Author Topic: CTF - Facing BrinStar  (Read 3235 times)

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Offline Dr.DR4IG

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CTF - Facing BrinStar
« on: October 01, 2010, 11:18:03 pm »
C T F   -   F A C I N G   B R I N S T A R   v 1 . 2 5

 
After trying several ideas and crashing due to breaking some of the asset
limits.. (Too much detail!) I finished a reasonably playable CTF map with a
good level of detail.

 
WAYPOINTS: I removed the bot support for now, But it shouldn't be too hard for someone to take the existing map and waypoint it. If anyone does this, I'll gladly update the version to reflect this.

 
Snapshots follow of some features, An a link to the download that hopefully works.

 Changes include less bright fog, And less trees to block the view over the middle path.

MAP SNAPSHOTS & DETAILS:




DOWNLOAD LINK (Beta Map):


 Give me any feedback or help in this thread and I'll do what I can. :D Also, Best indie game EVAR. :D

EDIT: Still working on updating and getting the bots to behave better, But at this point if someone's willing to path the map, Go nuts. Just lemme know when it's done, Send me the zip and I'll update things here.
« Last Edit: October 04, 2010, 04:49:06 pm by Dr.DR4IG »
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Offline jrgp

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Re: CTF - Facing BrinStar
« Reply #1 on: October 02, 2010, 01:48:49 am »
Map mostly looks nice. I feel the green glow is too extreme. It might be better if those hedges in the middle of the map either had some opacity / were colored differently.

Also, I suggest you use better map hosting.
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Offline Blue-ninja

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Re: CTF - Facing BrinStar
« Reply #2 on: October 02, 2010, 02:31:12 am »
Uh...is 295 out of 128 colliders bad?

Offline Dr.DR4IG

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Re: CTF - Facing BrinStar
« Reply #3 on: October 02, 2010, 02:37:52 am »
I feel the green glow is too extreme.

 'Extreme' could cover a range of things.. Do you mean it's too 'bright' (Maybe to use a darker green?) or too thick? (Tall or opacity?) Running through it, Players are clearly visible as is, I liked the idea at the time of being able to be nigh-invisible if prone in the fog dips..

It might be better if those hedges in the middle of the map either had some opacity / were colored differently.
Also, I suggest you use better map hosting.

 So far, Using the default trees included in the basic game, But yeah having trees in the 'back' darker than the trees in the 'middle' and 'front' would help break it up to the eye a bit.. Or do you mean there's TOO much cover? I wanted the direct route to have a lot of sparse cover overhead to help keep players on either tower from owning the center field.

 As to the hosting, I was using my existing skydrive because I really, Really don't want to sign up for yet another service. XD But I'll look into it if it'll help shorten the rediculously long skydrive URLs..  ::)

 In either case, Thanks for the critique. :}

From: October 02, 2010, 02:40:11 am
Uh...is 295 out of 128 colliders bad?

 That's quite odd.. The original was 285-295 at the time I made it but I'd trimmed it to about 109-111 when I compiled. The one in the folder should be at the lower number, Unless it only keeps track of the original compiled Colliders. This IS my first map. Still trying to figure about where the range of the 'stop bullet' effect is. The small red faded sphere that shows up for them in Polyworks isn't too helpful.  ;D
« Last Edit: October 02, 2010, 02:40:11 am by Dr.DR4IG »
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Offline jrgp

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Re: CTF - Facing BrinStar
« Reply #4 on: October 02, 2010, 02:42:34 am »
By 'extreme' I mean it's too bright and obtrusive. As for the trees, I mean there might be too much cover. It doesn't add much to the gameplay.

As for the hosting, TMS is hosted by FLAB (who also hosts these forums among most other Soldat sites) and your maps will never ever be deleted. url's are like: http://tms.jrgp.org/2010/?overview=1498 and http://tms.jrgp.org/2010/?download=1498

I can understand not liking having a bunch of online accounts to manage, but if you intend on releasing lots of maps, I suggest you either use forum attachments here or TMS. Anything else really might be a hassle.
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Offline Blacksheepboy

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Re: CTF - Facing BrinStar
« Reply #5 on: October 02, 2010, 11:45:27 am »
Well, I tried to download the map, but no cigar. I was 404'd.

PS. You want me to waypoint this map? If so, just draw arrows around the map telling me where you want the bots to go. Use the overview of the map you already have and use Paint.

Although it may seem obvious to YOU where want the bots to go, sometimes map-makers want bots to do different things... so, 'nuf said.



