Tremulous Forum

Media => Mapping Center => Topic started by: Crylar on February 04, 2004, 11:52:33 am

Title: Map
Post by: Crylar on February 04, 2004, 11:52:33 am
I'm currently working on a map I thought could work nice with Trem, I'm conna post pics of it later.

but I have to know some stuff, like how meny units will the big mofo be??
Title: Map
Post by: OverFlow on February 04, 2004, 08:31:57 pm
i think.... its 80x80x100

It might change, but probably not any bigger
Title: Map
Post by: Crylar on February 04, 2004, 09:38:00 pm
Ok, tnx.

I have som screenis now, here you go!

(http://www.home.no/cry/maps/base01.png)
(http://www.home.no/cry/maps/base02.png)
(http://www.home.no/cry/maps/base03.png)
(http://www.home.no/cry/maps/base04.png)
(http://www.home.no/cry/maps/base05.png)
(http://www.home.no/cry/maps/base06.png)
(http://www.home.no/cry/maps/base07.png)
(http://www.home.no/cry/maps/base08.png)

'Sorry for the size, but I have no space left on the server I'm using.'
Title: Map
Post by: Supa on February 04, 2004, 11:01:01 pm
Looks good, love the lighting.

The tower really needs work though. I think the stairs would be better located inside the tower, or replaced with a lift. Also the top of the tower should have a few windows, or maybe you could make the roof accessable. Another idea I have is that you could just replace the tower with a landed dropship (I'd like to see this actually, 'tis one of my favorite methods of doing a human start in a Gloom map)

Anywho, I think its a good start.
Title: Map
Post by: Excalibur on February 05, 2004, 02:48:59 am
hey supa i dont know if you know this but this is not gloom.
Title: Map
Post by: OverFlow on February 05, 2004, 06:47:34 am
ooooo, lookin quite nice there Crylar.  

I don't know much about mapping, but I have a couple suggestions I'd like to add:  
Try and find a less noticably repeating texture for the outdoor bits. Also, I think the outdoor part could use even more detail (in terms of geometry) than it has now.

I'll probably get yelled at for this, but I think patches would be a good approach to a lot of the walls where you don't want it to appear 'triangulated' like it does now.

Based on these screenshots and some other shots godmil showed me, it looks like you have a good grasp of indoor archetecture so I'm looking forward to seeing more shots and playing with this sometime  :D



Btw Excaliber, although this isn't gloom, it doesn't mean you can't build bases in the same types of places.  Besides, Supa has accually played trem much more than you have ;)
Title: Map
Post by: Excalibur on February 05, 2004, 06:59:38 am
i know i was just messing around. this game is alot alot alot like gloom from what i have read about the mod.
Title: Map
Post by: Crylar on February 05, 2004, 09:39:42 am
I don't want to take away the tower thingy, and not to replace the stairs with a lift, this is a design I have had in my head for a time and I want to see how it works.

Besided, I cant replace the house/building with a ship, cause it has this big pipe coming out of the ground and in there. you can see on the shot from the editor(2d view).
And the tower do have some small windows/holes you can look throu.

The mountain will not have much details in terms as trees and bushes, since the mountain is supposed to be a pretty unpleasant place, so nothing can grow and stuff. Though I might make it not so very much triangly and use more brushes, I don think it's good to use patches(I tried that befor and the results I got was not good)

I'm glad you mostly liked it. I hope you will like the inside.

The map itself won't be that big. it will mostly be this big mountain and some rooms inside of it(since its my first map I don't wont it to be to big(for me to handle))
Title: Map
Post by: Who on February 05, 2004, 01:25:58 pm
Here's a helpful hint: Only take advice on your map if you agree with said advice.













Unless said advice is coming from me.

















But it's not like your map is going to be good anyway.
Title: Map
Post by: Who on February 05, 2004, 01:27:02 pm
P.S.: Post a working demo so I can criticize it. Screenshots don't really show maps.
Title: Map
Post by: Godmil on February 05, 2004, 01:53:25 pm
Ooh ooh, :D

good good, nice to see you working on a trem map Crylar :)
I love terrain at the moment,  and I've been spending a while readin up on it lately... dont worry too much about the repeating texture... the visuals of the terrain can be touched up at a later stage (there are some amazing new tecniques for doing terrain in q3 that I'm just trying to learn).

I'm glad one of the first things you mentioned was the Mofo height, that is a key factor in the design (as some of the mappers just found out ;) )

one thing I would comment on is... when doing outside sections you have to remember that Humans have a jet pack... I believe there are ways to bring him down  so a flying human isn't totally invincible.. but for balance issues you may consider little sheltered bits that aliens could hide under (in the same vein as crates getting put in long corridors).

