Tremulous Forum
Media => Mapping Center => Topic started by: Tamaru on October 22, 2010, 06:21:47 am
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Hello! i'm planning on realesing a playable, well-made map by staying up for 24 hours and rubbing a map out of my brain. I'll be posting screenies by the hour in hopes of finishing and i'm on IRC in #tremulous if you have any questions!
This map is intended for an idea of how we can improve Tremulous scrimmages. Possibly a server for 1.2 will be coming that has pre-made maps and settings specifically for Clan Scrimmages.
This is the first of many maps that will be added to the server, if anyone wishes to make one feel free... But it must have!
a. mirrored base locations
b. ONLY 2-3 paths towards opposite base
c. a mid-base that is neutral
This is the layout that i'm planning on making:
(http://img408.imageshack.us/img408/2685/111layout.png)
two mirror bases with a alternate base location in mid that has pre-made buildable areas
this is the general theme i want(although less detail thanks to IoQ3)
(http://www.nowgamer.com/static/images/games/3906/31298_DX3_Screenshot_ServerRoom_02.jpg)
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this is the general theme i want(although less detail thanks to IoQ3)
(http://www.nowgamer.com/static/images/games/3906/31298_DX3_Screenshot_ServerRoom_02.jpg)
You can have that kind of detail with ioq3 minus per-pixel lighting with appropriate textures and a high enough level of brush/patch mastery. Give the 'Screenshots' thread a look on quake3world.com for proof of this. There are some shots of various games in there, but most are rendered in the q3 engine.
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im talking more about the bump maps, normal maps and specular lighting, but thats just smoke and mirrors.. you're right
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im talking more about the bump maps, normal maps and specular lighting, but thats just smoke and mirrors.. you're right
Hence why I said 'minus per-pixel lighting'.
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i'll be start the 24 hours soon, i forgot to pay the cable
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You need a live stream imo.
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my computer cant run Livestream >.< damnit...
i'm gonna start attempting to get it livestreamed in a few hours or so
Hour 1 starts now!
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11:30->12:22 UPDATE
(http://img826.imageshack.us/img826/9218/picture1nr.png)
(http://img259.imageshack.us/img259/5975/picture2hu.png)
can i get some suggested texture sets?
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Nice idea for a project. What you did yet looks quite good. Judging form size and shape of the map, I think some cover in the central room could be necessary for aliens, since humans would have a nice, open 'shooting range' otherwise.
Anyway as for the textures, looking at the theme of the screenshot I think those textures could do a nice job (found them by looking at the usefull mapping links-sticky): http://www.evillair.net/v2/index.php?option=com_content&task=view&id=28&Itemid=43 (http://www.evillair.net/v2/index.php?option=com_content&task=view&id=28&Itemid=43). The e6 look promising for example. (some of them are also included in the default trem maps i think)
EDIT: Also take a look at e8, it got some nice floor and wall textures
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I hope there will be a lot of variable height within the map (put humans going uphill) as currently the path from H to A is about the distance between the front rooms of either base on ATCS.
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the doors that open the middle area are set to open up at 35 minutes, which is when SD begins on the server. So it's more something to speed up Sudden death.
the two main paths are the ones on the left and right
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one side done
(http://img94.imageshack.us/img94/6438/picture3tp.png)
i still need a texture set, i'm taking any suggestions at this point!
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evillair 8 as noticed above. good and rich set.
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Andromeda texture set, because it's win.
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Standard ATCS textures. I don't want to lag. :D
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Andromeda texture set, because it's win.
link please
Nice idea for a project. What you did yet looks quite good. Judging form size and shape of the map, I think some cover in the central room could be necessary for aliens, since humans would have a nice, open 'shooting range' otherwise.
Anyway as for the textures, looking at the theme of the screenshot I think those textures could do a nice job (found them by looking at the usefull mapping links-sticky): http://www.evillair.net/v2/index.php?option=com_content&task=view&id=28&Itemid=43 (http://www.evillair.net/v2/index.php?option=com_content&task=view&id=28&Itemid=43). The e6 look promising for example. (some of them are also included in the default trem maps i think)
EDIT: Also take a look at e8, it got some nice floor and wall textures
Thank youuu! i'll look into it.. i should start painting within 2 hours!
live stream comes up in a few hours!
