Author Topic: New Map (Work in Progress)- Vertigo  (Read 6237 times)

gman19

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New Map (Work in Progress)- Vertigo
« on: October 31, 2006, 01:46:14 am »
Wow, my first map. I have a good chunk of it done, and would like some feedback from my fellow Tremmers.

http://files.filefront.com//;6108321;;/

Now, here are a few things you should know before downloading that:

THIS MAP HAS NO SPAWNS AS OF YET, SO YOU MUST OPEN IT WITH GTKRADIANT

-The textures are COMPLETE
-The lighting is INCOMPLETE (non-existant, really)
-There are several points where you will notice clipping. This will be solved in my first actual release
-The map is very small
-The ventilation system is INCOMPLETE
-The outer corridors are COMPLETE
-There are a series of traps and trap doors in the map
-There are 2 stories, however they are exactly the same
-There are buttons on each level of both bases that activate trap doors on the connecting bridges

As I said, this is my first map ever. With that said, I would appreciate it if you don't show me any grief over how crappy it is, but I would like suggestions. I want to know what to do better or fix!

(*Note: This map is in bare .map format, and has not been compiled)

Also, some textures may be missing since I am using the "andromeda2" pack for a majority of the map, if not all, unless you yourself have this texture set in your library.

Let me know what you think!
i]"We practice selective annihilation of mayors and government officials, for example, to create a vacuum. Then we fill that vacuum. As popular war increases, peace is closer."[/i] -Peruvian insurgent general

Ksempac

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New Map (Work in Progress)- Vertigo
« Reply #1 on: October 31, 2006, 02:13:00 am »
My first suggestion is : Put a spawn in your map.

Very few people already installed GTKRadiant (only the guys who tried to map) and i doubt they will install it only to try an incomplete map. But if you get the map to work in trem (simply with a /devmap), many players who arent mappers but already tried many beta maps will be happy to give you their thoughts about the gameplay/layout of your map (and i will be the first of them ;p)
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techhead

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New Map (Work in Progress)- Vertigo
« Reply #2 on: October 31, 2006, 03:22:01 am »
Put one egg and one tele-node, and you can work up from there.
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gman19

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New Map (Work in Progress)- Vertigo
« Reply #3 on: October 31, 2006, 01:03:06 pm »
Okay, check the new link up there. It's still in .map format, but it has spawns. Will that be openable in Tremulous?
i]"We practice selective annihilation of mayors and government officials, for example, to create a vacuum. Then we fill that vacuum. As popular war increases, peace is closer."[/i] -Peruvian insurgent general

Maltagearion

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New Map (Work in Progress)- Vertigo
« Reply #4 on: October 31, 2006, 02:07:29 pm »
To be honest even if this was the prettiest map around (it's not) the gameplay would be limited or even frustrating. Obviously I don't expect an incredible map because you're pretty new at it. My advice is to maybe practice basic stuff some more, maybe fiddle around and make a couple more maps that you don't intend to release, then perhaps try making a public map.

Also, study the original Trem maps and look at the layout and design.

Survivor

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Re: New Map (Work in Progress)- Vertigo
« Reply #5 on: October 31, 2006, 03:08:02 pm »
Quote from: "gman19"
-The textures are COMPLETE

General Advice is that textures be done in later stages

Quote from: "gman19"
-The lighting is INCOMPLETE (non-existant, really)
Understandable

Quote from: "gman19"
-There are several points where you will notice clipping. This will be solved in my first actual release

Never, ever, ever say it will be fixed later. Do it right from the beginning, even in tests. If you don't do it you'll never learn, and in complicated maps it even becomes hard to find the mistakes and correct them.

Quote from: "gman19"
-The map is very small

Please, don't make very small maps. Especially not when starting mapping. I understand that because you feel uncertain a small map might seem easier but they are often the hardest to balance. Also they become full quite easy. Try something bigger.

Quote from: "gman19"
--The ventilation system is INCOMPLETE

Vents should be taken into consideration from the start. So the barebone should at least be complete.

Quote from: "gman19"
-The outer corridors are COMPLETE

They can be effected by other changes in the map, thus they are not complete.


Quote from: "gman19"
-There are a series of traps and trap doors in the map
A single gimmick can be nice. Several however become a hindrance try to include 2 max and make sure they fit in the theme of the map. Pulse's big door and small doors are an example as well as meeps teleporter.


Quote from: "gman19"
-There are 2 stories, however they are exactly the same
What is the use of two exactly the same stories, not even balance is a reason because the aliens and humans both have different play and buildstyles. Also non symmetrical maps look and feel better.

Quote from: "gman19"
-There are buttons on each level of both bases that activate trap doors on the connecting bridges

See the gimmick part.


Quote from: "gman19"
Also, some textures may be missing since I am using the "andromeda2" pack for a majority of the map, if not all, unless you yourself have this texture set in your library.

Never release something without including all used assets such as models, textures etc. You cannot rely on other people having the same assets present as you. Many good mappers keep a clean install(no additions in the form of assets) handy to check they include everything in the .pk3.

Also. Maps can be only be opened in tremulous after it has been compiled. And only correctly by other people in a good pk3. .maps will only be opened by the mappers amongst us.

Try reading through the following article hosted by tremulous.info. I wrote it so we (The local helpdesk) didn't need to repeat everything a thousand times and I think you're truly interested in mapping thus also able to sift through it and learn it the easy way.

http://88.198.9.5/Mapping_For_Tremulous.pdf
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Taiyo.uk

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New Map (Work in Progress)- Vertigo
« Reply #6 on: October 31, 2006, 08:55:10 pm »
Quote from: "gman19"
Okay, check the new link up there. It's still in .map format, but it has spawns. Will that be openable in Tremulous?


IIUC for quake[1|2|3]-type engines the .map must be compiled into a .bsp before the game can run it.