Keep up the good work, and keep us updated please :)

p.s. there was a mention of a lift... I think we're trying to avoid those in trem because of a problem structures have placed on them.

p.p.s: Overflow: Terrain Patches!!! Rabble rabble rabble!!!

 :D
Title: Map
Post by: Timbo on February 05, 2004, 06:13:09 pm
Quote from: "Godmil"

p.s. there was a mention of a lift... I think we're trying to avoid those in trem because of a problem structures have placed on them.


There shouldn't be any problem with buildables sitting on movers, but no one has built a map with one to prove it yet.
Title: Map
Post by: Supa on February 05, 2004, 06:18:56 pm
Crylar: Ah, I'm sorry, I didn't see the pipe in the editor shot before. My bad.  :D

As for the mountain detail I like how it looks currently. Can we see shots of the mountain inside too?
Title: Map
Post by: Crylar on February 05, 2004, 11:07:51 pm
Ok, so I have s pic of one of the corridors now.

(http://www.home.no/cry/maps/base09.png)

'this pic has ben edited with gamma and brightness'

I won't post a demo until I think its ready.

I try to form the mounten so aliens can climb up hidden.

ohh, and 80x80x100, its seams a bit to small... like in some screenshots I'v seen it looks to be much bigger.
Title: Map
Post by: OverFlow on February 05, 2004, 11:23:02 pm
well, the player is 56 units tall, so I think its a pretty good size bbox.  We also scaled the mofo down 10% from all those shots we showed ealier so it wouldn't be such a problem ;)

btw, awesome corridor.
Title: Map
Post by: Supa on February 06, 2004, 12:50:21 am
Agreed, looks nice.
Title: Map
Post by: Crylar on February 06, 2004, 08:11:09 pm
I hade to build the walls of many brushes in lack of good textures, so I'm concernd if this will be a problem.

(http://www.home.no/cry/maps/base10.png)

10% smaller hu, well that explains that.
Title: Map
Post by: Who on February 06, 2004, 08:25:12 pm
Check your rspeeds to see if you're using too many brushes.

Anything up to 15000 shouldn't be problematic.
Title: Map
Post by: Crylar on February 06, 2004, 10:48:13 pm
(http://www.home.no/cry/maps/base11.png)

Soo... I guess this is bad, but witch of the numbers is it you mean?
Title: Map
Post by: Who on February 07, 2004, 12:26:21 am
It's not too bad. I'm just saying 15000 isn't "low" anymore.

Start worrying when you hit 50k and then tell us if your computer can still run it
Title: Map
Post by: Crylar on February 07, 2004, 09:26:51 am
k, I was a bit worried.

But still, there are a lot of numbers, witch is the one that should not reatch 50k.

the last pics was edited, cause it was way to dark(I thouth), and so I added some light to it -

(http://www.home.no/cry/maps/base12.png)
this pic is not edited (exept for the resolution ;) )
Title: Map
Post by: Who on February 07, 2004, 04:12:35 pm
verts x/x are the ones
Title: Map
Post by: Godmil on February 07, 2004, 04:39:59 pm
Oooh ooh Nice corridors :D

yeah.. 27k thats a bit high, but from the look of the corridors it doesn't seem like you're 'over detailed'  I'm sure its something that can be fixed with proper hinting. :)
Title: Map
Post by: Crylar on February 07, 2004, 11:44:46 pm
I have only the outer walls as 'Structure', so I can probebly cut the r_speeds down a bit.
Title: Map
Post by: Godmil on February 08, 2004, 05:15:31 am
Quote from: "Crylar"
I hade to build the walls of many brushes in lack of good textures, so I'm concernd if this will be a problem.


pft, thats not a lot of brushes... try 250+ (http://195.137.39.51/godmil/happywall.gif) brushes for one small wall section ;)

you're pic looks good, but for that long brush you have in the back, I think you'd be better to chop that up into one section for each gap (if it fits like I think it does).  Cause at the moment it looks like there are lots of t junctions which will actually give you a higher r_speed than  having lots of little brushes (also you've got lots of overdraw where the texture goes behind all the other brushes).
Title: Map
Post by: Crylar on February 10, 2004, 06:01:12 pm
What is the size of the smallets alien??
Title: Map
Post by: Ogun on February 10, 2004, 06:34:39 pm
Hearing the number 50k+ when talking r_speeds is making me SCREAM INSIDE, WRRRRRRRRRRRRAAAAAAAAAAAAAAAAHHHHHHHH!!!!!!!!!!!!!!!!!

