My old map project

Discuss specific custom maps as well as your own work. Seek and share mapping advice.
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Worm
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My old map project

Post by Worm »

Right can you look at this and give me some ideas, I started it lastyear (first map), but never got around to finishing it.

Notes:

1. Start as a CT as there are no T spawns.
2. Ive not added any elements such as water hurting n stuff yet.
3. Not sure if there are any wierd WAD files used. :shrug:


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Post by BournE »

it uses de_village.wad and de_volare.wad.

i got them from here

http://www.thegreencheesehole.com/Maps.htm
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Post by Wintermute »

Looks great :clap:
As I said with Sput's map, the lighting is something I think is very hard to do well, and on here I think it's exceptional. :thumbs:

My initial impression is that it may be a bit big. But TBH that may not be the case as I only had a quick run around and got lost quite a lot.
I guess this will also depend on the kind of map it will eventually be.

A couple of minor quirks/bugs/thoughts from a quick run around....
- the glass on the level is pretty tough to break - not sure if this is deliberate or not (could be quite funny seeing people armed with knives throwing themselves against it tho :lol: ).
- the chair near the CT spawn appears to be a moveable object - it makes a movement sound when pushed, but I can't be sure as it's stuck in a corner and can't actually move (so I'm guessing it should just be changed to a normal immoveable object) :shrug:
- to me, the stairs that go up (the yellow/metal ones in the courtyard by CT spawn) look a bit weird and out of place as the rest of the level 'looks right' architecturally - maybe add some supports or slightly re-design them :shrug:
- the water doesn't.....oh you know about that ;)
HTH

Have you any thoughts on the type of map, or background story for the map ? :shrug:

Overall though it's got some really nice areas for gameplay and an excellent atmosphere, so I'm looking forward to seeing a more final version.
:thumbs: :thumbs: :thumbs: :thumbs: :thumbs:
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Post by Worm »

Wintermute wrote:Looks great :clap:
As I said with Sput's map, the lighting is something I think is very hard to do well, and on here I think it's exceptional. :thumbs:

My initial impression is that it may be a bit big. But TBH that may not be the case as I only had a quick run around and got lost quite a lot.
I guess this will also depend on the kind of map it will eventually be.

A couple of minor quirks/bugs/thoughts from a quick run around....
- the glass on the level is pretty tough to break - not sure if this is deliberate or not (could be quite funny seeing people armed with knives throwing themselves against it tho :lol: ).
- the chair near the CT spawn appears to be a moveable object - it makes a movement sound when pushed, but I can't be sure as it's stuck in a corner and can't actually move (so I'm guessing it should just be changed to a normal immoveable object) :shrug:
- to me, the stairs that go up (the yellow/metal ones in the courtyard by CT spawn) look a bit weird and out of place as the rest of the level 'looks right' architecturally - maybe add some supports or slightly re-design them :shrug:
- the water doesn't.....oh you know about that ;)
HTH

Have you any thoughts on the type of map, or background story for the map ? :shrug:

Overall though it's got some really nice areas for gameplay and an excellent atmosphere, so I'm looking forward to playing it
:thumbs: :thumbs: :thumbs: :thumbs: :thumbs:
LOL cheers

Nope ive no idea what to do, I devised that jsut by messing around and adding bits, thats why some bits like you say "the stairs" look out of place :D

But really, if any1 wants to help/give input then id try to taylor it more to them, im just finding it hard for inspiration (being too busy) :?

Alot of the areas have just been stuck in to try and get a sence of the level size, the main areas I concentrated on was the cave, and labratory/buliding, as for the corridors im not sure :shrug:
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Post by Bullet »

will give it a go when i get home :thumbs:
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Post by Bullet »

looks good m8,

i take it the block of red which kills u instantly from burn is molten rock ?

only had a problem with 1 bit of water.....the rest all rown u and stuff if u stay in long enough, theres sort of 1 section about player height....which needs its skin setting as water, cos atm u cant swim or anything.....i got stuck :*(

some nice lighting, particularly like the purple lights all the way around the roof of 1 room....musta taken a lot of lights to get that effect :thumbs:

n1 :thumbs:
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Post by Worm »

Bullet wrote:looks good m8,

i take it the block of red which kills u instantly from burn is molten rock ?

only had a problem with 1 bit of water.....the rest all rown u and stuff if u stay in long enough, theres sort of 1 section about player height....which needs its skin setting as water, cos atm u cant swim or anything.....i got stuck :*(

some nice lighting, particularly like the purple lights all the way around the roof of 1 room....musta taken a lot of lights to get that effect :thumbs:

n1 :thumbs:
Thanks for the input, the purple lights are txtlights (textures with light properties) you have to create a .rad file (sputs the man for this)
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Post by Bullet »

Worm wrote:
Bullet wrote:looks good m8,

i take it the block of red which kills u instantly from burn is molten rock ?

only had a problem with 1 bit of water.....the rest all rown u and stuff if u stay in long enough, theres sort of 1 section about player height....which needs its skin setting as water, cos atm u cant swim or anything.....i got stuck :*(

some nice lighting, particularly like the purple lights all the way around the roof of 1 room....musta taken a lot of lights to get that effect :thumbs:

n1 :thumbs:
Thanks for the input, the purple lights are txtlights (textures with light properties) you have to create a .rad file (sputs the man for this)
ah yeah thats probably a hammer thing, think i read about that....how rather than jst having to make a high ceiling u can just set a textures light flag so that it absorbs light rather than gives it off

unless u mean the rendercolor and renderfx u can give to func_walls etc....in which case i guess u jst set it to puprle :shrug:

still, looks good however u did it :thumbs:
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Post by Wintermute »

I think it's done at compile time, something along these lines happens:

You typically (although not necessarily) use a texture whose name starts with a ~ character (e.g. ~light01).
When you do the RAD compile, it looks up texture names in a file called lights.rad.
The lights.rad file contains the texture name and the RGB and brightness values for the light it should emit.
If the texture name is in this file it emits light, if it isn't then it doesn't.
So once it's compiled, these textures give off the specified amount and colour of light.

