Author Topic: Pitfall beta 2  (Read 22246 times)

Hugoagogo

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Pitfall beta 2
« on: April 24, 2008, 02:36:55 am »
hi all this is my first map ive been working on it for a while i think its almost done
edit: on a later and wiser reflection no its not

download it from
http://knightsofreason.org/forum/download/file.php?id=50
or
http://www.gamehost.byethost13.com/maps/map-pitfall-beta2.pk3

some screen shots


















edit fixed screenshots
« Last Edit: April 29, 2008, 11:14:57 am by Hugoagogo »
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doomagent13

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Re: Pitfall beta 2
« Reply #1 on: April 24, 2008, 03:06:52 am »
Umm...

Those are all the same shot...

Hugoagogo

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Re: Pitfall beta 2
« Reply #2 on: April 24, 2008, 03:14:40 am »
um yess wonder why il try to fix it
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mooseberry

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Re: Pitfall beta 2
« Reply #3 on: April 24, 2008, 03:27:31 am »
Cool a 2 room map.
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Lava Croft

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Re: Pitfall beta 2
« Reply #4 on: April 24, 2008, 07:08:19 am »
If this keeps going on, I will soon run out of CRTs to bang my head against.

NiTRoX

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Re: Pitfall beta 2
« Reply #5 on: April 24, 2008, 10:04:28 am »
Its not thay bad, lad

Edit: <|-.-<|

Amtie

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Re: Pitfall beta 2
« Reply #6 on: April 25, 2008, 05:41:45 pm »
If this keeps going on, I will soon run out of CRTs to bang my head against.

That'd get bloody pretty quick.

And hugo, you got a nice map for a first. I suggest, if it is a 2 room map, that you expand on it, and add loads and i mean LOADS of detail. Just add random junk and pipes everywhere. Post screenies when your done. ^^
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your face

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Re: Pitfall beta 2
« Reply #7 on: April 25, 2008, 06:25:50 pm »
Very hard to detail a large box of that dimensions... xD

Scale down the rooms too, so as to stop jetcamp/md haven/etc.
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Amtie

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Re: Pitfall beta 2
« Reply #8 on: April 25, 2008, 10:10:56 pm »
Yeah, but hes got generally nice brushwork. If he turned pro, he'd be pwnage at brush work.
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Taiyo.uk

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Re: Pitfall beta 2
« Reply #9 on: April 25, 2008, 11:25:07 pm »
The accuracy of that statement is disputed.

Amtie

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Re: Pitfall beta 2
« Reply #10 on: April 26, 2008, 08:59:09 pm »
Not really, since if turn pro at anything, you become pwnage at it.
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Hugoagogo

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Re: Pitfall beta 2
« Reply #11 on: April 28, 2008, 12:08:06 am »
ok
mooseberry and others
it is not a 2 room map, look at the screenshots

your face
which rooms

amt111
thanks its my first map too



Hugoagogo - The evil and slightly mad scientist

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your face

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Re: Pitfall beta 2
« Reply #12 on: April 28, 2008, 01:07:21 am »
your face
which rooms

All the rooms in the screenshots,  ;)

But it's a good start, just keep the size down...

Reminds me a little of the Death Star pit....... ;p
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Hugoagogo

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Re: Pitfall beta 2
« Reply #13 on: April 28, 2008, 01:12:42 am »
um yes copied i mean borrowed the idea from there
hence the strange blue red thing i might replace with particles
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doomagent13

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Re: Pitfall beta 2
« Reply #14 on: April 28, 2008, 01:14:47 am »
As other people have said, it's not bad.  However, if I were you, I would concentrate on getting balanced gameplay before working on details and other such stuff...

Hugoagogo

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Re: Pitfall beta 2
« Reply #15 on: April 28, 2008, 04:21:59 am »
we played a 4 person game that went well
the teams have to race to build some extra defense upstairs to stop visitors dropping in

Quote
amt111
thanks its my map, which i shouldn't have released since it is my first, too
now who edited that
anyway correction it is my first playable map
« Last Edit: April 28, 2008, 04:53:34 am by Hugoagogo »
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Amtie

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Re: Pitfall beta 2
« Reply #16 on: April 28, 2008, 07:14:52 pm »
Once you get gameplay perfected (more or less), fix up those textures. They look quite unsightly. Add pipes as i've said before, and other greeble, which would allow for more adventureous and innovative gameplay.
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Odin

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Re: Pitfall beta 2
« Reply #17 on: April 29, 2008, 08:51:21 am »
Pipes and greeble don't add to gameplay. If anything they detract from movement. Lots of people go way overboard with them.