I'm going to rain on jrgp's parade. TMS is great for uploading maps to multiple forums. But for now, a super easy way to upload a map to the Soldat forums is... right here:


« Last Edit: October 02, 2010, 11:57:11 am by Blacksheepboy »

Offline Dr.DR4IG

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Re: CTF - Facing BrinStar
« Reply #6 on: October 03, 2010, 03:27:03 pm »
 I been out for the weekend, So I apologize for the delays on getting this map updated here. Noticed quite a few polybugs and some places that could have been a bit wider and other places that could have been a lot narrower so I'm redoing the map again and will have it posted as v2 in the scraps forum. Gon' start putting my in-progress work there till it's at a level that's good enough to make it into this thread.
 
 For now, Still going to make the changes suggested by you guys in this topic and re-release CTF - Facing Brinstar as is in this thread. I'll have an updated WORKING link near the top within the hour or two of this reply hopefully.

 Also.. I forgot STAT guns apparently.. Will be adding those to the update to0, Where I originally planne to put em. I've given up on getting the bots to work, They still get stuck so

 I'll be completely removing the waypoints from the finished map, But if someone wants to run through the map in single-person mode and get a feel for pathing it, I'd be more than happy to accept someone's nodes. The more natural the feel for the bots, The better as that's what I was hoping to achieve. (Anyone can make bots run, Jump, Fly but a good pather seems to be able to know where and how to place them to get the bots to react certain ways.)

 I'll also be experimenting in this and the new map with animated scenery. So far I've only seen examples of it being used to put porn images or random .gifs into a level but I'm hoping to use it (And small features like a MIDDLE or TOP fading light actually faux-illuminating things behind it) to make some features that fit into my existing designs.
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Offline Suowarrior

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Re: CTF - Facing BrinStar
« Reply #7 on: October 04, 2010, 08:48:39 am »
A bit tired now so no energy to tell the critics. However as you talked about adding animated gifs, there are a few maps with animated scenery, which might interest you.

http://forums.soldat.pl/index.php?topic=35981.0

Offline Dr.DR4IG

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Re: CTF - Facing BrinStar
« Reply #8 on: October 04, 2010, 04:21:17 pm »
However as you talked about adding animated gifs, there are a few maps with animated scenery, which might interest you.
http://forums.soldat.pl/index.php?topic=35981.0

 Thanks for the heads up, I'll look into these maps. Already got a handle on how they work though sadly Animated gifs only handle 1-color transparency (Not fade like PNG/mPNG) so I had to take a few attempts to stipple alpha to get the effects on some fades right.

 Sorry to all for the delay on updating. Doing that now. This thread'll be killed (If I have that option) so I can put up a newer one with the changes (As well as being layed out a bit better/More readable and reflecting better map link.)
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Offline jrgp

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Re: CTF - Facing BrinStar
« Reply #9 on: October 04, 2010, 04:36:23 pm »
I'm going to rain on jrgp's parade. TMS is great for uploading maps to multiple forums. But for now, a super easy way to upload a map to the Soldat forums is... right here:

I really agree with your point here since a major design decision with TMS was making getting maps on multiple forums easier. But he's knew to mapping so all the forums might just tell him all the same issues with his map.

However, you actually saying you're raining on my parade, and acting as if you're getting a major high off it, is only publicly defaming yourself, especially to me. :P
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Offline Dr.DR4IG

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Re: CTF - Facing BrinStar
« Reply #10 on: October 04, 2010, 04:51:27 pm »
XD This got posted just before I finished uploading the map over THERE. XD Ah well, What' done is done. XD So it's pretty much updated. Working on FacingBrinstar 2, S'more and maybe that Retroid map I have going on the side for shifts and giggles.
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Offline jrgp

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Re: CTF - Facing BrinStar
« Reply #11 on: October 04, 2010, 04:52:44 pm »
XD This got posted just before I finished uploading the map over THERE. XD Ah well, What' done is done. XD So it's pretty much updated. Working on FacingBrinstar 2, S'more and maybe that Retroid map I have going on the side for shifts and giggles.

Yes, well. I'm touched you're using TMS and hope you enjoy(ed) it. If you have any questions or concerns, I'm the  programmer behind it.
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Offline Blacksheepboy

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Re: CTF - Facing BrinStar
« Reply #12 on: October 04, 2010, 05:14:45 pm »
and acting as if you're getting a major high off it, is only publicly defaming yourself, especially to me. :P

What are you on man?

Edit:

So you were on something.
« Last Edit: October 04, 2010, 07:39:09 pm by Blacksheepboy »