Author Topic: New FFA map  (Read 7480 times)

Offline [BTF] Reflex

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New FFA map
« on: February 10, 2013, 01:34:45 AM »
(req2dm4 - Dark Hallways)   

Name if I finish it

about 30 hours into it so far (my last rail map was done in like 5 so I'm trying really really hard on this one)
I'm guessing another 80 hours work for completion.

Putting it here basically because I fear a pc crash and losing it all.

Have a look?  Wondering if the style/look is acceptable on systems besides my own.
I dunno if the whole map will be possible with the look it has now.  Approaching limits in some areas.
There are a TON of places I can remove redundant brushes and other ways to simplify things.
Working on structure now, and simplifying when I hit a mental block or just have a short time on pc.

One way or the other I'll hammer it out.  Should have started with something smaller. :)

Any ideas, requests, or questions?

« Last Edit: February 18, 2013, 11:40:13 AM by [BTF]Preflex »
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Offline [BTF] Reflex

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #1 on: February 10, 2013, 03:07:30 AM »
If you mean the upper ledge by the ceiling, I had the same idea.  Too easy to hide up there and never see any action.
Maybe have the trigger be when anyone picked up the RL.

Also thought to player clip that so no one can get up there...


Here's a demo with a bunch of the jumps I figured out in it,  there is a really tough one at the end. It only took 3 tries. :)


Thanks for the input Alpha  :thumbsup:
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Offline [BTF] Reflex

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #2 on: February 11, 2013, 02:25:06 PM »
Much as I love the glass,  vis hates it.  I finished the chain gun area today and vis finally crashed.  Going to rework it all without the glass.

Sucks,  chain area looked so kewl. 

I'll post pics before I tear it apart.
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Offline [BTF] Reflex

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #3 on: February 13, 2013, 11:58:50 AM »
Ok, so I scrapped doing anything like dm4.

Closed what was there a bit and changed the style, added a tele to the platforms up top for Alpha.
Think it's going to turn out awesome, looks and works pretty kickass.
« Last Edit: February 19, 2013, 12:16:18 PM by [BTF]Preflex »
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Offline [BTF] Reflex

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #4 on: February 13, 2013, 12:00:21 PM »
pics
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Offline themuffinman

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #5 on: February 14, 2013, 12:42:42 AM »
Much as I love the glass,  vis hates it.  I finished the chain gun area today and vis finally crashed.  Going to rework it all without the glass.

Judging by the source file you need to start being more efficient with vis:
1. Make only the basic hull of the map structural, then everything inside it (stairs, walkways, bridges, terrain, etc.) needs to be flagged as detail brushes.
2. When you've done that then hint brushes should be used to separate areas and prevent vis portals from being broken down into insanely small parts. Usually they should be applied to doorways to start with.

If you do that properly then you'll have a much quicker vis compile stage, much more efficient in-game rendering and smaller bsp file size. It makes a massive difference.
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Offline [BTF] Reflex

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #6 on: February 15, 2013, 05:40:29 AM »
I don't think worldcraft has the detail function...  Would function_wall do the trick too?  I played around with that yesterday.   


*edit.  Found detail in worlcraft.. 
« Last Edit: February 15, 2013, 09:36:54 AM by [BTF]Preflex »
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Offline [BTF] Reflex

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #7 on: February 15, 2013, 11:27:51 AM »
added a nice train/jump out to a railgun,  tidied  up a bit.

If you make it out to the railgun with the jump and keep going, the second pad with water on it teleports you to the other side of the map.

If you fall off the train or miss the jump you die.

Tricky slugs and health to pick up between arcs of glass, 3 health in the center and rails back by railgun.


Thank you for the detail tip.  Worldcraft changes that setting in texture mode, one face at a time.
I'll have to try quark, I remember quark edditing it on a whole selected block.


« Last Edit: February 19, 2013, 12:16:36 PM by [BTF]Preflex »
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Offline themuffinman

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #8 on: February 15, 2013, 11:54:41 AM »
Worldcraft? Yikes... you must enjoy torturing yourself! If you're more serious about mapping I'd definitely recommend getting accustomed to GtkRadiant, it's far more powerful and easy to use.
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Offline [BTF]Sigma

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #9 on: February 15, 2013, 06:50:40 PM »
Worldcraft? Yikes... you must enjoy torturing yourself! If you're more serious about mapping I'd definitely recommend getting accustomed to GtkRadiant, it's far more powerful and easy to use.

Quoole or NOTHING

/masochist
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Offline [BTF] Reflex

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #10 on: February 15, 2013, 07:25:35 PM »
I'll give radiant a try sometime.

I know all of worlcrafts quirks and can steer around them usually.



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Offline [BTF] Reflex

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Re: dm4 redo (req2dm4 - Dark Hallways)
« Reply #11 on: February 18, 2013, 11:37:46 AM »
Some more tweaks.

Added an interesting quad to get to behind one of the glass walls.

Opened up the center area more.

Changed the speed and wait and lights in the rail room.

Changed most of the floor brackets into the ones that didn't snag.

Changed item layout on second floor of the center room.


Would love a jumpers opinion on the jump possibilities to the rail.
I've hit -30 while messing around with it.  Its fun when you make it.


« Last Edit: February 19, 2013, 12:16:51 PM by [BTF]Preflex »
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Offline [BTF] Reflex

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Re: New FFA map
« Reply #12 on: February 19, 2013, 12:15:40 PM »
Moved the railgun closer.  Much easier to make the jumps now.

Removed some unnecessary detail

added another spawn.

Reworked upper walkway in the middle room

Getting closer to done..   Some rail angles turned up that I didn't intend but are pretty sweet.
and gladiators confirmed you can kill someone getting quad.

I wanna beta run with some real people to see if items or spawns need tweaked any more.



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Offline [BTF] Reflex

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Re: New FFA map
« Reply #13 on: February 20, 2013, 09:03:52 AM »
 :D Walked around it today,  found 17 more things that I need to change/fix.

bbl


Still undecided on megahealth placement. Where quad is now? Somewhere new? or leave it out.....
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Offline bvughtoonice

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Re: New FFA map
« Reply #14 on: October 04, 2016, 10:51:54 AM »
i really liked the open courtyard area of this map.

the glass walls in the tunnels tho seemed a bit confusing.
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