Official Soldat Forums
Soldat Maps & Mapmaking => Bot Forum => Topic started by: Terran on January 23, 2011, 04:44:26 pm
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Searching a man who can create waypoints for my own map.
Please,help!
From: January 23, 2011, 04:52:32 pm
Soon i'll add screenshot of map,if it's necessary
**UpdateD**
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Ok.... first off, it would be useful to include any sceneries that didn't come with the original soldat... notice my first screenshot, I have a fair few missing!
Secondly... there are no spawns for anything, no player spawns, team spawns etc. I would suggest adding some (see other attachment).
I have also added a wireframe diagram of the map... it's generally good practise not to overlap polygons that much.. you notice how your player bounces alot on the poly's? that's what happens.
I like the general feel of the map, the ideas and the general look, just needs some polishing up before people invest their time in fully waypointing the thing :)
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I could pick up the challenge. Can I do some changes too a bit?
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If Terran does not wish to rework all the poly's, I think you're going to have to...
I would seriously suggest doing that... it is SO jumpy atm.
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That's my first map,do not judge strictly^^
If you want to fix bugs,i am not against that)Then i'll add you to credits and tell great thanx to you)
2thegrandmaster
This map i created for elite!zombie survival
and blue team(zombies) must go down to the underground bunker,where,after some time,survivors(red team) will keep defence)
So i need waypoints just for Bravo Team.
What about sceneries...cuz of there are lots of them,i think i should download Soldat Map Packer first..yes?
2Monsteri
Yes,you can :) I asked for your help today so you can do some changes)But not total hehe
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aah ok :)
Well I like the whole layout of it, I can imagine going into a zombie server and seeing something akin to this!
The sort of thing I'm on about is in the pics...
I had a quick little tackle of the green bit there, to make it more 'player-friendly' as such...
I don't know whether you or Monsteri want to tackle the whole thing together?
He could probably do some nice shading on it too if the poly's didn't overlap!
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Well, before I start, you should pack that properly with MPA.
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2thegrandmaster
*__* i dunno how to draw textures like u've done *_*
And i repacked map.I understood that i uploaded here older version of map.
I fixed there polygons and they doesn't bounce your soldier now...i hope..:)
2Monsteri
Now reuploaded to the last one.With all sceneries which are included.
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Thanks. You can use this tool to make different colours, and shading.
Btw, this is inf I guess?
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Yes,I think it is :)
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I'm pretty well on it, but I want to say now: Don't use that much small small polygons, they are really bouncy, and there are too many useless polygons. And There is an another way to perform looks, too. Try to learn it for the picture below, and take a look also for and tw_coldmorning. I guess you still get the idea.
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2thegrandmaster
*__* i dunno how to draw textures like u've done *_*
What program are you using? Polyworks as shown by Monsteri?
If so, follow the instructions in the image. to make shading look good, you need to have a good polygon structure - not overlapping :P
NOTE: The circle you see in step 4 is the 'radius' and can be changed by editing the value in the Radius box in the palette.
Now reuploaded to the last one.With all sceneries which are included.
Thanks!
@Monsteri: I think the simplest way of re-polying the map is to do a print-screen of it, then add it to sceneries? would save alot of time that way.
From: January 25, 2011, 02:14:07 pm
as of now I'm re-polying the entire thing :L
From: January 25, 2011, 06:05:06 pm
Also attached: current progress...
I know the shading isn't the best job, however I haven't mapped all that much to know...
Thoughts?
You can see the faint image of the design underneath it..
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Hmm you just stole my work. I send that what I have done already to you then, now? I still wp it.
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Actually, it's probably best the other way round... You're a more experienced mapper xD
I'm not too far off finishing the poly'ing of it all, I know the shading will need some improving and I've not really had any experience with doing sceneries for this kinda map..
I'll upload it here soon for you to upgrade :)
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2Monsteri
I think that those black lines in ur picture shows old polygon's positions?That's useful thing!
