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My first map - in-progress pictures!

Posted: Sat Aug 09, 2008 10:02 am
by PhilsEmpire
I don't really have a name for it yet. My plan is to have a really nice and bushy path. It's a Team DM map (I might consider Free For All as well). At each end of the path are where the two bases are. Tell me what you think of these two pictures. I might change the skybox.

Image

Note: the geometry in the 2nd picture is not done.
Image

Also, two questions I'd like to ask.
How do I put fog in my map? (I've tried to find how in the tutorials but couldn't find it)

..and if I release my map, is it okay using another custom map's .min file for my map? (I have a Mac and it doesn't create a .min file on my custom map's first run).

Thanks, and I hope you like it,
Phil :)

Posted: Sat Aug 09, 2008 10:23 pm
by 211476
Map looks great so far,

This is how to add fog to your map:(Put this into your map's SCR)

Code: Select all

$world farplane_color "0.752941 0.752941 0.752941" //color of fog
level.fogplane = 6000 //distance of how far player can see.the lower the thicker
$world farplane level.fogplane

Posted: Sat Aug 09, 2008 11:27 pm
by PhilsEmpire
Thanks and thanks! :lol:

Two new pictures!

Posted: Sun Aug 10, 2008 9:44 am
by PhilsEmpire
Gee when I look at the first pictures I posted, they look so old compared to what I have now. These pictures below are taken with an older Mac, if you're wondering why the graphics look worse (though it doesn't really matter THAT much).

But anyways, hope you like them! :D

The third picture; a very mysterious river...
Image

Fourth - Showing a fair bit of the path, then seeing it finish (or does it?) and the hills.
Image

Thanks for looking,
Phil :D

Posted: Mon Aug 11, 2008 6:51 am
by PhilsEmpire
Oh, and I forgot to mention that the map is about halfway done :D

Posted: Mon Aug 11, 2008 8:48 am
by jv_map
Not bad, I can see you are putting some effort into this :).

If I may give a suggestion, in the fourth image, maybe try using a patch mesh to round off the foliage corner, as corners in foliage tend to look unnatural. E.g., make it like so:
Image

I think that would give that area a more convincing sense of depth.

All in all your work looks promising! 8-)

Posted: Mon Aug 11, 2008 11:37 am
by PhilsEmpire
I'll do that! Thanks for the suggestion :)

Posted: Tue Aug 12, 2008 9:30 am
by Condor
Looks very nice!

You should have a look at your hills, they look a bit to steep in the last picture, just smooth them a bit, especially if players should be able to walk on them.

I would not change the skybox you used on the first pictures, it looks great with the hedge and the walls.

Posted: Tue Aug 12, 2008 9:54 pm
by PhilsEmpire
Ah yeah, I know about the hills. I have changed them lately so you're able to walk over them. :)
I'm using the grey and foggy sky skybox because I love the stormy look :D

Posted: Wed Aug 13, 2008 8:17 am
by PhilsEmpire
Update! Hedges now have lovely curved turns! Sorry about the slightly dodgy texturing - there was nothing I could do about it.

Image

Posted: Sun Aug 31, 2008 5:45 am
by PhilsEmpire
Sorry about the triple post, but I want to ask a question. Do you think I should continue this map or start a new one? I'm thinking more about continuing it. What do you think?

EDIT: Do you know any ways how I could reduce the lag? Would making more objects 'details' help?

Posted: Mon Sep 01, 2008 10:38 am
by Condor
Finish it - even if you dont like it. If you make thousands of maps which are not finished (like me :twisted: ), you had hours and days of work but you couldnt even release one of them.

You should only convert small brushs to detail, no structure. Texture only visible faces with gras etc., texture the invisible faces with common/nodraw.
Reduce the resolution of patches if they are too complex and trie to use less bushes and trees. Reducing the farplane might also help.

If your map is getting big, use vis_leafgroups. If the vis compile takes ages, it takes ages. Only if your map runs fast it makes sense to play it with others over the internet, so take the time, just let your computer compile it over the night.

Posted: Mon Sep 01, 2008 11:46 pm
by PhilsEmpire
Okay then. Thanks very much for the advice! I also tend to create a lot of maps that get unfinished, but most of them are experimental.

I'll probably get rid of some trees. I do use common/nodraw behind the hedges and trees btw. Also, another question. I downloaded this singleplayer map called Town, and it came with a .map file. I tried looking at it in MOHRadiant, but everytime it loads it comes up with that annoying error :(

Any way to fix it, or is MOHRadiant just buggy? :P

Posted: Tue Sep 02, 2008 7:07 pm
by Condor
Which error? Where can I find this file?

Posted: Tue Sep 02, 2008 9:41 pm
by PhilsEmpire
Well I'm not exactly what you'd call it, but it's that error with the Don't Send and Send Error Report buttons.

The map can be found here: https://map.moh-central.net/review.php?id=22
Oh, be aware that you'll need a Fileplanet account to download it.
Phil :)