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
#16102 posted by Kinn on 2016/03/03 14:18:37
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
#16103 posted by SpecialBomb on 2016/03/03 17:47:10
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
#16104 posted by SpecialBomb on 2016/03/03 17:51:30
Also, how good was it for my very first map?
Kinn, Note
#16105 posted by SpecialBomb on 2016/03/03 18:00:52
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
#16106 posted by Kinn on 2016/03/03 18:05:01
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
#16107 posted by SpecialBomb on 2016/03/03 18:52:50
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
#16108 posted by spy on 2016/03/03 19:27:02
Spy
#16109 posted by SpecialBomb on 2016/03/03 20:05:24
Lol, I know it looks terrible. For some reason, my pc makes it look alright. And thanks for the "dm_" tip.
Spy
#16110 posted by SpecialBomb on 2016/03/03 20:09:40
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!
#16111 posted by spy on 2016/03/03 20:13:57
>>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
#16112 posted by SpecialBomb on 2016/03/03 20:23:21
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
#16113 posted by spy on 2016/03/03 20:24:24
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
#16115 posted by SleepwalkR on 2016/03/03 20:46:18
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.
#16116 posted by Joel B on 2016/03/03 23:21:03
+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.
#16117 posted by Joel B on 2016/03/03 23:22:14
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
#16121 posted by madfox on 2016/03/04 01:59:27
My entity shoots wrong shells!
HostError: Cl_parceserver message: bad server message
Specialbomb
It works when the player stands on it
Nevermind
#16123 posted by madfox on 2016/03/04 02:29:30
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.
#16125 posted by adib on 2016/03/04 03:08:47
Turn it into a func_illusionary
|