Tremulous Forum
Media => Map Releases => Topic started by: ShadowNinjaDudeMan on April 14, 2007, 11:00:41 am
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A map that I suggested the idea of a couple of thousand years ago I have started making!
If you understood that, you are damned good.
Anyway, its currently called DarkDeathm, but I think I will change that.
I have made the basic structure, but I was wondering just how you make an outdoor area without It being connected to the VOID.
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Do you make 2 hemispheres or something?
Here are some screenies so far, Ill label them.
(http://img329.imageshack.us/img329/3130/darkdeath1sl8.th.jpg) (http://img329.imageshack.us/my.php?image=darkdeath1sl8.jpg)
I still to add the east and West wings. A lot more details still have to be put in, this is only just begun. The human base in the next screenie is in the big grey block withn the landing pad on top of it.
(http://img80.imageshack.us/img80/1399/darkdeath2cp2.th.jpg) (http://img80.imageshack.us/my.php?image=darkdeath2cp2.jpg)
The door to the rest of the complex is under the reactor bit.
This is my first map so Im pretty pleased right now.
Does anyone know how to make a trigger for a door where something stands or is infront of the door and it opens, if so, do tell, or point me somewhere.
I make make this into a storyline, where there are key positions which the aliens or humans need to control, like the command centre.
Good or bad?
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Lemme look through my bookmarks....
Bubba's Arena tutorials are quite useful (but if you're going to make a mirror, use the one in Outpost P4's texture set). http://bubba.planetquake.gamespy.com/mapping.html
RUST Level Editing tutorials are helpful. http://www.gamedesign.net/node/576
As for outside areas -
Make a large box around your map and then hollow it.
Find a sky shader in one of the texture sets (or make your own, there's a topic about that somewhere) and texture the box like that. Clone the box or make another box inside of it and give it the slick texture (common).
Make sure your ground brush goes all the way to the skybox.
You should create a large fence or forcefield sometime before the skybox. You should create another (bottomless) box over the rest of your map that's playerclipped and slicked so jettards wont get too high (playerclip) and you wond get flying wallwalkers (slick).
Survivor will be able to do better then that, but I hope that helps.
Oh, nice looking map, good concept.
A map that I suggested the idea of a couple of thousand years ago I have started making!
If you understood that, you are damned good.
I'm damned good.
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I'm damned good.
That you are.
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What plague bringer suggested should work.
So
tremmapping wiki
to do:
entity list (busy)
texturemaking
tiling
skyboxes
transparency
State some more things you'd like to know which have to do with textures since that's what i'll be doing after i finish the entity explanation.
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Ok, I need to know how to make doors that work when something comes near, when they are on a trigger for it.
Doors with trigger basically.
I cant seem to texture the big surrounding box right, always comes up with loads of tiny images instead of one huge one.
Compiling I still cant get.
I need to test the sizes of the doors so that this isnt a tiny or huge map.
Here is an updated image of the map:
(http://img151.imageshack.us/img151/1116/darkdeath3gq8.th.jpg) (http://img151.imageshack.us/my.php?image=darkdeath3gq8.jpg)
Still need to make the complex hive structure.
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I cant seem to texture the big surrounding box right, always comes up with loads of tiny images instead of one huge one.
That's supposed to happen in the editor.
Are you using a shader?
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yeah.
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Is it tiled in the editor? It's supposed to be, it'll look better in-game.
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It is tiled, does it sort itself out once you play it then?
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Yeah. It looks fine in-game, don't worry.
Oh, I'll bet sleekslacker is gonna come in and criticise my <10 word answers.
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Check out his post on us all being 3 year old whining kids in the off topic bit i posted there lol.
And thx, I hope your right.
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I cant compile this, well, actually I dont know how to. Tremmapping seems a bit vague for me.
Plz help Plague Bringer.
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Okay, let me open up GTK Radiant, here.
It's the "Build" menu - Right between "Modify" and "Grid".
use Q3Map2: (single) BPS -meta to get a basic comilation, no shadows, the same ambient light amount for the whole map, etc. I use this for finding leaks.
use Q3Map2: (test) BSP -meta, -vis, -fast, -filter to test your lights. Compiling will take longer.
use Q3Map2: (final) BSP -meta, -vis, -fast, -filter, -super 2 to get a final level. Compiling will take longer still.
Basically you can use any setting that has BSP -meta in it, those are just the three that I use exclusively.
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Meta is not required at all.
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When I open up Trem, create my own priv server.
Open console and type:
/sv_pure 0
Then
/devmap darkdeath
And it just doesnt work!
Says it cant find the map.
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Put darkdeath.bsp into C:/Program Files/Tremulous/Base/Maps
(I'm assuming you're running windows?)
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I have already. It just doesnt find it!
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Hmm. Sorry, I can't help you. Ask a more experienced mapper. Sorry.
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If it can't find the map you either have not set 'sv_pure 0', or your .bsp file is not in the correct location.
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well, every time I try to load it, I always type
/sv_pure 0
then
/devmap darkdeath
The darkdeath.bsp is in tremulous/base/maps. I think that is right.