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Topic Starter Topic: ctwdm1 by cityy (warsow)

surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
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PostPosted: 07-26-2010 01:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


It's not q3 but I think it's not a problem to post it here since mapping for warsow is almost the same as mapping for quake.. Just wanted to try something new. I'm also creating a small texture set that I will use for my ctf map aswell.

Get warsow here.

Download: http://cityy.explicits.de/uploads/maps/ctwdm1/ctwdm1_alpha.zip
Version 002: http://cityy.explicits.de/uploads/maps/ctwdm1/ctwdm1_02.zip
Version 003: http://cityy.explicits.de/uploads/maps/ctwdm1/ctwdm1_003.zip

I suggest to play it in a quick dirty duel or DA. It's rather small because I'm testing and messing around. I think you can savely ignore texturing and details for now as I am far away from being done. =)

Screenshots:
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00025.jpg
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00023.jpg
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00022.jpg
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00025.jpg

I hope the file is alright, enjoy. =)



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Last edited by cityy on 07-30-2010 09:56 AM, edited 3 times in total.

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Immortal
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PostPosted: 07-26-2010 02:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


looking good so far man, but for some reason it does not look original. all i can think is that ql asylum map.

but knowing you, after a while its gonna shine, so keep building! your mapping is going from strength to strength! will d/l when its had a bit more work done as i know f all about gameplay... really should look into that :D




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Gibblet
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PostPosted: 07-26-2010 04:21 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Ahh, Classic Quake DM, wow teh memoriez that brings unto us. Yes, this may just be something to consider. Thanks.




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Insane Quaker
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PostPosted: 07-26-2010 11:44 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yes, I downloaded Warsow just for you... I think I had some settings incorrect (with gametype), but the items were pretty screwed. Two RLs, two LGs, no rail, etc. The map seems a little small for a TDM. It seems to fit tourney more. I will try to fix my problems later. It's too early to think now. :P



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Insane Quaker
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PostPosted: 07-27-2010 09:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


Wow dude, you bake maps like other guys bake buns. :cool:
I'll d/l warsow later, so I can have a quick run...



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Gibblet
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PostPosted: 07-27-2010 01:00 PM           Profile   Send private message  E-mail  Edit post Reply with quote


sumatra wrote:
Wow dude, you bake maps like other guys bake buns. :cool:
I'll d/l warsow later, so I can have a quick run...


Yeah, much rather have someone that can crank out a map an hour rather than someone like me who's lucky to crank out one or two good maps in a whole year.




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surfaceparm nomarks
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PostPosted: 07-27-2010 01:24 PM           Profile Send private message  E-mail  Edit post Reply with quote



Got a new room added (top right) - it contains the EB and a YA. The GA has been removed. Later I will need feedback about the EB working on the map or not.
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00028.jpg
New room - lower area. There is a doorway to the old GA room with the jumppad.
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00027.jpg
Higher area. Tele exit in the little curved wall part.
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00030.jpg
Path from RA room to the new room - gonna have to look into creating a new fence texture tomorrow.. this one doesn't work out.
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00026.jpg
Path from MH room to the new room. The shards remained - the +5 health entities were removed as there is a 25 in the new room.
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00029.jpg
RA room - quite some changes here.. The RA was moved to the "platform" - it's a more dangerous pickup now IMO. I switched the position of the ramp and the teleporter. Also the teleporter is leading to the new room now instead of up to the RA.

---

Besides that the amount of ammo on the map has been reduced. My main aim with this map is getting a useable texturepack together. Gameplay will most likely not be a blast but I'm trying to create a playable tourney map.



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surfaceparm nomarks
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PostPosted: 07-28-2010 11:29 AM           Profile Send private message  E-mail  Edit post Reply with quote




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Gibblet
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PostPosted: 07-28-2010 01:48 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Still looks like something that should have been made for Q3A, tho. Just saying.




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surfaceparm nomarks
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PostPosted: 07-28-2010 02:42 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yep, textures shall be useable in q3 aswell.