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http://www.fileplanet.com/dl.aspx?/planetquake/speedy/textures_andromeda1.zip
http://www.fileplanet.com/dl.aspx?/planetquake/speedy/textures_andromeda2.zip
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Fileplanet registration? No, thanx. >:[
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Fileplanet registration? No, thanx. >:[
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Well sorry, his site is down and that's the only link I could find.
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ahh it's all good.
i'll have my jewish assistant ReapD download it after our HUD upload
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Just a little update on my progress: most of the sculpting is done, i just need the green room on the right and i'm off to texturing.
i looked at the sets and i think i'm going for "E8" by evil lair
(http://img9.imageshack.us/img9/1365/picture4xbn.png)
(http://img168.imageshack.us/img168/5026/picture5t.png)
Taking a 20 minute break for food, be back later!
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Looks neat thusfar :)
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ahh it's all good.
i'll have my jewish assistant ReapD download it after our HUD upload
Hey, I'm not YOUR bitch, I'm Aelita's bitch. >:'(
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Thank ye'
(http://img181.imageshack.us/img181/6453/picture6rx.png)
working on the green room
./cry reapd
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i'm still here! update:
the green room turned into an old service room. oh and the layout is done all i have to do is minor details and texturing!
i should get it done before 11:30 AM MTN time!
(http://img594.imageshack.us/img594/7660/picture7ih.png)
(http://img109.imageshack.us/img109/5908/picture8xz.png)
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took a break and did a sketch
(http://i54.tinypic.com/b636uv.jpg)
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WOW your an incredible drawer. Dang I shouldve posted some of my sketches I do.
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(http://img109.imageshack.us/img109/5908/picture8xz.png)
Spacing of holes on the rightmost room is weird. 3 from the top, 2 from the bottom.
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Thanks First
oh and thanks Plague bringer! i didn't notice that
PS: i'm almost done with texturing, detailing here i come!
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Thanks First
oh and thanks Plague bringer! i didn't notice that
PS: i'm almost done with texturing, detailing here i come!
Yes! Btw Tam, The file size is too big to upload for ALOT of the clips, can you just use it and do the montage? Sorry I was at a football game and am going to a bonfire. I'll be on TS in like 2 hours!!
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alright i'll be on teamspeak all night brother, see you soon!
updates:
(http://img826.imageshack.us/img826/8493/picture10id.png)
(http://img405.imageshack.us/img405/9449/picture9bb.png)
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i'll start texture work in 20, gone for food!
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Hay Here is a pointless question But Do most people start off with caulk texture or just make a room at the beggining and texture it from right there?
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you always start off with caulk then use crtl+shhift+click to texture all visable faces, it makes it max fps if you want detail
so yea, the way i got is i do the whole map then texture then lighting/details with 4 compiles
1. initial texture test
2. lighting test
3. final details and func_ or trigger_ tests
4. Final version
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Hay Here is a pointless question But Do most people start off with caulk texture or just make a room at the beggining and texture it from right there?
Depends on the person. My personal preference is to texture as I go, reason being that I can't really visualize the map when it's all caulk.
Tamaru, you really need to clean up your brushwork, I'm seeing plenty of intersecting brushes.
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i'm terrible on texturing >.<
(http://img839.imageshack.us/img839/8305/picture12e.png)
:/
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That's what happens when I caulk my entire map before texturing. It all looks pretty in caulk, but when adding the textures, it gets really difficult to make look good. It looks like you need to add trim to your brushes. You are relying too much on face-texturing.
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thanks face, progress:
(http://img200.imageshack.us/img200/6453/picture13k.png)
(http://img259.imageshack.us/img259/2899/picture14go.png)
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be back in 15, need more drank & food.
leave comments/crits please! i need them
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Adjust scaling on textures so repeats aren't as obvious, rotate the crates. Keep stairs constant width, and change that texture. Also add another stair first step is too high. Needs more detail. Where are the lighting fixtures?!
