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Phatboy Offline




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    Posted: Nov. 02 2009,20:56

Name of Map: Portal Mayhem
Number of players the map holds: 4-8
Gametype: a/w, ffa
Theme: Gothic
Levelshot:


Download:  splatdm2beta3g.zip


Edited by Phatboy on Dec. 12 2009,21:16
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Anthem Offline




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    Posted: Nov. 03 2009,05:21

Thanks for posting, good luck in the competition.  If you have any questions feel free to ask them here.

--------------
xfire: vlnoheaven
msn: qlanthem@live.com

Team Event -O- Horizon

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Phatboy Offline




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    Posted: Nov. 12 2009,21:26

Some work in progress screenshots:







Still haven't settled on my textures yet.  Going to stick with the id default textures though other then the logos.  Lots of detail brushwork and lighting now.

Thanks Buster for helping with some beta testing  :;):


Edited by Phatboy on Nov. 12 2009,21:28
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deqer Offline




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    Posted: Nov. 14 2009,11:00

I like the 3rd screenshot.  Looks interesting.
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Phatboy Offline




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    Posted: Nov. 21 2009,12:04

Beta test map up on test server.

Download here.

Still experimenting with textures and detailing.  Looking for feedback on the layout.  

PS.  Missed 2 textures when packaging pk3.

Thanks  :upside:
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Anthem Offline




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    Posted: Nov. 21 2009,20:03

Hey.  I was playing around in your map.  I like what I'm seeing so far.  I love the structure you made in the center.  It's very nice and should be interesting for gameplay.  I also like that the teleporter teleports to several locations.  This results in a fresh form of gameplay everytime the map is played.  The jump pads are also cool, but they could be a bit stronger.  I don't like the proportions of the hallways and door ways.  The map feels a tad cramped.  Other than that, I enjoyed it.  Keep up the good work.

--------------
xfire: vlnoheaven
msn: qlanthem@live.com

Team Event -O- Horizon

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phantazm11 Offline




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    Posted: Nov. 21 2009,21:49

Pretty nice looking so far. I love the mechanism in the center of the room.

I have actually done something very similar with the sponsor logos, except my "frame" is made of brushes and the logos do not scroll.
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Richard Offline




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    Posted: Nov. 23 2009,19:01

Had a quick run around your map and really liked it. It has some nice differse areas and all are done well.

I found that the rocket launcher room was just a tiny bit too dark for my taste and the railgun and rocketlauncher are quite close to each other, might be bad for gameplay.

Looking really good, nice work with the advertisement! looking really clean! Keep up the good work
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Phatboy Offline




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    Posted: Nov. 24 2009,18:30

Thanks all for the feedback.

After playing some 2 v 2 on the map I've realized it's too small for 4 v 4 which was more my original goal.  I've still got some time yet so I'm going to addon a bit and hopefully not kill the flow I was trying to achieve.  I'll then redistribute the weapons etc.  

The hallways will be more proportional after I get into detailing them.  Most are just a long box at this point.

I'll add a lil more hieght to the jump pads.

I'm hoping the sponsor logos will be fine.  I was trying to make it so they are noticeable but not to the point that it looks like a stockcar plastered with stickers.  The logos however are best viewed at the highest texture detail setting as the smaller fonts of the logos are not legible at lower settings.
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Phatboy Offline




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    Posted: Dec. 09 2009,22:15

First post updated with levelshot, name and download link.  Hopefully final beta and good to submit.  Bot friendly, 1.16 compatable.