Ok perhaps I'm living in the past, but it kinda hurts when r_speeds pass the 10k limit. Keep in mind that the map isn't all that's rendered when playing. 20 models, explosions, particles, that adds up to a lot. And players are supposed to be able to aim as well.

Tip from me to u:
The textures on the rock wall to the rigth in this shot
http://www.home.no/cry/maps/base01.png
They look a little "copied". If you don't wanna make it terrain, I'd try finding a bigger rock texture and stretch it out.
Title: Map
Post by: OverFlow on February 10, 2004, 07:30:44 pm
um, the base alien soldier is 30x30x30, pretty sure thats the smallest.
Title: Map
Post by: Who on February 11, 2004, 05:57:07 am
Quote from: "Ogun"
Hearing the number 50k+ when talking r_speeds is making me SCREAM INSIDE, WRRRRRRRRRRRRAAAAAAAAAAAAAAAAHHHHHHHH!!!!!!!!!!!!!!!!!



Almost as much as it makes others scream when you save a screenshot as a PNG.

660KB!!! fuck off, screenshot!
Title: Map
Post by: Godmil on February 11, 2004, 12:24:54 pm
Be careful if you're making a section that only a Alien soldier can fit in, you dont want a place where one of them can hide at the end of a game to force a tie.

once again, the repeating texture on the rocks shouldn't be a problem, it can be easily touched up later on.

As for the 30K r_speed, yeah, it'll need a little fixing, but I cant see that being too difficult.  Crylar if you need a hand (or advice) optimising just give me a buzz :)
Title: Map
Post by: Who on February 11, 2004, 04:59:00 pm
Maybe you should finish your own map before offering to help out others, Godmil.
Title: Map
Post by: Crylar on February 11, 2004, 05:17:58 pm
Tnx Godmil, I know I can count on you.

I will replace that texture.

.png is a great format.

Don't worry about the "alien go hide" thing, I will make shore the will be reachable.

New quastion - is there grenades(that can hurt)??
Title: Map
Post by: Who on February 11, 2004, 07:15:15 pm
Quote from: "Crylar"
New quastion - is there grenades(that can hurt)??


no
Title: Map
Post by: Timbo on February 11, 2004, 09:55:04 pm
I think I'll implement some anti-stall code (wow, that sounds grand) that will apply a timeout to a game in which one of the teams can't win (or has a very low probability of winning). So don't worry too much about hiding aliens or otherwise potentially stall worthy situations.
Title: Map
Post by: Crylar on February 22, 2004, 11:20:01 am
Ok, so now I have a new shots for you.
(http://www.home.no/cry/maps/base14.jpg)
(http://www.home.no/cry/maps/base15.jpg)
Title: Map
Post by: Godmil on February 22, 2004, 05:04:12 pm
Fontastique :D

looks like its coming along great :)  so how much have you done so far?

a word of advice, the smaller maps seem to be making for more exciting games than the big ones.
oh and I finally got my head round ydnar's funky dotproduct2 terrain style, which will make your outdoor section look like sex on a stick.  when you get closer to completing the map give me a buzz and I'll help you implement it (if you want that is - its always worth a try) :)

[edit]oh I nearly forgot, stick this in your autoexec.cfg

bind F5 "toggle cg_draw2d; toggle cg_drawgun"
Title: Map
Post by: Crylar on February 23, 2004, 10:33:39 am
Small maps are good... thats veeery nice to hear!

The binding thing is a good ide.

I will probably need you help with the outdoor part.
Title: Map
Post by: John Furie Zacharias on March 25, 2004, 01:41:34 am
Quote from: "Godmil"

bind F5 "toggle cg_draw2d; toggle cg_drawgun"


Thanks for that tip.  I'm always typing those two commands into the console to snag screenshots.
Title: Map
Post by: John Furie Zacharias on March 25, 2004, 02:02:22 am
Quote from: "Crylar"
this pic is not edited (exept for the resolution ;) )


This map is looking pretty good.  I like the lighting in this corridor.
Title: Re: Map
Post by: Thorn on July 11, 2011, 11:14:03 pm
this looks really good you should push to get it included with 1.2
Title: Re: Map
Post by: CreatureofHell on July 11, 2011, 11:15:36 pm
Those were the days in which you could screenshot your maps in a different game and get away with it...
Title: Re: Map
Post by: your face on July 11, 2011, 11:19:39 pm
this map looking very good keep up nice work

crylar you must be new welcome to trem!

one thing though the floor looks kind of plane you should spruce it up maybe with some crates/trim, but grate jobso far.  btw how do you get that gunn?
Title: Re: Map
Post by: Qrntz on July 12, 2011, 07:03:25 pm
crylar you must be new welcome to trem!
He doesn't seem to have negative rets. Definitely new.