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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Specialbomb 
texture alignment is the least of your worries. Definitely need to add lighting. I like that you went with the blue theme, it's not seen often.

The map is basically a single room. Nothing wrong with a central atrium, especially as your first map, but the map isn't too much fun IMO. There's no 'down-time' and it's hard to gain a footing. You need to think about a couple of ways at getting up to the top. I would suggest that the 'corridors' that you spawn in on the bottom floor are fleshed out a bit more and that you can get to the next floor up safely through these corridors.
I found myself kind of blasting rockets from the corridors as a tactic because the central atrium is straight up death. 
Specialbomb 
Also the map is basically symmetrical. Not just on one axis, but on two axes.

Symmetry makes the environment more homogeneous and boring, and makes it hard for the player to orient himself. 
Kinn 
Thanks for the feedback. I understand why you gripe about the symmetry of the map, but I do it to keep things completly balenced between all players. I think this is a con on a small map like mine, but larger symetrical maps work great in my opinion. Orentation should not be that much of a problem, I had no trouble with that (well, I designed it, so that may just be me.) I understand the footing problem though, the second floor is fine, because it has a wall you can hug onto, but the very top is difficult to travel on. Im thinking of just filling in the top floor, leaving a hole to get to the quad damage. I also agree with the corridors, because someone can easily camp them, so I may want to just open them up completly. My idea of getting to the top floor safely were those little ramps, they are not asthetic. Anyway, thanks for the response! 
Kinn 
Also, how good was it for my very first map? 
Kinn, Note 
Just realized that I was explaining my ramps wrong. When I was typing that last response, I realized that I was thinking of the ramps in the wrong direction. The player has to take more time to go around the ramp and go up it, rather than just going up it. I'm going to fix that. 
Well 
I'm not gonna sugar-coat it, it's definitely a "my first map" kind of first map :)

I am not a DM mapper, but to improve I would study existing, well-regarded DM maps to learn about things such as layout, scale and connectivity. Also pick the brains of DM mappers on this board.

Don't get carried away with trying to make things pretty yet! First you want to nail down the layout and make it fun to play before you spend ages trying to do fancy brushwork and nice lighting.

/imo 
Kinn 
TBH, I made this map when it was pretty late XD. I made the mistake of texturing every object I made when I was making it, making it difficult to test. Thanks again! 
Wow 
cant help but this looks utterly like crap, i'm sorry
http://www.quaketastic.com/files/screen_shots/mark_v_0000.png
http://www.quaketastic.com/files/screen_shots/mark_v_0001.png


and just stay away from naming the map like this dm_somethin' 
Spy 
Lol, I know it looks terrible. For some reason, my pc makes it look alright. And thanks for the "dm_" tip. 
Spy 
Also, the main reason why it looks so bad is that the wall texture I used is way too bright, so I am going to swap it with something darker. Really loving all this feedback! 
 
>>Lol, I know it looks terrible. For some reason, my pc makes it look alright

i'm not about the actual (distorted, fov 150 there) view of the map

but overall, the map is too small for dueling, and theres to many useless items (two RA and 2 GA) sitting next to each other and so 
Spy 
Ty again, I thought the RA and GA being right next to each other was a little funny after looking at it again. I don't know if I can make the map bigger though, it would take more work than what it's worth. It handled four players just fine though, and I dueled on it too; it worked pretty well. Honestly, I think larger maps are worse for dueling in the fact that you have to take forever to find your opponent. But, that is assuming that the map is not wide open. 
SpecialBomb 
If you gonna make a propper dm map, i would suggest you to check the map series by Frib efdm3-12
for inspiration, and pkeg1(fribdev1) especially 
DM Maps 
Check out this database and play a few of the top ones to get an idea and feel of good DM maps -

http://mpqarchive.pauked.com/ 
For Q1 DM 
You need to study the works of headshot, danimal, ztn, retinal, mr fribbles, escher - those guys made some amazing stuff and always put a lot of effort into making sure the maps play great. Not that there aren't other great DM mappers, but these guys kind of got the ball rolling back then. 
 
+1 to both posts above me.

Also see https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/

which is an outstanding collection of brief DM map info/opinions.

But also just generally, good on ya for getting your mapping ball rolling. 
P.S. 
In case it's not obvious, that doc has multiple tabs. You might find the "About" tab to have some interesting bits, but be sure to flip over to the "DM Map Database" tab. 
Thanks For All Of The Refs! But... 
How the hell do I make a elevator in this thing? 
 
You can make them with both the func_plat and func_door brush entity.

Fun_plat is fairly straight forward, you make your moving platform and enter "height" as a key with a number signifying how far the platform will travel upwards.

func_door is a little more complicated, you set the angle of the brush as either -1 or -2 depending on whether you set the brush to move up or down. Also it's a good idea to have the platform have a column reaching to the floor so it moves the distance that you need it to. You can change where it stops or starts using the "lip" key. 
FifthElephant 
So, is there any trigger I need to set up here, or does the elevator work when the player touches it?
Nice name btw 
Oops 
My entity shoots wrong shells!

HostError: Cl_parceserver message: bad server message 
Specialbomb 
It works when the player stands on it 
Nevermind 
omitting TE_LIGHTNING1 in WriteByte. 
Yet Another Question 
How do I make a wall clipable? As in a wall that I can walk and jump through. 
 
Turn it into a func_illusionary 
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