...something like that anyway - it's been a while since I played with this stuff.
HTH
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Post by Bullet »

yeah, thats hammer only thing afaik, it looks up what light settings the texture gives off in lights.rad r summat.

jst making sure (looks like i might have to learn to use hammer :eek: )
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Post by Wintermute »

Bullet wrote:yeah, thats hammer only thing afaik, it looks up what light settings the texture gives off in lights.rad r summat.

jst making sure (looks like i might have to learn to use hammer :eek: )
I don't ***think*** it's tied to Hammer...

I just happen to have my Hammer editor configured to use the ZHLT Compile tools, and it's these that use the lights.rad when doing the RAD generation. So you should be able to do the same with any editor that allows you to define what compile tools to use.
I believe Sput does all his compilation outside of all packages and simply uses a command line script.

...but yes, learn Hammer (I've no idea what Quark is like, but 99% of the mapping tutorials appear to use this, so the effort should pay off)
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Post by Sputnik »

Nice one Pete, it's come a long way :D It's clearly been a good map to get familiar with Hammer, and I'm looking forward to whatever final map it turns out to be :D I like the contrasting areas/styles - its a good setting for a map.

On the texture lights thing:

They're nothing to do with the editor. The tools will look for a lights.rad file (in the same directory), in which you enter the texture name, RBG value of the light and the strength of the light. It's the main method of lighting and by far the most sensible to use, in terms of ease of use and looks.

Dunno what you're on about light absorbing textures, Bullet, Worm's purple effect is texture lighting on the surface that faces upwards.
They ring a bell actually, but I can't remember. Although black ones will absorb light of course.
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Post by Bullet »

Sputnik wrote:Nice one Pete, it's come a long way :D It's clearly been a good map to get familiar with Hammer, and I'm looking forward to whatever final map it turns out to be :D I like the contrasting areas/styles - its a good setting for a map.

On the texture lights thing:

They're nothing to do with the editor. The tools will look for a lights.rad file (in the same directory), in which you enter the texture name, RBG value of the light and the strength of the light. It's the main method of lighting and by far the most sensible to use, in terms of ease of use and looks.

Dunno what you're on about light absorbing textures, Bullet, Worm's purple effect is texture lighting on the surface that faces upwards.
They ring a bell actually, but I can't remember. Although black ones will absorb light of course.
ive seen a few tutorials where u can add/change a textures properties in lights.rad r whatever its called, and it makes em either absorb light (like black texture) or give it off (like white), and u can do stuff like that, means rather than making cielings really high...u can jst use a black style texture, so it looks like its high
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Post by PeaceBreaker »

yeah but there's always the little feature of shooting it, and when you shoot the sky in, say, militia when you're on the roof, you'll notice that the bullet hits the sky fairly close to where the player is standing, as it shows a smokepuff (mine are turned off) and dejects little fragments (of nothing :D )



as a side note on textures, i was just wondering about textures and how that if you apply one texture to a block (all the sides) one side of the block is brighter in the view box.

does this show up in the game or something? it confused me a bit :?
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Post by Sputnik »

PeaceBreaker wrote:as a side note on textures, i was just wondering about textures and how that if you apply one texture to a block (all the sides) one side of the block is brighter in the view box.

does this show up in the game or something? it confused me a bit :?
That's just the editor doing it's 3d graphicsy stuff so that it shows a reasonable representation of what's in the game, but since it doesn't do any rad calculations it just adds shading on faces facing in certain directions :) If it didn't do it, it'd look a bit like Wolf3d :nuts:
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Post by PeaceBreaker »

Sputnik wrote:
PeaceBreaker wrote:as a side note on textures, i was just wondering about textures and how that if you apply one texture to a block (all the sides) one side of the block is brighter in the view box.

does this show up in the game or something? it confused me a bit :?
That's just the editor doing it's 3d graphicsy stuff so that it shows a reasonable representation of what's in the game, but since it doesn't do any rad calculations it just adds shading on faces facing in certain directions :) If it didn't do it, it'd look a bit like Wolf3d :nuts:
and in laman's terms?

(Yeh/Nah) :D
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Post by Wintermute »

PeaceBreaker wrote:
Sputnik wrote:
PeaceBreaker wrote:as a side note on textures, i was just wondering about textures and how that if you apply one texture to a block (all the sides) one side of the block is brighter in the view box.

does this show up in the game or something? it confused me a bit :?
That's just the editor doing it's 3d graphicsy stuff so that it shows a reasonable representation of what's in the game, but since it doesn't do any rad calculations it just adds shading on faces facing in certain directions :) If it didn't do it, it'd look a bit like Wolf3d :nuts:
and in laman's terms?

(Yeh/Nah) :D
Its only how it looks in the editor, not how the map will look.
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Post by Sputnik »

Yeah, that :D
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