get high, Bd jump! http://upload.arena-zone.com/963882
Beta 1 http://upload.arena-zone.com/921285
Beta 2 http://upload.arena-zone.com/195972
Beta 3 http://upload.arena-zone.com/934397
Beta 4 http://upload.arena-zone.com/151891



Blue Main Flag


Blue under bd, near spiral stairs (right out of spawn room)


Blue bd area


Blue bd flag


First room in blue base (left out of spawn)


Front main blue


Blue high


Blue hall to red BD


Blue bd to red main

Note: All the Screen Shots are withOUT high res textures.


« Last Edit: Jan 11, 2007, 01:13 PM by Clipz » Logged
Briton
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Posts: 33


« Reply #1 on: Jan 10, 2007, 11:49 AM »

I have to say some of the areas look a little bland (although this could be something to do with the textures). Think more along the lines of Rome where every area is interesting and intricately designed.
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Zorchenhimer
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Posts: 419



« Reply #2 on: Jan 10, 2007, 01:12 PM »

not sure if you realized this or not, but the demo points to "maps/tlc.bsp" instead of "maps/beta/tlc_beta.bsp"
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Clipz
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Posts: 33


« Reply #3 on: Jan 10, 2007, 01:27 PM »

Alright yeah i fixed that its in my previous post and ill add it in this one to.

http://upload.arena-zone.com/736063 (tohigh.dm2)
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jitspoe
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Posts: 1511



« Reply #4 on: Jan 10, 2007, 02:09 PM »

Looks interesting so far.  It's kind of big, so I'll warn you that that will turn a lot of people off right away, but hopefully it will see some play time when it's done.

The lighting, as we discussed before, is too dark, and I think is using the wrong .wal files.  Some of the colors don't look right (the stone walls seem to be reflecting blue, for example).  I'm running a rad compile on it now with some parameters to scale up the brightness and use the proper wal files to see how it looks.

I'm going to have to get on you about using the grid (again).  Lots of lights are slightly misaligned, and some are more misaligned than others (1st sshot).  If you use a grid the size of the texture (16, in this case, I think), all your lights will be aligned automatically without you having to do any work.  If they aren't quite where you want them, you can always lock the textures, make the grid smaller and move them.  If you keep everything aligned with the grid, though, brushes and textures tend to just work out well with minimal effort.  Speaking of brushes, this brush was misaligned here (2nd shot).

I've added your map to the beta server for testing.  Check your PM for details.


* tlc_lightalign.jpg (51.06 KB, 640x480 - viewed 63 times.)

* tlc_brushalign.jpg (49.2 KB, 640x480 - viewed 72 times.)
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Clipz
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Posts: 33


« Reply #5 on: Jan 10, 2007, 02:37 PM »

Yeah i got about 5 people that pm'd me saying the light should be brighter so i fixed that i hope. I dont know if you want to fix the .wal packs when the final compile comes out because i use quark.. which hasnt been updated for some time now.

Also i was talking to s8n yesterday, we were talking about game play. He recomended adding stairs from the low to the high. Im not to sure about that yet. What do you think? He also recomended the whole down low which i had added.
http://www.logictechnologies.com/keith/sshot016.jpg
Thanks to s8n for drawing it out.

Edit: Also jitspoe sometimes when i start my own server and play with bots one of the main flags wont be there everytime im kind of confused.

Ill get those missaligned textures in beta 3. Im going to take a break for a day or so. You think we can get a beta test soon im interested in how it flows.

For now heres beta 2: http://upload.arena-zone.com/195972

« Last Edit: Jan 10, 2007, 02:43 PM by Clipz » Logged
jitspoe
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Posts: 1511



« Reply #6 on: Jan 10, 2007, 02:42 PM »

Haven't checked out your beta2 yet, but here's how the light recompile turned out for me: http://upload.arena-zone.com/540747
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Clipz
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Posts: 33


« Reply #7 on: Jan 10, 2007, 02:46 PM »

Yeah that looks a bit better.
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jitspoe
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Posts: 1511



« Reply #8 on: Jan 10, 2007, 02:59 PM »

Here's what you need to do:

- Install the BSP pb2 pack (there's a thread with step by step instructions, but just putting it in C:\bsp should be sufficient).
- Copy your tlc bsp file into c:\bsp\pball2\quake2\pball\mapfiles (yeah, it's whack, but the compilers need the quake2\mod\map directory structure to work).
- Create a new .bat file in C:\bsp\pball2\bats.  I just called it light scale4.bat.
- Edit it with notepad so it contains the following (and save it):
Code:
call ..\compilers\rad -scale 4 %1
call ..\compilers\runmap %1
- Fire up BSP and create a new map with the same name as the bsp file.  tlc_beta2.map or whatever.  Just throw in a brush (click and drag) so it will save.
- From the export menu, select your batch file (light scale4).

You could also do it all from the command prompt, but this is easier to re-do once you've done it once.  Of course, you could just save a lot of trouble and make maps in BSP to begin with. Smiley  You could probably also configure quark to use the correct wal files and palettes, but I don't know Quark well enough to direct you.

Edit: When you do your final compile, you want to edit the batch (or create another batch) to read call ..\compilers\rad -extra -scale 4 %1

That improves the light quality, but takes longer to compile.
« Last Edit: Jan 10, 2007, 03:00 PM by jitspoe » Logged

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Clipz
Junior Member
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Posts: 33


« Reply #9 on: Jan 10, 2007, 03:23 PM »

Oh alright so this just compiles the map i can still use quark though... nice thanks man.
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Clipz
Junior Member
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Posts: 33


« Reply #10 on: Jan 10, 2007, 07:35 PM »

Fixed the light textures... made all the wood in the base going the same way.

I did what you told me to jitspoe Beta 3: http://upload.arena-zone.com/934397

Enjoy!
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Clipz
Junior Member
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Posts: 33


« Reply #11 on: Jan 11, 2007, 12:42 PM »

Fixed Whole on side of blue castle
Fixed wood on the stairs
fixed crask in window wall

Beta4: http://upload.arena-zone.com/151891
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S-L
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« Reply #12 on: Jan 11, 2007, 02:07 PM »

if the castles are lost then...why are you going to play paintball on them. just wondering.
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jitspoe
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Posts: 1511



« Reply #13 on: Jan 11, 2007, 02:51 PM »

I've got the new map up on the beta server for testing.  I don't have time to run through it right now.
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Clipz
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Posts: 33


« Reply #14 on: Jan 11, 2007, 04:48 PM »

Unless you can think of a better name dont complain....

Thanks jitspoe


Im going to work on alligning textures in the base tonight/tomorrow
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Spook
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« Reply #15 on: Jan 11, 2007, 05:51 PM »

;P
« Last Edit: Jan 12, 2007, 12:46 AM by Spook » Logged
Spook
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« Reply #16 on: Jan 11, 2007, 09:17 PM »

what did i say? whatever it was he knew i was joking, i mean we are buds, and i help him with his maps sometimes ;P
« Last Edit: Jan 11, 2007, 09:19 PM by Spook » Logged
Clipz
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Posts: 33


« Reply #17 on: Jan 11, 2007, 09:24 PM »

yeah me and spook are bros
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Spook
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« Reply #18 on: Jan 11, 2007, 09:34 PM »

i probably said something about the god awful alignment lmfao
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PiCaSSo
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« Reply #19 on: Jan 11, 2007, 09:36 PM »

what did i say? whatever it was he knew i was joking, i mean we are buds, and i help him with his maps sometimes ;P

LOL  "Someone needs too" I think it was, did come across as a rude remark too "Im going to work on alligning textures in the base tonight/tomorrow".

Clipz, the warning was in your defense and unfortunately, no one has a means to know who your "bros" are and what their intent was.

« Last Edit: Jan 11, 2007, 11:12 PM by PiCaSSo » Logged
Clipz
Junior Member
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Posts: 33


« Reply #20 on: Jan 11, 2007, 10:01 PM »

Oh alright yeah it is all missaligned thats what i get for using no grid
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Spook
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« Reply #21 on: Jan 11, 2007, 11:02 PM »

ok from now on Clipz is the only person worthy of my seed.
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J0rm4l4
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Posts: 9


Finnish Power \o/


« Reply #22 on: Jan 11, 2007, 11:45 PM »

nice job Smiley
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Finnish Power \o/
PlayaH
Junior Member
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Posts: 11


« Reply #23 on: Jan 12, 2007, 06:34 AM »

Hey. Nice work. Great design/style.  Wink  I've got an idea for the path shown in the attached screenshot. You could make the terrain more uneven, like it is on the to low and to high leading path on the 4-team-shazam. That would make it harder to line and better-looking. thx.


* sshot044.jpg (810.39 KB, 1024x768 - viewed 108 times.)
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Bix
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Posts: 74


« Reply #24 on: Jan 12, 2007, 09:29 AM »

I really want to play in a match with it. It does look like it is very hard to camp, therefore, it may be a fast map.
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