Author Topic: Improvisation  (Read 7392 times)

Zamalek

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Improvisation
« on: July 16, 2010, 09:01:08 am »
This is my first time I make a map for Tremulous. I think it have a good gameplay but it may have some flaws.

It is called Improvisation because I made it with no plan.

It contain a base, an outpost for every team, a central room, and a backway with another central room in it.

Build time: 3 days

Debug time: 2 days

Download: http://cid-b961a64989065876.office.live.com/embedicon.aspx/Improvisation/map-Improvisation-Alpha.pk3

TANK

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Re: Improvisation
« Reply #1 on: July 16, 2010, 09:03:33 am »
need screenshots :)
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Zamalek

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Re: Improvisation
« Reply #2 on: July 16, 2010, 12:23:37 pm »
Ok, here you are

Tamaru

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Re: Improvisation
« Reply #3 on: July 19, 2010, 08:35:03 pm »
that structure isnt that bad, the texturing needs some serious work though.

Zamalek

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Re: Improvisation
« Reply #4 on: July 21, 2010, 02:32:43 pm »
Texturing what?

Texture select or Texture alignment?

Texture alignment is bad due to the fact that it was my first map, so I didn't well scale the map. So it came to be very very big, so I needed to scale it down using GtkRadiant by 0.3 factor, this made texturing very bad aligned really.

Texture select, I admit that my texture select is not good now. But I think I may improve this in the next maps.

Anyway, thanks for your comment. It will really help me improve.

Plague Bringer

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Re: Improvisation
« Reply #5 on: July 21, 2010, 04:26:51 pm »
Texturing what?

Texture select or Texture alignment?

Texture alignment is bad due to the fact that it was my first map, so I didn't well scale the map. So it came to be very very big, so I needed to scale it down using GtkRadiant by 0.3 factor, this made texturing very bad aligned really.

Texture select, I admit that my texture select is not good now. But I think I may improve this in the next maps.

Anyway, thanks for your comment. It will really help me improve.
You can change the properties of your texture in Radiant. Press S to open the surface inspector and change the scale, offset, and rotation of your textures. Are all the faces of your map that can't be seen textured with the caulk texture? You can find it in textures/common/caulk.
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UniqPhoeniX

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Re: Improvisation
« Reply #6 on: July 22, 2010, 01:55:34 am »
Uhh... if you decide to caulk all unseen surfaces like you are supposed to, then you should caulk EVERYTHING and then texture only the surfaces visible to players. With Net Radiant there are 2 caulk related options (under Brush and Clipper I think) that help a lot with that.

Silence

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Re: Improvisation
« Reply #7 on: July 22, 2010, 02:37:09 am »
Yeah if you caulk it will help it run smoother. I'd like to say good job on your first map and looking forward to the future.

Also to me some of the textures don't seem to fit what they should be, like some wall textures don't seem like wall textures to me.
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Plague Bringer

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Re: Improvisation
« Reply #8 on: July 22, 2010, 05:29:23 am »
Uhh... if you decide to caulk all unseen surfaces like you are supposed to, then you should caulk EVERYTHING and then texture only the surfaces visible to players. With Net Radiant there are 2 caulk related options (under Brush and Clipper I think) that help a lot with that.
There's actually a setting in the preferences window (if I recall correctly) that, when checked, will texture all new brushes that you make with the caulk texture. It's one of the most useful tools in Radiant, really. (That and hide detail.)
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Crava_Loft

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Re: Improvisation
« Reply #9 on: July 22, 2010, 09:17:26 am »
[deleted]
« Last Edit: August 11, 2010, 12:33:16 pm by Crava_Loft »

Zamalek

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Re: Improvisation
« Reply #10 on: July 22, 2010, 01:12:52 pm »
Thanks for all your constructive comments.

I'll really try to make my future maps better based on your advices.

I really learnt a lot from your comments.

I admit that I didn't know about the use of caulk texture because I was used to make maps for Quake 1 and this is the first time to make map for Tremulous.

I have now (after this map) read some pieces of tutorials in tremmapping and learnt a lot of things, like Clipping, making ladders, some information about Shaders and using "Fit" in textures. I think if I knew those before I make this map, it would be better.