Kaleo

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Re: Pitfall beta 2
« Reply #18 on: April 29, 2008, 08:55:22 am »
PIPESPAM FTW!!! ;D
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Hugoagogo

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Re: Pitfall beta 2
« Reply #19 on: April 29, 2008, 11:14:15 am »
does anyone know of a free scify texture sets i will re texture it all then (includeing going back to caulk for all you who decompiled the map and saw the non caulked exterior)
Hugoagogo - The evil and slightly mad scientist

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Lava Croft

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Re: Pitfall beta 2
« Reply #20 on: April 29, 2008, 11:37:48 am »

your face

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Re: Pitfall beta 2
« Reply #21 on: April 29, 2008, 07:47:44 pm »
Pipes and greeble don't add to gameplay. If anything they detract from movement. Lots of people go way overboard with them.

The moar the better.   ;D
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Plague Bringer

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Re: Pitfall beta 2
« Reply #22 on: April 30, 2008, 01:19:53 am »
Cover small greeble and pipes with a caulk brush. If they're (the pipes and greeble) indeed small enough, players won't notice that they're not walking on the wall itself. It makes for much better movement.
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TRaK

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Re: Pitfall beta 2
« Reply #23 on: April 30, 2008, 01:26:29 am »
Don't use caulk though, playerclip is a better choice because it doesn't block bullets or vis. And yes, clipping small details off is an important part of making your map fun to play. I know I've been guilty of lack of clipping in the past.
« Last Edit: April 30, 2008, 09:33:33 pm by TRaK »

Plague Bringer

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Re: Pitfall beta 2
« Reply #24 on: April 30, 2008, 01:31:13 am »
Okay, playerclip. Yay, my comment has been backed by an experienced mapper. It shall now be taken as law!

I'll return to my rock and discontinue the spammage of this topic. Thank you, and goodnight.
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Amtie

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Re: Pitfall beta 2
« Reply #25 on: April 30, 2008, 07:19:15 pm »
they detract from movement.

Exactly. Instead of having just a box room, adding pipes to walls, pillars in middle, all sorts of stuff makes the box room no longer a box room, but something more complex.
Meow.

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your face

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Re: Pitfall beta 2
« Reply #26 on: April 30, 2008, 08:06:00 pm »
Okay, playerclip. Yay, my comment has been backed by an experienced mapper. It shall now be taken as law!

It already was law... >.>

xD
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Amtie

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Re: Pitfall beta 2
« Reply #27 on: May 02, 2008, 12:23:38 am »
Player clip sucks when used in unrealistic places. Like the gaps in the hanger in H base in transit. If that player clip wasn't there, dretch could easily have gotten through. Having player clip there makes it unrealistic, not being able to go through somewhere apparently big enough.
Meow.

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n.o.s.brain

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Re: Pitfall beta 2
« Reply #28 on: May 02, 2008, 02:05:58 am »
Pipes and greeble don't add to gameplay. If anything they detract from movement. Lots of people go way overboard with them.
Like you for example? xD

player clip shouldn't be used as a method for blocking off large areas, just for smoothing out walls.

Odin

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Re: Pitfall beta 2
« Reply #29 on: May 02, 2008, 08:59:45 am »
Me go overboard with pipes? Nonsense. It's against my nature.

Good brushwork is the foundation of a balanced room. Pipes should be out of the way at all times or playerclipped(or nonsolid) to keep nauseating wallwalking problems at a minimum. I hate this "add pipes to make people say wow" crap. If it doesn't add to gameplay, keep it out of my movement space.

Putting pipes and greeble that don't have any purpose into your map is useless and kills FPS. Maps such as Karith Station use it in the way you should, by making the map pleasing to look at but never getting in your way. Instead of throwing in pipes everywhere uselessly, make it look like they serve a purpose. Have them go to a machine or something.

For example, pipes can also be used to show the direction a path is heading; adding more pipes that lead to one location might serve the players by telling them where the central power room is or something. Players could follow the pipes to reach it.

It's all about how you use aesthetically pleasing additions to a map to serve gameplay enhancements to the players.
« Last Edit: May 02, 2008, 09:08:45 am by Odin »