Author Topic: AFA - Alpha1  (Read 32081 times)

DIGI_Byte

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AFA - Alpha1
« on: August 14, 2006, 04:11:56 am »
map alpha HERE

Seffylight

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AFA - Alpha1
« Reply #1 on: August 14, 2006, 04:23:54 am »
Er.. Download doesn't work?
Stop it. Seriously.

DIGI_Byte

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AFA - Alpha1
« Reply #2 on: August 14, 2006, 04:30:32 am »
try now...

whitebear

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AFA - Alpha1
« Reply #3 on: August 14, 2006, 06:47:20 am »
I gess filefront has some bug that won't actualy upload the files... we just need to wait till they get it fixed

DIGI_Byte

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« Reply #4 on: August 14, 2006, 06:47:51 am »
is it working now!??

Taiyo.uk

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« Reply #5 on: August 14, 2006, 03:38:55 pm »
Nope, squid says:
Quote
The following error was encountered:

    * Zero Sized Reply

Squid did not receive any data for this request.

[db@]Megabite

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« Reply #6 on: August 14, 2006, 09:06:59 pm »
Mh, working, yes... but I would guess it is complimentary to call this version even alpha. 9MB download and not even the right textures in.

Please rethink the old rule for beginning mappers to never release the first works:



Danny
url=http://www.tremulous.info][/url]


Seffylight

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« Reply #7 on: August 14, 2006, 09:09:16 pm »
Lmao! I want to play on a map with the textures all wacked out.

More funhouse maps like this one, plz DIGI_Byte. ;)
Stop it. Seriously.

Basilisco

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« Reply #8 on: August 14, 2006, 11:26:25 pm »
Soo.. what does AFA means? and what did DMB01 mean anyway?

DIGI_Byte

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« Reply #9 on: August 15, 2006, 11:38:51 pm »
i need an easier way to collect the texture that arn't in trem common folder...

sorry i removed some wrong ones, i think it looked fine on mine 'cause it pulled the textures from the trem directory.

its a pity you didn't pull up a picture of the alien base...

is there an auoto pk3 compiler or somthing that collects the textures used?

like is there somthing where i can copy and paste the textures directories

eg.
if i copy the messages...

LOADED: textures\ecel\ecelwall\ecel_wall_01.jpg

and i replace 'loaded:' with the directory 'C:\...' i will have the textures links


BTW i currently have 1783 textures that are not used in trem...

DIGI_Byte

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« Reply #10 on: August 15, 2006, 11:45:50 pm »
Quote from: "Basilisco"
Soo.. what does AFA means? and what did DMB01 mean anyway?


AFA is
advanced fighting arena...
i need a new name...

DMB01 is what i called it
its my avatars initials and what map it is

basically

DIGI Mega-Byte map 01

it has nothing to do with Megabite...

and i put that floating steel there on purpose. its somthin random some one suggested in another thread

Thorn

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AFA - Alpha1
« Reply #11 on: August 15, 2006, 11:46:45 pm »
Quote from: "DIGI_Byte"

BTW i currently have 1783 textures that are not used in trem...


i hope that doesent mean u have 1783 textures used in your map.

And if you bring up the surface inspector it gives you the path to the file.

[db@]Megabite

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« Reply #12 on: August 15, 2006, 11:49:42 pm »
Quote from: "DIGI_Byte"
BTW i currently have 1783 textures that are not used in trem...


And all of them are in your map? All of them were published under a free license or are by yourself?

Whatever... I am using two tremulous folders on my machine. One for gaming and one for development. This way I can test if the map is running okay on a tremulous installation that is not spammed with all my resources.

To check if there are still textures from the original maps you can simply remove them from your testing installation and put them back in after the check.

And yeah, in the alien base are two spots I actually find interesting: The column with the patches and the patches overgrowing the floor edges. The rest of the map is just bland.
Some people already warned about releasing your first map, after seeing it I can only back up these warnings. Go on mapping, work hard and learn for 1-3 years and come back with something usable then.

Danny
url=http://www.tremulous.info][/url]


DIGI_Byte

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« Reply #13 on: August 15, 2006, 11:50:12 pm »
Quote from: "Thorn"
Quote from: "DIGI_Byte"

BTW i currently have 1783 textures that are not used in trem...


i hope that doesent mean u have 1783 textures used in your map.

