Author Topic: DM_SpaceStation  (Read 7175 times)

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Offline di0xygen

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DM_SpaceStation
« on: October 28, 2007, 03:58:59 pm »
Well here it is!

Beta version of Dm_spacestation. It's beta cause there's no waypoint and i plan to add some 3d props here and there, but currently its playable and fun.

The map is small, but thats the point, I dont like big maps, and since it was my first map and it's fully 3d, I wanted to do something a bit more small. Try it out and enjoy, also feel free to add waypoints if you want, I hate doing them and it would be a great service to me.




It Should not lag, my computer is very medium and i run it perfectly at maximum resolution. Altho the file size is a bit big, since everything is High res.


« Last Edit: November 05, 2007, 08:28:54 pm by di0xygen »

Offline Kagesha

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Re: DM_SpaceStation
« Reply #1 on: October 28, 2007, 04:17:07 pm »
Omgomgogmogmogmogmogmogmgomgmogmogmogmgomg It has been released! Yay! This will be awesomly fun :D

Thanks! I hope to see your futuristic mod to ;)

Offline Blacksheepboy

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Re: DM_SpaceStation
« Reply #2 on: October 28, 2007, 04:21:19 pm »
What program did you creat that in? I could do virtually the same thing...but it wouldn't be the same thing since I would be using some free software. Plus...I don't even know if you did it the way I would. Well, this is pretty awesome looking. As for gameplay? I dunno..Ima goin to play it. Looks like the asthetics would be enough to make it fun.

//off topic//Shucks...three very sparatic four maps popping up...and this one being pretty uber and seemingly a new twist to mapping...well you get the picture.//off topic//

Edit: Is this just a render as a backdrop? I could see doing that...

Well, I didn't play with bots of any sort (even without waypoints) but I did play it. It was slightly confusing as to where walls were at points, but it wasn't too bad. I didn't notice any polybugs ;). The layout was interesting... You could potentially and easily put flags at the two dead ends and make this a decent ctf. It seemed like it would play alright as a death match. Well, theres my hmms huhs. Not much of a critique...Looks very perty and I like the 3d feel.
« Last Edit: October 28, 2007, 04:41:27 pm by Blacksheepboy »

Offline Will

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Re: DM_SpaceStation
« Reply #3 on: October 28, 2007, 04:50:56 pm »
As I thought, the perspective is kinda screwed up, but I would rate it pure 10/10 because it's just so awesome.
You could try my advice so you could get the same angles of every object on your next map if you ever make it(hopefully). I think it would fit in soldat and give it that realistic 3d arcade feeling

Offline Eagles_Arrows

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Re: DM_SpaceStation
« Reply #4 on: October 28, 2007, 05:06:43 pm »
Quote
You could potentially and easily put flags at the two dead ends and make this a decent ctf

Judging by the layout, a ctf version would suck badly.

"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals

Offline Mr. Domino

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Re: DM_SpaceStation
« Reply #5 on: October 28, 2007, 05:13:46 pm »
This is your map without your 1.5+ MB of sceneries. Now, some other maps will overload on realistic sceneries for maps weighing in at several megabytes in the name of realism. I don't like that, but, fine, whatever. What bothers me about this map is that most of this could have been done with some good polygon shading and coloring. A similar background could be culled together from smart usage of blank.png and other flat sceneries. Sure, it won't look quite as sharp as your pre-rendered backgrounds, but it'd look close enough for most and would be a much smaller file size. Just something to consider.if you're going to just paint backgrounds and load them over transparent polygons, then I'd think you'd at least create something more fantastic looking than what are essentially pre-rendered flat polygons.

Offline di0xygen

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Re: DM_SpaceStation
« Reply #6 on: October 28, 2007, 05:27:41 pm »
This is your map without your 1.5+ MB of sceneries. Now, some other maps will overload on realistic sceneries for maps weighing in at several megabytes in the name of realism. I don't like that, but, fine, whatever. What bothers me about this map is that most of this could have been done with some good polygon shading and coloring. A similar background could be culled together from smart usage of blank.png and other flat sceneries. Sure, it won't look quite as sharp as your pre-rendered backgrounds, but it'd look close enough for most and would be a much smaller file size. Just something to consider.if you're going to just paint backgrounds and load them over transparent polygons, then I'd think you'd at least create something more fantastic looking than what are essentially pre-rendered flat polygons.

Meh That's the whole point of it all, What is 1.5 mg today on modern computers. I seriously didn't care about memory conservation, I jus wanted to know how possible it was to incorporate 3d renders into soldat, giving it a more 3d fell. It's not a complete success, but I think it's something new that gives much more depth to the actual Soldat gfx.
I'll keep doing tests and make different kind of maps, using that technique to see how far I can push this.



