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Author Topic: New Map - Under Over  (Read 585 times)
silly
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Posts: 50


« on: Feb 09, 2007, 08:18 AM »

http://upload.arena-zone.com/137597

iv worked alot on this map, and suggestions and CC would be quite appreicated

thanks

-Silly
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lords8n
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Posts: 147


« Reply #1 on: Feb 09, 2007, 09:04 AM »

Ok here's my 2 cents on this mapski...

I don't like it.
It's boring. And it's, did I say boring already?
I never even looked to see who made this, but he/she should shoot himself/herself...dead...now...here's my gun!

Seriously though...it sucks...but...
For a beginning mapper it's a good practice. Just do the community a favor and throw it away when you're done with it. Don't release it, we have enough Indunes and Blitz's and <insert boring square map name here>.

Now...that being said, whether you like it or not, here's my structural analysis.

IS A COUPLE SQUARES HOW CAN YOU FUCK IT UP?

Anyways here are some problem spots I found...

Light off wall...nuff said:


No clip brushes around your ladders. If I come in to that ladder at an angle I get stuck on the side of the ladder. No, you didn't plan that...fix it...I know all the excuses.


This barrel, and maybe a couple other things I couldn't see because the areas were too dark, are floating in air.
ON THE SUBJECT OF BARRELS.............................Align your barrel textures please <---look I even said please!


These two are twins!
They are the same place on different sides. See the problem? If not you're blind...FIX!


Twins? Again?
Same thing, different place...fixie!


Sorry if I seemed a little harsh there, but the DP community would take a huge step backwards if this were to be released and played. Good map for learning, not good for production release.

Oh...I'm not fond of the 1 unit thick floor either, but whatever.
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Bix
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« Reply #2 on: Feb 09, 2007, 09:16 AM »

how would CC be quite appreicated.
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silly
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Posts: 50


« Reply #3 on: Feb 09, 2007, 09:40 AM »

Oh okay, thanks for everything there. What should the floor thickness be?
how would CC be quite appreicated.


It would be appreicated because i would know what to fix
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PiCaSSo
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« Reply #4 on: Feb 09, 2007, 09:48 AM »

how would CC be quite appreicated.


Hahaha Chris I know you have to be BSing here...  CC stands for Constructive Criticism in his reply, NOT College Crumbcakes hehe
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lords8n
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Posts: 147


« Reply #5 on: Feb 09, 2007, 10:08 AM »

I'm not sure if having a 1 unit floor thickness has any technical problems, but visibly a 1 unit thick floor wouldn't hold a lot of weight. So it may be just a visual thing unless Jitspoe says otherwise.

I would do at least 16 units thick, personally.
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silly
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Posts: 50


« Reply #6 on: Feb 09, 2007, 10:58 AM »

Ok, i was doing a little test map and i did thickness 10, it looked pretty good.

Anyway, thanks for all of your tips.

**Edit**

S8n, do you think you could consider being my mentor, for mapping or something like that. If so i could PM you my email adress.
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lords8n
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Posts: 147


« Reply #7 on: Feb 09, 2007, 11:32 AM »

Sure, no problem.

Keep all you brush thicknesses on the grid.
In doing so you will end up with, when at all possible, thicknesses at 1, 4, 8, 16, 32, 64, 128, 256, ...etc.

What I mean here is if you are going to make it 10 units, do 8 or 16 instead. This way when you increase/decrease your grid density your brushes will always fall on the maximum grid. At 10 units you are forced to go all the way down to a 1 unit grid density in order to manipulate accurately. If you are at 8 units you can accurately control your brush at 8 unit grid density, and anything below that. Same with all other grid sizes I mentioned.

Whenever I make a map and MUST have a brush side lay on something other than the available grid densities, that brush, and everything associated with it, always causes me to have to adjust down to 1 unit grid in order to tweak it. This takes time.

Email: lords8n@gmail.com
Anyone is welcome to email me for any mapping things.
I will be making almost all of my .MAP files, released, in development, experimental, and test, available for download when I get around to it.

Jitspoe, DirtyTaco, and UniBonger all have very very nice mapping techniques. Maybe they would also follow suit and open their .MAP files to the mapping public for study?
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silly
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Posts: 50


« Reply #8 on: Feb 09, 2007, 12:03 PM »

Oh sweet man. Thanks ALOT for all of your tips and advice, do you have msn btw?

my msn and hotmail account is

soda_anim@hotmail.com
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jitspoe
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Posts: 1511



« Reply #9 on: Feb 11, 2007, 07:11 PM »

I think s8n covered most everything.  It looks like it may not have been vised correctly, either.  You probably have a leak (this happens a lot when you use a grid size of 1 instead of something like 16 or 32 where you can align things easily).  Your map needs to be "water tight".

As for map sources, I had a bunch up on the old dpball.com.  I've started adding some here:
http://dplogin.com/files/mapmaking/mapfiles/

Unfortunately, I think I lost the sources to most of my older maps.
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BALETED!
lords8n
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Posts: 147


« Reply #10 on: Feb 12, 2007, 08:44 AM »

I went ahead and placed all my .MAP files I have at work up for download.

I think I deleted everyone else's and non relevant .MAP files.

For those interested, look at m1.map. That's actually the very very beginnings of nhb, believe it or not.

AHOY.MAP is another interesting map. I might have to finish that one some day.

http://www.logictechnologies.com/keith/mapfiles/

As soon as I can I will get all my .MAP files from home and add them to the list as well. It's kind of awkward for me to look at just this list without including my home files because I so often transfered file back and forth so the progression in only my work directory is incomplete. I also have maps at home that I never brought to work.
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