And if you bring up the surface inspector it gives you the path to the file.

i only usd 23 textures

and how can i copy those 23 out of a needle in a haystak scenario...

im bound to miss them

Thorn

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AFA - Alpha1
« Reply #14 on: August 15, 2006, 11:54:13 pm »
btw , There is a search function in windows or linux. try using it.

Bring up surface inspector , look at path. goto folder where texture is located and do a search for the filename.

DIGI_Byte

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« Reply #15 on: August 15, 2006, 11:55:53 pm »
Quote from: "[db@
Megabite"]
Quote from: "DIGI_Byte"
BTW i currently have 1783 textures that are not used in trem...


And all of them are in your map? All of them were published under a free license or are by yourself?

Whatever... I am using two tremulous folders on my machine. One for gaming and one for development. This way I can test if the map is running okay on a tremulous installation that is not spammed with all my resources.

Danny


 i know its bland, sorry there was an mistake with the textures if theres any suggestions of new stuff or textures please take a screen shot and post it here with your ideas of how to make it better.

DIGI_Byte

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AFA - Alpha1
« Reply #16 on: August 15, 2006, 11:57:29 pm »
Quote from: "Thorn"
btw , There is a search function in windows or linux. try using it.

Bring up surface inspector , look at path. goto folder where texture is located and do a search for the filename.

i know that. i was looking for an easier way... i'll see what i can do this afternoon atleast it wasn't 100mb

i have the textures paths in a text file i was looking for a program that can collect them for me...

if there isn't just forget it...

Thorn

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AFA - Alpha1
« Reply #17 on: August 16, 2006, 12:01:17 am »
that is the easiest way.how could anything be easier?

ok ok for some reason i like it but the middle area is to big. Big areas just dont feel right .

oh . in hummie base the spikes? you can walk round the edges of them.

DIGI_Byte

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« Reply #18 on: August 16, 2006, 12:07:23 am »
Quote from: "Thorn"
that is the easiest way.how could anything be easier?

ok ok for some reason i like it but the middle area is to big. Big areas just dont feel right .

oh . in hummie base the spikes? you can walk round the edges of them.


i left it like that

and you can crouch undr the spikes... just don't stand up!! ... should i fix it so you die?

EDIT/
the area in the middle... well go build somthing on the top part under the covered area and go look under one of the ramps...

its a flaw in my idea i wanted to have it require team work to do it but a building suffices as a team mate... if you get there its pretty cool base area...

and give me a brake its quite good for a first map...

SLAVE|Mietz

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« Reply #19 on: August 16, 2006, 09:04:35 am »
DarkRogue would call it liquid crap on a stick, with the textures maybe it will look good, but it has been made by someone who totally missed to play the game.

The center is no good building area, will get owned by maras and adv. goons., there are no places to hide eggs, the ceilings are high as hell, jettards will just set the reactor up somewhere at those edges and no alien will get to it.

Its simple, humans love to have big rooms, high ceilings, long corridors --> ranged weapons.
Aliens love to have small curvy corridors, lots of places they can hide and rather complex tunnels/vents.
The idea is to make either a mix of those 2, or to make a map where no team is favored. And most important: dont make map-setups that just invite human camping, its the worst you can do.

Honestly, i would love to play this map in q3a, it looks just right for a DM, but not for tremulous.

[db@]Megabite

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« Reply #20 on: August 16, 2006, 09:16:15 am »
Quote from: "DIGI_Byte"
...and give me a brake its quite good for a first map...


Here is your brake: Good crap is still crap. A first map is crap with a chance of some 99.999998%. My first map was crap, either.
I would not call it even good crap for said reasons. And appraising your own work is just ludicrous.
Every mapper likes his own work, otherwise he wouldn't create / release it. That does not change the fact that it is crap for almost every other person.

Go on, learn, there is potential. But you are just standing at the starting point of your mapping career. Take a break, think about it and evolve to a better mapper. Create some great work when you are ready and let others evaluate it.