Sorry for bothering you with this map, promising that if I make another maps, they really will be better.

But what about gameplay? The structure is good or bad, are there any advices?

But I think that we need a board for newbies in the field of mapping instead of filling this board with something like this map.
« Last Edit: July 22, 2010, 01:25:58 pm by Zamalek »

God, maker of the world

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Re: Improvisation
« Reply #11 on: July 22, 2010, 02:01:13 pm »
Quote from: Zamalek
But I think that we need a board for newbies in the field of mapping instead of filling this board with something like this map.

:D I was just about to write something like that, then I came to that sentence.

Ye, it might be a good idea to make a second map release section and to move this thread (and other lower quality map release threads) there, so that, no matter where someone posts, the moderators can always keep the HQ map release section on HQ level. Right now, they cannot. Because they'd have to delete threads, and that's just not right if a thread is ok-ish.
« Last Edit: July 22, 2010, 02:07:41 pm by God, maker of the world »

CreatureofHell

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Re: Improvisation
« Reply #12 on: July 22, 2010, 04:31:01 pm »
Quote from: Zamalek
But I think that we need a board for newbies in the field of mapping instead of filling this board with something like this map.

:D I was just about to write something like that, then I came to that sentence.

Ye, it might be a good idea to make a second map release section and to move this thread (and other lower quality map release threads) there, so that, no matter where someone posts, the moderators can always keep the HQ map release section on HQ level. Right now, they cannot. Because they'd have to delete threads, and that's just not right if a thread is ok-ish.

But that would require a judging system on what maps are high quality. Some maps are even 'fun' maps and therefore sacrifice quality but they might be extremely popular.
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Zamalek

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Re: Improvisation
« Reply #13 on: July 22, 2010, 05:26:31 pm »
But that would require a judging system on what maps are high quality. Some maps are even 'fun' maps and therefore sacrifice quality but they might be extremely popular.

You are right, and there is a well known example which is the Paint series, no 3d textures, no lighting (i.e. low graphics quality), but is fun to play and I find many people playing it, and the evidence of its success that it keeps giving sequels (we now have 9 Paint maps).

so I suggest other system:

Why not we make a rating system according to the following:
  1 - Architecture
  2 - Texturing
  3 - Lighting
  4 - Other eye candy (like additional models) (if available)
  5 - Overall graphics
  6 - Gameplay
  7 - Overall rating

Then the user will select what he wants, the one who likes good graphics may pick what he wants, and the one who wants good gameplay whatever the graphics was will find his map, etc...

But I think this will not prevent making a section for the beginners (like me) to post their trials and recieve constructive comments so that they could learn and improve their skills until they make good maps, so he could join this board.
« Last Edit: July 22, 2010, 05:39:19 pm by Zamalek »

UniqPhoeniX

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Re: Improvisation
« Reply #14 on: July 23, 2010, 09:06:11 am »
Too many way too long totally empty corridors (aliens need something to hide behind); the layout is average, could use some connections between front and back path. The map scale is way too big too. Ofc texturing, lighting (a bit too bright, and too uniform), and brushwork need improvements. Your corridors could use more vertical details like columns not long horizontal ones. Make doorways smaller, but keep corridors between 5-8 meters wide, 4-7 meters high (32 game units = 1 meter). Avoid straight areas more then 40m long. Add doors, perhaps a few ambient sounds....

Zamalek

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Re: Improvisation
« Reply #15 on: July 23, 2010, 10:42:02 am »
Thanks for your comments UniqPhoeniX,

I now realized that this map is good only as a Quake 1 level.

I am really now trying to use Nexus, Niveus and others as inspirations for my new trials, and I will try to follow your advices.

Really this map is based on pathway system not on hall system. Also it is not scaled well. And I was inspired by some Quake 1 maps, so I used horizontal details instead of vertical ones, all these I'll try to improve in my next trials (lets not say maps until they succeed).

(But things which will be hard for me to improve is scaling and lighting, but I will try.)

Please members, keep on giving constructive comments.