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And what comes for textures, check this topic for few more. http://tremulous.net/forum/index.php?topic=14411.0 (http://tremulous.net/forum/index.php?topic=14411.0)
And keep it up going, looks interesting... ;)
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Yea this is looking really good. Too bad My pc is very slow and it took my mecka map to test build two dame days. (WHAT THE FREAK)
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Tamaru: I recommend you fix those overlapping brushes. Replace those wall textures (in the first screenshot with textures). Maybe also make the base room more defendable for aliens (more boxes, smaller doorways?).
Otherwise looks good for the little amount of time put into it.
Yea this is looking really good. Too bad My pc is very slow and it took my mecka map to test build two dame days. (WHAT THE FREAK)
It shouldn't take that long even on a 10 year old PC. You are doing something wrong (my guess: all brushes structural).
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That's what happens when I caulk my entire map before texturing. It all looks pretty in caulk, but when adding the textures, it gets really difficult to make look good. It looks like you need to add trim to your brushes. You are relying too much on face-texturing.
Thats why i prefer make brushes and texture them instantly. It very hard to make matching geometry and textures if you sketching whole map from caulk.
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Thanks for all the help and support everyone, it's really helping me improve!
that was the humans base and i wanted to test a compile so i didnt a quick over texture with the stairs.. that isn't final.
also the lighting fixture i'm using is an MD3 so no worries about that.
thanks everyone! i'm having a terrible day on a personal scale but i'm still gonna try to finish this map!
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a little update, progres and improvement on the textures?
(http://img835.imageshack.us/img835/4347/picture15qg.png)
(http://img143.imageshack.us/img143/1934/picture16so.png)
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some more progress, i'd like crits please and thanks guys <3 you are all helping me a lot! i'm about 75% done... lighting and some final texturing until an alpha!
(http://img836.imageshack.us/img836/7688/picture17w.png)
(http://img840.imageshack.us/img840/6233/picture18t.png)
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Seems all ok, except some vertical pannels texture too stretched. Using fit? If you need fit by width and not distort by height - just copy width scale value to height scale value after fit action. =)
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alright thanks, that texture looks less streteched in-game and it looks decent so for now i'll leave it.
75% done with texturing! i'll compile the lighting test and skip the initial one in 30 minutes!
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i won't finish the map at my schedueled time, i'm sorry.
i have a lot of physical and emotional stress from my personal life right now, so i will come back after i feel better.
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i won't finish the map at my schedueled time, i'm sorry.
i have a lot of physical and emotional stress from my personal life right now, so i will come back after i feel better.
Hey Tamaru, you have breathed a little bit of life back into Tremulous Mapping. Take your time and deal with your life first. :)
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Thanks plague, and thanks everyone who helped me on the way along to where I've gotten with this map! it means a lot to do something in development that interests people since it is a major passion of mine.
After some 1.2 i'll get back on development!
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omg guess who is back!
i'm working on the final touches now!
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Cant w8 for release )
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i'm so exhausteeedddd but i wanna finish
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(http://img64.imageshack.us/img64/3459/picture19u.png)
(http://img137.imageshack.us/img137/390/picture20ra.png)
i'm done for now, i'm really stressed out from a lot of thingsand this weekend is getting worse and worse.
so i will get back on it soon.. sorry people for not hitting the deadline i had.
Till next time, :tyrant:Tamaru
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Bleh, I can't make that much even in week. :P
But I will be waiting your finished map with patience... ;)
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Wow! Are those lights over there? If they are, shouldn't you use shaders instead?
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? what? no... shaders can emit light but that isn't enough to properly light a whole map.
and also they were for a quick test of a couple things
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Shaders generally look a little better, but creatively placed point lights work too, and are often a bit quicker.
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Using shaders in conjunction with point lights is the best way to roll. 8)
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So when are you going to release the map. And if it looks good. realease it with license and put it into official U.S server maps.
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i'm getting error on compile and such even with as far as i went, so if you want it i'll give it to you....
i'm working on a new map now, check random dev shots.
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Are you letting YOUR MAP to own you ?? After all that work ??
Cmon, put your balls in the right place and tell the world who is the boss!
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May be you can solve that error? Which error u get?
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Making something like that in even a week is impressive, never mind 24 hours. I want to see how it went too.