TDM map - my first (from argentina)

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-Gandalf-
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TDM map - my first (from argentina)

Post by -Gandalf- »

Well i finished, sort of, my first map ever ... phew, that was some work ... never mapped before ...

i think it turned out pretty good although i think this first was a good chance to see many things that i could put into it or see how to make certain things ...

more than for the eye-candy, i intended it for gameplay and slaughter

http://66.117.1.114/dl_auth/1e22017bff6 ... l_Foso.zip

in the zip there's two .pk3s ... one for tdm mode and the other obj ... which is just kill the other guys ... if not you can try the modified version with 3 objetives i changed to it

http://personales.ciudad.com.ar/-Gandal ... FosoV2.pk3

anyway, darn forgot to take some screenshots so at least you can see how it looks like if you want to try it out ... will post later, its pretty late over here :roll: hope you like it ...

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Post by -Gandalf- »

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Bjarne BZR
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Post by Bjarne BZR »

Good work gandalf! I like it. And because I like it I will take the time to nag about the parts I dont like :wink:

So here goes:

1) There is ( at least one ) missing window texture
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and
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2) Some places have ( what I belive to be ) vis_leafgroup poppings:
Here:
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And this one:
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...pops into exisetense here:
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3) Broken windows that look like this can still be passed... a bit un-logical... not a big prob however...
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4) This tank ( or whatever it is, some big steel thingy :wink: ) is only partially solid, and you can walk through it:
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5) Why would I blow up a SKDZ ( ZCUZD? ) when there is a very evil Tiger tank right next to it? :D

6) The mountain barrier looks really good, considering the low brush-count, but I would try to make the top a bit more "edgey"... never seen such a flat mountain top... but then again: I'm Norwegian :wink:

7) The ground is a bit boring... maby add some trails and dirt... just to make it look a bit less "one-brush"....

As you can see in the pictures, the FPS is totally acceptable ( And all GFX settinga are on the maximummax level ) 8)
Again, cool map, keep it up!
( I tested the user-obj_El_FosoV2.pk3, if that was not obvious )


PS: Do I recgonize some of the scripting :wink:
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Post by -Gandalf- »

yes you do ... the elevator i made up from Bdbodger's script tut and the secretdoors (which you prob didnt find, try going into spectator mode and looking below the floor and you'll find the way, they activate with enter as normal doors) and some bomb+doc is from your tut on multiple objectives, thanx a bunch ... there's a lot of really good tutorials ...

about the windows: i think its a spearhead thing that messes up the glass2 i think its called texture ... i started doing this map and along the way i installed spearhead and when i entered my map that would happen to my window textures, they'd go yellow ... or maybe its a custom pk3, but this happened to me when i had sp installed, now that i don't have it installed they show up fine ...

yep, some vis_leafgroups prob there ... this is my first try at them but i was just plain laisy (spelled corretcly?) at fixing the one that separates top and bottom considering its a inch or less of distance in which that happens ...

windows passable: yep, did those on purpose so you can jump fast outside a building ... more of the gameplay side than reality :roll:

hmm that half-track outside is not solid ... darn, there's goes hours again of compilation ...

i made it the sdkfz 'cause somehow from the tuts when i placed the origin with the model of the tank and i changed the angle so it faced down as in i think its 270 degress south ... but it would show up in the game as 180/0 degrees ... as in east/west instead of north/south ... so where it is now it would show up looking 90 degrees from its pov ... dunno why even though i changed the origin brush ... so i sticked with the sdkfz ... plus considering its so small i decided on putting the document objectives with it ...

yeah, the mountain was a pain in the ... rear end ... next time i'll try use lod terrain instead of the a primitive brush :oops: ... hehe ...

and the ground the first time around i did it with lots of floor textures, like gravel and such ... but people told me to make it grass cause they like it more like that ... :roll:

anyway i dont plan much on changing it too much ... this was more of a learning exp for 1 map ... my next map will be 10x better :wink: ... or at least i hope ...

something in the lines of the 2 part of the mission where you have to go get the tank ... you know, after the 1 part you pass through lots of snipers and then the second its all high buildings ... well, something of the sorts only that the last building where axis start will be like a hq building .. and you have to place a bomb on the columns of that building so it blows up ... eheheh ... i was also thinking of making perhaps another one around have a column on its border and if you shoot that with a rocket it blows up, making the whole building fall down ... something massive to drop fps :twisted:

anyway, THANX a lot for the comments and suggestions bjarne, thanx that you took the time to test it and upload screens to show me ...

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vinyl
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Post by vinyl »

looking goooooooood :)
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mohaa_rox
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Post by mohaa_rox »

pics are broken
Live to map, not map to live.
-mohaa_rox, .map
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Post by -Gandalf- »

loading fine with me ... might be the place where i uploaded them, cause maybe too many people downloaded the files plus i got other sig pics or avatars that people use on forums, so perhaps just for a 'little' while you wont get them to work because of bandwith problem ... but they should work anyway :wink:
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