As I thought, the perspective is kinda screwed up, but I would rate it pure 10/10 because it's just so awesome.
You could try my advice so you could get the same angles of every object on your next map if you ever make it(hopefully). I think it would fit in soldat and give it that realistic 3d arcade feeling

Yeah It is but that's pretty much the feel i wanted to acheive, I find the whole distorted 3d look a whole lot more interessting than doing all the elements at the exact same angle, to make it isometric. I'll try it out for my next tests :D

El_Spec

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Re: DM_SpaceStation
« Reply #7 on: October 28, 2007, 05:28:50 pm »
After play-testing this map for a couple of rounds on Pointmatch, I have to say that this map is simply amazing.  Visuals just make me speechless.  All I can say about it.  Layout is pretty good and well thought out.  Its gets annoying sometimes because of the sharp turns and how compact each platform is to each other.  Also I reconmend you add a kill barrier at the ends of the map like in Airpirates.  It would also be a huge improvement if this map was to be waypointed.  Offline game-play isn't great because the bots tend to just jet to the ends of the map and go out of bounds.  This map has the bonus count set too high.  Reset it to 1 or 2.  That's all I can think of for this map.  I might be looking at another generation of map making.
« Last Edit: October 30, 2007, 01:54:39 pm by El_Spec »

Offline Blacksheepboy

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Re: DM_SpaceStation
« Reply #8 on: October 28, 2007, 05:33:46 pm »
Mr. Domino isn't talking about memory conversation. That's just a weight of how much is scenery and what is actually map....Well, that's how I kinda interpreted it.

You know? I could make a map like this...well no I couldn't...Well, I will make a quick sketch-up. Then I'll describe it.

Offline Underworld

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Re: DM_SpaceStation
« Reply #9 on: October 28, 2007, 05:42:52 pm »
did u know that photoshop cs2-3 has the ability to decrease the size of an image - png,bmp etc etc by 10times without losing any quality  ;) map is nice but the layout aint my thing
I don't understand
do you mean that there is a /faceplam commmand ?
and this command should drop a random item ?

Offline di0xygen

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Re: DM_SpaceStation
« Reply #10 on: October 28, 2007, 05:52:00 pm »
did u know that photoshop cs2-3 has the ability to decrease the size of an image - png,bmp etc etc by 10times without losing any quality  ;) map is nice but the layout aint my thing

All the images, are completely optimised for smaller size.. the orginal pngs were 14 mg each, They all are 300k~

Offline Iq Unlimited

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Re: DM_SpaceStation
« Reply #11 on: October 28, 2007, 08:22:22 pm »
nice job making a shitty map, unless you didnt paste an image over the polys. then Im sorry for posting this.

Offline di0xygen

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Re: DM_SpaceStation
« Reply #12 on: October 28, 2007, 08:59:24 pm »
nice job making a feckty map, unless you didnt paste an image over the polys. then Im sorry for posting this.

I'm not to sure I understand the meaning of the word "feckty", but I don't see what's the big deal about making a 3d render, make it fit the angle of the game, expand with more renders, and put invisible polygone to make walkable space, The result is 100 time better than a normal map and it's a whole lot harder, But hey omg, i'm not an elitist who only work with poly and keep the level of scenery to a minimum as it seems is favored on this community. I'm not saying its not a bad way to work, but why restrain yourselves to prehistoric techniques when you can do it better and more beautiful. And above that I'm not fishing the internet lazyly for images, i'm creating them all by myself.

Ps. if you comment was not negative, well forget what I said.

Offline Iq Unlimited

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Re: DM_SpaceStation
« Reply #13 on: October 28, 2007, 09:17:03 pm »
feckty was sensor ;), and making an image over polys isnt really mapart. What makes a map good is the fact that it was made using polys and sceneries as just mood-setters, not the whole map.

Offline Blacksheepboy

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Re: DM_SpaceStation
« Reply #14 on: October 28, 2007, 09:38:45 pm »
Yeah..this discussion happens whenever anyone makes a map like this. I'm still giving you credit because going and making a 3d render like thus with nice textures, and having it turn out nice really isn't that easy. I understand the point all you great Soldat mappers are making, and I generally take your side, but on this map (even though I don't really like the layout so much), I would have to say that it can slide.

What program did you use? I use the simple free Blender. It suits me. One thing though...this really isn't a space station. It's more like a platform of some sort. A space station would have an indoor network of rooms, halls etc. or at least some sort of living space to make life somewhat compatible.
« Last Edit: October 28, 2007, 10:03:41 pm by Blacksheepboy »

Offline di0xygen

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Re: DM_SpaceStation
« Reply #15 on: October 28, 2007, 10:16:45 pm »
I'm using 3dsmax 9 :D Thanks for the support blacksheep, I understand the point that everyone are making about pure mapmaking and all, but going about and doing a map 3d, is all as hard as doing it with polygones, it's simply much more versatile. Altho the whole "mapart" being a art student myself i understand the point of pure art, but i also consider contemporary art as worthy.

It's not because something is new or different that, it has to be thrown down.

And according to your statement about not being a space station, its starting to become one, i made a spaceship and its in the hangar, and theres a couple of barrels and more props to come.

I'll update tommorow maybe if i'm home :D

Offline MaVeRiCk/PaT0!

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Re: DM_SpaceStation
« Reply #16 on: October 28, 2007, 10:42:43 pm »
Hi! :)

Well, "3D maps" in soldat aren't a new idea. What is new here is the way that you used to give this 3D aspect... and I think that you could use your habilities with 3D rendering for improving your mapping skills.

First I have to say that you've made a great job with your sceneries but I also say that your map is just a group of good sceneries behind invisble polygons. It reminds me a kind of "chroma key map style".
Gameplay sucks for a lot of things... Layout is bad, and it is impossible to know where the player can pass or not. There are a lot of problems with the polygons usage too.

The soldier walking on your map really looks strange; The perspective doesn't fit with the polygons strucutre in many points and the colors of your sceneries are so distoant of soldat appearance causing the feeling to be on a "chroma".

As a mapper, you're new and seems don't know much about it. Look,  I don't see the realistic maps (with 3D fx or not) as a problem. I like then and I've seen on the other topic that it should be on a futuristic mod so I think that different maps like this one would be appropriate for your plans.

There are some ways to create 3D fx in a map just using polygons, maybe a multitexture and some sceneries. You should look some maps.
You also should remember that Soldat is a 2D game and we'll never give a perfect 3D look for our maps. So you can break some "perspective rules" to create a 3d atmosphere and a good map. That's one of the techinques which I often use...

Keep your work. And on the next time, try to combinate visible polygons with your awesome sceneries on a good layout and maybe we will have a fckn great map.  ;)

sorry for my English...

Offline Blacksheepboy

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Re: DM_SpaceStation
« Reply #17 on: October 28, 2007, 11:43:02 pm »
Hmm, well goods points MaVeRiCk/PaT0!. It does look rather odd having a 2D Soldaten walking on a 3D landscape. It's not quite right. Now, if this was in a futuristic mod, that would be great and would work pretty fine. It would be more appropriate for the occasion.

Yeah, Soldat will never be right with 3D environments as the norm and majority for maps. A couple here and there are alright I guess, but not too many...

//off topic// I think I'm going to go make myself a futuristic mod. I'm in a conventional mapping mood, because I've wanted to experiment with more 3D modeling and lighting with rooms and such...humm. //off topic//
« Last Edit: October 29, 2007, 12:19:11 am by Blacksheepboy »

Offline InuYasha

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Re: DM_SpaceStation
« Reply #18 on: October 29, 2007, 02:45:11 am »
OMG that looks amazing! It looks like a map from unreal tournament.

Offline di0xygen

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Re: DM_SpaceStation
« Reply #19 on: October 29, 2007, 07:28:50 am »
Hi! :)

Well, "3D maps" in soldat aren't a new idea. What is new here is the way that you used to give this 3D aspect... and I think that you could use your habilities with 3D rendering for improving your mapping skills.

First I have to say that you've made a great job with your sceneries but I also say that your map is just a group of good sceneries behind invisble polygons. It reminds me a kind of "chroma key map style".
Gameplay sucks for a lot of things... Layout is bad, and it is impossible to know where the player can pass or not. There are a lot of problems with the polygons usage too.

The soldier walking on your map really looks strange; The perspective doesn't fit with the polygons strucutre in many points and the colors of your sceneries are so distoant of soldat appearance causing the feeling to be on a "chroma".

As a mapper, you're new and seems don't know much about it. Look,  I don't see the realistic maps (with 3D fx or not) as a problem. I like then and I've seen on the other topic that it should be on a futuristic mod so I think that different maps like this one would be appropriate for your plans.

There are some ways to create 3D fx in a map just using polygons, maybe a multitexture and some sceneries. You should look some maps.
You also should remember that Soldat is a 2D game and we'll never give a perfect 3D look for our maps. So you can break some "perspective rules" to create a 3d atmosphere and a good map. That's one of the techinques which I often use...

Keep your work. And on the next time, try to combinate visible polygons with your awesome sceneries on a good layout and maybe we will have a fckn great map.  ;)

sorry for my English...

Well i see your point about the fake 3dness, and the polygone problems. I would love to make a 3d map out of polygone, but It is impossible to acheive that kind of 3d with polygone, since they do not allow gostek movement over them, (polygone behind the player) and thus the limitation of this means, infinite 2d even with the greatest 3d effect, the camera angle always seems bad. I've been surfing the best map around for a couple of time now, and all the polywork and multi-texture are great, but honestly I always find them very lacking. I find my solution very effective, yet i agree not very optimised and still in need of a lot of work.

as for the where to walk and where not to walk, its pretty simlpe honestly, and very logical, I think anyone with a normal brain would figure this out in 4-5 minutes :P
----


Here's a small update, i've added barrels (i know they are big :D), and a spaceship (I know its ugly) :P
also did some polywork, to remove the bouncy polygones, Gah i hate them soo much, if anyone have any tips on how to remove those bouncy poly's feel free to tell.
And of course, i'm always tweaking the walk angle to make it more logic :P



A little showcase of my upcomping mod, if i ever get time

^-^--Ingame screenies--^-^