And about what useless sceneries you have told me yesterday?
2thegrandmaster
I think i use the same PW as Monsteri.Just another skin :D
but i hate learning manuals...like to explore smth by myself :)
And here is the point of all my mistakes :)
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Yes I drew a sketch about up part, before I removed all the polys. Then I remade them, I could of course do that for all the map, but my job was to waypoint this, I think, so you can do the rest on your own when I'm done.
About the sceneries, there were many sceneries excatly in same place, and excatly same scenery (polys like that also here and there) so I removed them. And there were too too much sceneries, felt too narrow so I removed some others too. (tootootootoo)
EDIT: I want to show you some progress, and say also, that look at this:
Before After:
(http://img257.imageshack.us/img257/5340/beforeh.png) (http://img225.imageshack.us/img225/3448/afterk.png)
Look at how amazing effects good shading can do! -I haven't touched these polygons at all, just shaded them, and look at it. I'm not trying to tell how good I am, just wanted to carriage you.
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Well.. there are NO sceneries in this update, since I think it'd be better if you two figure the best combo for that...
And there's no way points.. (however the alpha bots sorta naturally go through the tunnels though without waypoints o.0).
Find attached the map simply re-poly'd and shaded...
The only changes I've made from the original layout are:
a) Raised the roof - alpha drop from above by parachute :)
b) The furthest right part of the tunnel I made a bit wider than the original because it was hard to get through
Other than that, I've quickly placed objects (spawns for players, flags, packs, and a stat gun carefully positioned inside the bunker).
Thoughts?
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Well, good job, but now you made all my works unnecessary. I didn't want to make all the map for Terran, but eh. :|
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Ohh!! sorry I misunderstood...got ahead of myself.
However... if you have the waypoints on your version, I can import them into the version I have - they are pretty much identical in size etc.
Could you upload what you've done so far? I'll have a go at joining them.
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I will do it.
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Alrighty!.
By all means transplant the stuff you've done onto it and fit it in place - I have almost literally just re-poly'd it and shaded, just a base to change and add to for you and Terran.
I can't wait to see the result of all this! :D
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I'm pretty well on it.
Bravo waypoints are almost ready, just few places wher bots get stuck. I was wondering, shall I do them for alpha also, that bots can go back if alpha is up to defense underground bg later? And @Terran, what do you think, where bots should go and how?
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2thegrandmaster
U've done cool :D
but...about points.U've done not as i thought,cuz bots from bravo team must land with parachutes and go to the down bunker,where should sit alpha players)
i know that it's unusual,but on that server survivors - the alpha team ><
but do not delete this version,i think that this map will go to a classic infiltration :D
and players will have fun there)
but i want you to turn teamplaces please) [Alphaguy] [Bravoguy]
2Monsteri
i don't want you to complete all map for me too)
So i am waiting for ur version to complete totally)
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>< I done the waypoints for like, that bravo is down aaAAAAAAA!!!
This is very easy to misunderstand!!!
This map i created for elite!zombie survival
and blue team(zombies) must go down to the underground bunker,where,after some time,survivors(red team) will keep defence)
>:(
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LoL
Sorry for my bad explanation :(
But!In reuploaded map blue spawnpoints were in the air!
And red points - in the first bunker..
Btw i am sorry :(
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No problem, you just have to wate it for longer now..
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Btw, I would stretch the top of the map even more and make them drop for a fair amount longer...
Yeah I mis-understood -.-
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2Monsteri
Ok dude.one part in your hands now)
2thegrandmaster
It needn't to make upper part of map wider :)
It must be spartan map)For real survivors)
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But I thought you just said that the survivors were at the bottom anyway!?
I'm thinking of this more in normal INF terms... I think we should two versions - survivors/zombie and then a normal INF version.
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now yes
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Alrighty, I'm glad to announce that waypoints for bravo, and else stuff are ready!