Danny
url=http://www.tremulous.info][/url]


DIGI_Byte

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AFA - Alpha1
« Reply #21 on: August 16, 2006, 11:35:04 pm »
i feel offenced but i expected this.
to tell the truth this actually isn't REALLy my first map its like my third the this one was about 99% remake of my first and thanks to your CRAP advice danny, i spent 2 hours scanning through textures.

i've fixed up the bugs in the pk3 file and downed the size to 4.5mb its at the top.

[db@]Megabite

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« Reply #22 on: August 17, 2006, 12:26:24 am »
Your attitude to ignore almost every piece of advice and refusing to learn is offending a lot of people here either.

You joined this forum less than a month ago, learned a few days ago that advanced grangers can wallwalk, just started mapping and release a map that is as far from a playable tremulous map as a monopoly board, spammed the forum with 288 posts and 2880 spelling errors, constantly ignore people trying to help you and still expect to be taken seriously?

Danny :roll:

P.S.: If this forum post does not sound like constructive criticism, this is due to the fact I am slowly getting tired of being constructive on this matter which is due to the fact that some people have the natural ability to drive even usually calm people like me crazy.
url=http://www.tremulous.info][/url]


DIGI_Byte

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« Reply #23 on: August 17, 2006, 04:26:48 am »
its ok danny...

maps up... test and tell

any blank walls or new textures please tell me and post a pic so im not lost on where in the map.

Basilisco

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« Reply #24 on: August 17, 2006, 07:52:36 pm »
i just play it, and.. LOL

The music.. oh boy, the music.. i guess is alright for a quick fun map. The james bond music when the tiles fall down.. er. no.

You need to work a lot on the textures, and think a bit more about the random stuff (like that thing floating, and the pipes coming out from the walls)

You should redesign the humans base *ahem*map*ahem* completely, with bigger doors, less tricky stuff and a unified design.

What i liked though, was the alien base :) really creative. You should change that purple sticky stuff with a dark gray.

So instead of


It will look like

Thorn

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AFA - Alpha1
« Reply #25 on: August 17, 2006, 10:55:33 pm »
how long did this map take? 2 hours? Real quality maps take MONTHS to make. also , doing mapping 24/7 isnt healthy. do it abit at a time.

DIGI_Byte

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AFA - Alpha1
« Reply #26 on: August 17, 2006, 11:25:32 pm »
Quote from: "Basilisco"
i just play it, and.. LOL

The music.. oh boy, the music.. i guess is alright for a quick fun map. The james bond music when the tiles fall down.. er. no.

You need to work a lot on the textures, and think a bit more about the random stuff (like all that think floating, and the pipes coming out from the walls)

You should redesign the humans base *ahem*map*ahem* completely, with bigger doors, less tricky stuff and a unified design.

What i liked though, was the alien base :) really creative. You should change that purple sticky stuff with a dark gray.

So instead of


It will look like


thanks, the 007 music was there as a tempory thing until i found a crash sound to replace that file

i had five different textures for the alien base. i have grey, yellow, green, red and purple.

pipes out of walls? lol i would like someone to redo it for me though it was a fun map. its bloody hard to just run into either base for the other species. maybe when i get better at mapping i'll come back and fix up this one.

hey did you like the defences for the bugs base?

DIGI_Byte

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AFA - Alpha1
« Reply #27 on: August 17, 2006, 11:30:25 pm »
Quote from: "Thorn"
how long did this map take? 2 hours? Real quality maps take MONTHS to make. also , doing mapping 24/7 isnt healthy. do it abit at a time.


im going to redo it if i get ideas to change stuff its not what i wanted but its hard to find the right textures...

i want to move away from rusted metal and move to the matalice jet black thing ('spacey')  for the humans base

Thorn

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AFA - Alpha1
« Reply #28 on: August 18, 2006, 12:13:44 am »
ok im going to put this straight.

We all know you are about 12 years old right now. we know from your typing, your spelling mistakes and your grammer. it doesnt have to be perfect.

If you would take constructive criticism to help you , you will learn alot faster. Hell , if your 12 now you can probably be a descent mapper by 16. Just take advice for what it is. dont see things as an offensive message.

Draw out your map design before doing it. Think hard what your going to use for decorations. any old boxes haging from the ceiling wont work. they have to mean something to be worth looking at.

 :wink:

DIGI_Byte

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« Reply #29 on: August 18, 2006, 12:16:42 am »
boxes from ceiling!??
 :eek: