Thank you very much.
I'm just finishing the map off at the moment and I'll fix all the holes in the clip.
To be honest, I'm really lazy with the clip until the final versions, most of my test versions have holes or models that you can walk through because I often make last minute adjustments to things.
I really appreciate that you've taken the time to find these holes though and I'll sort it out before I declare the map complete.
Cheers John
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Le Ballon Rouge [BETA]
French themed map with a twain twack
#21
Posted 01 May 2011 - 06:43 AM
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#22
Posted 02 May 2011 - 07:01 AM
New picture in first post - almost finished now.
Would love to know from anyone official if the new fog variables are going to be locked and set by the map designer only?
Would love to know from anyone official if the new fog variables are going to be locked and set by the map designer only?
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#24
Posted 02 May 2011 - 10:15 PM
ehm where do i start :P i really love the look of the map(as usual u are gr8 with that) ehm tbh the layout is still not good but ur getting there much better then ur last maps. the sky is waaaaaaaaaay to low on the first pic and by the cinema entrance u cant stand on those boxes on the truck, and from the metro/ subway the train is going straight trough the stairs up so u can see the roof getting over the stairs (ghost train xD) and u still have lots of things to put playerclip on :)
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#25
Posted 07 May 2011 - 08:51 PM
Well ghost train is fixed and...
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#26
Posted 10 May 2011 - 08:49 AM
What is the sound of silent scream when you still map with GTK Radiant 1.5
#27
Posted 14 May 2011 - 01:48 PM
J'ai fini
After what seems like a lifetime I've finished this map. If you have an old version (even beta versions) would you please delete them and use only the version in the first post.
I decided to keep the street in front of the cinema player clipped to stop smart arzes climbing all over the map and to save having to make a lot of background.
The map has a simple layout but a lot of detail, at one point I almost quit the map because of the poor fps in some areas but luckily mindriot came to my rescue (again) and fixed all my poor hinting and rebuilt a large portion of the map in front of the cinema - this map should give good fps pretty much everywhere now.
All the shop front signs were created by my "partner/girlfriend/personal assistant" Picola, they represent members of the <|MTC|> team and friends and are minor works of art, bless. Thanks to <|MTC|>FeeFee for her suggestions for shop ideas.
Thanks to Rappio and the PRKL guys for finding the last few faults, you should check out his map repository, it's listed by map author, which is different.
For those who are interested, the map is made from mostly pre-made parts in radiant, I converted these to .ase models. I find this a very nice way to work and saves a lot of time.
All images/textures were created by me or Picola or ripped from the interweb, no urt textures were used at all. 146 images were required to make the map.
Blackrayne models were used for the cash register, trash items, bar and copy machines. All other models were made by me with the exception of 2 amazing buildings made by rav3n/rayne of these very forums. Check them out... that guys got talent.
Compiled using the 4a radbump compiler, a .rad file is included with a few _n maps to give a bit of zing to some areas.
Map supports bots and most types of gameplay. Its not perfect but I'm quite happy with the way it looks and I may revisit the style in a future map. It may not appeal to everyone but I make maps to please myself.
You can play the map on the <|MTC|> TDM server MTC News page
Download here or first post
Cheers John x
NEXT MAP.....
After what seems like a lifetime I've finished this map. If you have an old version (even beta versions) would you please delete them and use only the version in the first post.
I decided to keep the street in front of the cinema player clipped to stop smart arzes climbing all over the map and to save having to make a lot of background.
The map has a simple layout but a lot of detail, at one point I almost quit the map because of the poor fps in some areas but luckily mindriot came to my rescue (again) and fixed all my poor hinting and rebuilt a large portion of the map in front of the cinema - this map should give good fps pretty much everywhere now.
All the shop front signs were created by my "partner/girlfriend/personal assistant" Picola, they represent members of the <|MTC|> team and friends and are minor works of art, bless. Thanks to <|MTC|>FeeFee for her suggestions for shop ideas.
Thanks to Rappio and the PRKL guys for finding the last few faults, you should check out his map repository, it's listed by map author, which is different.
For those who are interested, the map is made from mostly pre-made parts in radiant, I converted these to .ase models. I find this a very nice way to work and saves a lot of time.
All images/textures were created by me or Picola or ripped from the interweb, no urt textures were used at all. 146 images were required to make the map.
Blackrayne models were used for the cash register, trash items, bar and copy machines. All other models were made by me with the exception of 2 amazing buildings made by rav3n/rayne of these very forums. Check them out... that guys got talent.
Compiled using the 4a radbump compiler, a .rad file is included with a few _n maps to give a bit of zing to some areas.
Map supports bots and most types of gameplay. Its not perfect but I'm quite happy with the way it looks and I may revisit the style in a future map. It may not appeal to everyone but I make maps to please myself.
You can play the map on the <|MTC|> TDM server MTC News page
Download here or first post
Cheers John x
NEXT MAP.....
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#28
Posted 14 May 2011 - 03:51 PM
What is the sound of silent scream when you still map with GTK Radiant 1.5
#29
Posted 02 June 2011 - 06:35 PM
Ok - I think someone should say that what I'm going to say, because Johnny is a great artist and he should not waste his time no more and go with his mapping on a new level.
I will not play this map
First of all - this is great map for Pacman
but not for First Person Shooter video game. It's a maze - I got lost just at the beginning. A lot's of tunnels, curves, really nasty campspots, no place for flagrun, no routes for flag grabbing, no routes for flag intercepting. In a terms of 'layout' THIS IS NOT PLAYABLE MAP.
Design is outstanding - I think even Clatoo would shake Your hand. Map is insanely well coded too - I had zylion of fps in this rich environment.
BUT THIS MAP HAS NO LAYOUT WHATSOEVER.
Stop making mazes - this is not 'maze-design" contest! We want to PLAY your map, not only look at it. The amount of really annoying camp spots is very high. Also, red players are favored by colors and overall darkness! R_gamma 1:
In a game we have less then second to spot and react for enemy - we have no time for "where is the Wally" game.
I started mapping by creating "retarded map". While creating it, I constantly tested it and I was changing layout (NOT design). Just to learn some skill in layout: "the difference between my imagination of what player will do VS what players are actually do when they play". I think, that shaders can be copied, textures can be downloaded, models can be imported. But layout is 100% mapping "skill" and You need to start thinking in this terms.
Let start with 100% pure genius - KINGDOM. Look at the basic layout:
See how SIMPLE is this? No fancy rooms, corridors - it's THAT SIMPLE. Also, it balanced. Let start with red flag base - camping spot number one:
It has it's own anti-camps:
Right flank:
Exit from the corridor on the little bridge above crosshair:
Guy who like to camp on the bridge can be flanked:
Guy camping above the doorway:
can be also surprised:
In blue base if someone feels smart and camp near the barrels:
Can be flanked easily:
If blue players want to sit on the roof:
Watch out for windows! (use Linux:D
And so on.
Can You 'dismantle' Your map in that way? And I'm not even analyze flag routs / flag interception routes...
You have incredible skill in design, time to learn the secrets of layout. If map gives me thrills and adventure, I will forgive average-quality textures and not-shining glass. But if map is hard to play and therefore not let me use gameplay specifics of Urban Terror game - I delete it.
It would be great, If Papuryny or Null wrote an article about basics of game layout - all of us would benefit from this, because I start to believe, that most of custom mappers put 100% of their work only in design and layout mechanics is just something that emerges itself from fancy shaders
I will not play this map
First of all - this is great map for Pacman
but not for First Person Shooter video game. It's a maze - I got lost just at the beginning. A lot's of tunnels, curves, really nasty campspots, no place for flagrun, no routes for flag grabbing, no routes for flag intercepting. In a terms of 'layout' THIS IS NOT PLAYABLE MAP.
Design is outstanding - I think even Clatoo would shake Your hand. Map is insanely well coded too - I had zylion of fps in this rich environment.
BUT THIS MAP HAS NO LAYOUT WHATSOEVER.
Stop making mazes - this is not 'maze-design" contest! We want to PLAY your map, not only look at it. The amount of really annoying camp spots is very high. Also, red players are favored by colors and overall darkness! R_gamma 1:
In a game we have less then second to spot and react for enemy - we have no time for "where is the Wally" game.
I started mapping by creating "retarded map". While creating it, I constantly tested it and I was changing layout (NOT design). Just to learn some skill in layout: "the difference between my imagination of what player will do VS what players are actually do when they play". I think, that shaders can be copied, textures can be downloaded, models can be imported. But layout is 100% mapping "skill" and You need to start thinking in this terms.
Let start with 100% pure genius - KINGDOM. Look at the basic layout:
See how SIMPLE is this? No fancy rooms, corridors - it's THAT SIMPLE. Also, it balanced. Let start with red flag base - camping spot number one:
It has it's own anti-camps:
Right flank:
Exit from the corridor on the little bridge above crosshair:
Guy who like to camp on the bridge can be flanked:
Guy camping above the doorway:
can be also surprised:
In blue base if someone feels smart and camp near the barrels:
Can be flanked easily:
If blue players want to sit on the roof:
Watch out for windows! (use Linux:D
And so on.
Can You 'dismantle' Your map in that way? And I'm not even analyze flag routs / flag interception routes...
You have incredible skill in design, time to learn the secrets of layout. If map gives me thrills and adventure, I will forgive average-quality textures and not-shining glass. But if map is hard to play and therefore not let me use gameplay specifics of Urban Terror game - I delete it.
It would be great, If Papuryny or Null wrote an article about basics of game layout - all of us would benefit from this, because I start to believe, that most of custom mappers put 100% of their work only in design and layout mechanics is just something that emerges itself from fancy shaders
#30
Posted 02 June 2011 - 08:05 PM
majkifajki, on 02 June 2011 - 06:35 PM, said:
It would be great, If Papuryny or Null wrote an article about basics of game layout - all of us would benefit from this, because I start to believe, that most of custom mappers put 100% of their work only in design and layout mechanics is just something that emerges itself from fancy shaders
It would be really cool (but imo its not that really hard to find a good layout) a tip: look at gr8 layout maps such as: casa, dust2, kingdom, mandolin (TS version), Dustie (xD i just have to give my self credit since its one of the best layout maps iwe played imo) and many more :)
and "because I start to believe, that most of custom mappers put 100% of their work only in design and layout mechanics is just something that emerges itself from fancy shaders" well im not one of them, i try to find the layout before and well all my maps dont have the best layout but 2 of my favorites is darkfeelings(OMFG HAVE TO TESTED TO JUMP ON THAT MAP!!!!!?) and dustie :) i might sound ego and i might be but i love my layouts :)
Ingame: Swiiitan
Clan: **Saft
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