Though I miss three scenery, Terran can find that out by himself.
Below there it is:
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Same here... few missing. Pretty good job with the way points!
Bravo did seem to go under that low bit where the pred used to be and then just stop on that blue poly quite alot...
But overall, nice job :)
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Yes, I had no skills enough to make them (if dropped down there) fly back without messing other waypoints, so I made them to stop forever on that blue poly. And if and when, someone comes to heal himself, he gets a zombie surprise.
And I want to say about layout, that it's freekin' superb! Underground bunker is very strong and easy to defense, but with frags you will stop every attack comes from underground. I placed bravo flag to alpha base, because it would be cool ,that alpha needs to ``survive´´ and escape from underground. If that is not done in time, they die to hungry (bravo reaches max points). With normal players this could be also awesome, and maybe even more. With bots this was so fun, that...
Congratz to Terran, he made the awesome layout, I and grandmaster just made it true and playable. Thanks :)
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Yeah it's a brilliant layout.
However, after being peeved by those trees -.- I've integrated another version I've done and the one you've just uploaded Monsteri to create another base to improve on.
I reckon, with collaboration and map sharing with this, we can create an awesome map to go with the awesome layout.
I have added an outpost on the left (could do with a more expert touch :P) because I felt that left side was pretty empty really.
I really wasn't sure about the whole hidden tunnel thing in the middle, so for the moment I haven't integrated it.
See attached image for my thoughts about the central thing: the building!
I like some of it, not sure about others...
Find attached the map (inf_xepb23) and the entire of my scenery-gfx so we all have the same stuff to work with.
Whatcha think?
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2Monsteri
Oh dude - wanna say GREAT Thanks to You!!!
You have done my map cool and rly pleasant for playing :D
So..i don't know how to discribe my happiness [pigtail]
Thank you!!
And..that dinosaur in the right side of map...ahaha it make me smile :D
2thegrandmaster
Thank you too!You did cool shading i rly love it!!
And..is layout rly cool?And why,may i know? :D
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UPDATE:
Map attached.
Also, a screenie of the building in this update. I've basically put what was upstairs, downstairs; and Monsteri's upstairs in. How does it look to you guys?
From: January 29, 2011, 10:51:21 am
Why?
To me, it's just a nice arrangement - the routes are pretty well set out, the shapes are all fairly natural looking. Good ideas in there.
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Well, nicer, but let Terran do the rest
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I suppose...
Depends what ya want Terran.
From: January 30, 2011, 07:24:28 am
I reckon that we should go on and try and tailor it to be a sweet inf map :)
From: January 30, 2011, 12:25:19 pm
What are your thoughts... on THIS?
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Terran my BCB' bro xD awesome map, i like it !
Also nice shaded and waypointed :P^^
1 quick question to shading - on some places its almost needed to overlap some polys so nades will not shoot u trough grounds (happens many times ^^) how u gone make shade effect when its overlaped? or doesnt work? (cauze i could rly need for my maps i create^^ learned how to map and how to waypoint but i dont get the shading part^.^
Greetings BCB | GhostRider
PS : the map shouldnt be an inf cauze of inf maps are mostly very long walking (says my experience^^)
this is more just simple a ZS_ map what u also created the map for ^.^ rename, reupload, send to bone finaly for server ^.^ or ill do eet! xD
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Look above. You can make transparent polygons, then place doesn't collide- polygons on them. Another way is, that you simply fix texture after every overlap.
And those zombie-maps can be inf, because they are PLAYED as inf. an INF map doesn't need to be uber-big.
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Agreed with Monsteri. INF maps just need to be fairly even and fairly tactical.
This has both.
I tried putting in that second route to make it more even for alpha, since bravo could just block that tunnel from below pretty much :L I think there needs to be something like that added imo... thoughts?
As for poly's, I wouldn't worry too much about that. It's a bug that I hope will be fixed soonish!