The sponsor logos are untouched but the smaller fonts are not legible unless texture detail is high.
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donkey Offline




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    Posted: Dec. 10 2009,02:10

You have a missing water image...chalk another one up to the mapmedia.pk3, which isn't part of the original game.
Don't forget the arena file.
Main issue for me was vis culling. I was getting some pretty heavy r_speeds. The map is refreshingly under cluttered with details so the tris count shouldn't be so high. Most of the level is being drawn all the time. I did a quick run through with show_tris on and I'm seeing a lot of surfaces being drawn that could have been caulked, but more importantly I'm seeing a lot of the map that shouldn't be visible. Did you use vis -fast, or did you do a full vis? If you compiled a full vis you might want to think about adding some hint portals.
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Phatboy Offline




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    Posted: Dec. 10 2009,17:52

Thanks for the feedback donkey.

I realized half way through that I should have been using caulk on the hidden faces and I started editing prior to this beta but I know I have missed a bunch.  I'm going to continue until the 12th.  

I noticed the issue when I ran show_tris as well.  Is it a result of the dividing walls being to thin?  Most are at least 16 units.  I've read multiple tutorials on using Hint brushes but lots of them seem to contradict each other so I would need help to understand how to correct that problem.  Any advise would be great.  Thanks again.

For the water texture I used calmpool_bg_tess (something like that).  The wierd thing is this shader is in the original pak0.pk3 but the textures that it references aren't in the pak0  texture folder.  I believe pool2.tga and pool3.tga.  I will look into this before the final release.
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Phatboy Offline




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    Posted: Dec. 11 2009,23:27

Update to beta3d.  Fixed water.  Caulked at least 80% of the hidden faces so hopefully that cleaned up that issue a bit.  I'm at a loss for the vis culling  :( .  

Mav... emailed you my .map file.  Seeing as I'm out of time beta3d is my contest submission.
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Maverick Offline




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    Posted: Dec. 12 2009,08:26

You have until the end of December 12th.  December 12, 11:59pm to be exact.  And 59 seconds.

I'll go ahead and add this as the final, but if it isn't just let me know.


--------------
m a r g o . says (12:01 PM):
could you plz eliminate all the ppl that use cheats and use other pplz accounts for no good reason
m a r g o . says (12:02 PM):
from the earth i mean =)
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donkey Offline




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    Posted: Dec. 12 2009,12:29

oops, probably too late now...meant to say hint brushes tend to work best in pairs, two angled faces intersected by a structural brush. Saying that hinting is not an exact science, portal creation seems somewhat random at times.
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EngL@nder Offline




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    Posted: Dec. 12 2009,12:34

just played ur map its a good map well laid out  i like the teleporter in the middle
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Phatboy Offline




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    Posted: Dec. 12 2009,21:15

Updated to build beta3g.

Changed water again, fixed some more lighting.
Fixed some more redundant textures.
Fixed a fubar'd amd logo.
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Bliccer Offline




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    Posted: Dec. 15 2009,05:44

Just tested your map and really like the outside and the middle. Rotates nicely =)
But one bug and one idea:

Bug
The vertices of the cylinders aren't touching each other correctly. This occurs on every banner.

Idea
Perhaps you should playerclip the floor. I wanted to start jumping, was getting stuck in that patch and fell into the fog. That's why the clipping idea came up.
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Phatboy Offline




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    Posted: Dec. 15 2009,10:32

Quote (Bliccer @ Dec. 15 2009,03:44)
Just tested your map and really like the outside and the middle. Rotates nicely =)
But one bug and one idea:

Bug
The vertices of the cylinders aren't touching each other correctly. This occurs on every banner.

Idea
Perhaps you should playerclip the floor. I wanted to start jumping, was getting stuck in that patch and fell into the fog. That's why the clipping idea came up.

Yeah I noticed the discrepancy in the banner cylinders... the editor shows it as aligning but I'm wondering maybe if it's the texture that is making it look off?  I'll look into it tonight after work.

For the patch on the fog pit.. are you talking about the perimeter square cylinder patch along the edge?  I'll apply player clip accordingly if so.

Thanks for the feedback  :)
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Phatboy Offline




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    Posted: Jan. 16 2010,12:07

Final map available here --->splatdm2

Also available at raw-clan.ca.

Can't wait till the next competition  :;):
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