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surfaceparm nomarks
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PostPosted: 07-30-2010 09:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


Update: http://cityy.explicits.de/uploads/maps/ctwdm1/ctwdm1_003.zip

All future version shall use this layout. Only thing I'm not sure about yet is the TP - also if there are some major issues I will change things again. From now on I'm gonna start adding details and improving texturing.

Changes:
- Inverted the TP
- replaced upper YA with GA
- made the LG area a bit more closed
- added several boxes/planks
- clipping
- other minor changes



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Commander
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PostPosted: 07-30-2010 06:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looking good, i like the updates from the original. keep it up :up:



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Insane Quaker
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PostPosted: 07-30-2010 07:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


Delirium wrote:
Looking good, i like the updates from the original. keep it up :up:


I second this. It's a pretty solid layout already. I enjoy the circulation of flow through the map.



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Commander
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PostPosted: 07-31-2010 02:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


After having a closer look around now that i have more time, some of your textures need fixing. I'm quite the texture nazi when it comes to games so don't hate on me too much :D
some of the _gloss textures look very sharp and unnatural whereas they should be smooth, also some of your normals are very sharp too. however thats not the major problem, there are textures which need resizing for the next alpha. a couple to point out are trimm_11 being 256x1022 which means in-game it will resize _down_ to 256x512 I wrote an article covering that which has the same rule for all games http://gotdelirium.com/stuff/articles_9.html
another one is trim_9 being 1024x192 :> dont worry its one of those things no one is taught but its a big deal when your looking at it from a quality perspective.

Another thing, I like your graffiti decal B)



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surfaceparm nomarks
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PostPosted: 08-01-2010 06:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks, Delirium. I'm gonna look into it.
A WIP shot:
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00040.jpg



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The Afflicted
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PostPosted: 08-01-2010 08:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


Delirium wrote:
http://gotdelirium.com/stuff/articles_9.html


THERE's the article I've been looking for, nice coincidence, thanks!



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Commander
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PostPosted: 08-15-2010 10:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


monaster wrote:
Delirium wrote:
http://gotdelirium.com/stuff/articles_9.html


THERE's the article I've been looking for, nice coincidence, thanks!

D: your welcome?


@Cityy, any update screenies on this? Its making me want to re-download warsow



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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 08-16-2010 03:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


I currently don't have any motivation for mapping at all. That's also the reason why I post so rarely these days. :P

This is the most recent stuff I have:

http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00041.jpg
http://cityy.explicits.de/uploads/maps/ctwdm1/shots/wsw00042.jpg

As you can see I in the second shot ran into some issue with fog and patches which made me go like "lol fo...cba".. :toothy:



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Mercenary
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PostPosted: 08-16-2010 04:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


You should give this a try, it may get you motivated again :)




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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 08-16-2010 05:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


I saw this. It's great stuff but I wanted to wait for the full release. Do you know how to solve the fog problem? :/



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Mercenary
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PostPosted: 08-16-2010 07:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nope, I've never seen it before. And I find hard to see it in your screenshot, too. Could you make a more explicit one?




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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 08-16-2010 08:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hm that tunnel consists of 2 parts. The upper one which is the end cap and the lower part which is a normal brush. The fog brush touches both of them. The issue is that the fog makes the patch appear dark. Like in the screenshot the upper part of the tunnel is dark all the way but the brush part is lit normally.



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Mercenary
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PostPosted: 08-21-2010 01:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hmm... ye, I see it now. It's very strange. It seems more like a difference between the brush and the patch than the fog itself, tho. Where does the fog brush end?

I've never seen this issue before. Although I only used global fogs, don't remember ever trying a fog pipe. I guess some experimenting is on place.




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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 08-21-2010 02:49 AM           Profile Send private message  E-mail  Edit post Reply with quote




Here's an editor shot - the selected brush is covered with the fog texture.
Fog shader: http://cityy.pastebin.com/nHMMSrtj



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Insane Quaker
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PostPosted: 08-24-2010 06:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


Already tried to compile it w/o fog? Does it look the same?




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