Supply Warehouse

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SlasherZ
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Supply Warehouse

Post by SlasherZ »

My first map, Supply Warehouse is here. tell me what you think!

http://moh.kimballsoftware.com/Files/Su ... ehouse.zip
Last edited by SlasherZ on Fri Jul 11, 2003 8:20 pm, edited 2 times in total.
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Sonsai
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Post by Sonsai »

Screenshots first :)
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Alcoholic
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Post by Alcoholic »

i just tried it and all i can say is... NICE! the truck could have a better colision though. use metal rather than the wood only for the collision.
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Sonsai
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Post by Sonsai »

looks good :)
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Silent_Death
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Post by Silent_Death »

Sonsai and Alcoholic you're never gonna make a new mapper any better then he is by acting like that! You got to tell them how bad their map sucks before you tell them how good it is. When I'm done my first map I want people to tell me the things I've done wrong instead of make me feel good by saying it's awesom! And for that guys map all I can tell him is next time you should add coronas and most doors only open 1 way.

Listen guys don't get me wrong but think about beta testers of games, they report the bugs not tell the creators how cool they think the graphics are!
I'm new to mapping!
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Sonsai
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Post by Sonsai »

The only negative I saw in this map were the doors. Make them so that they always go away :wink: The maps pretty empty, and a one way route, maybe in the next version (if there is one) try to include some more routes, so that when you play in it, you can't just camp by the ladder and have people come up, etc. etc. Otherwise everything else it pretty good
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Alcoholic
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Post by Alcoholic »

well i checked out the chair's collision mask and i can honestly say it was awesome. i couldnt really find a flaw in that mask. the opel truck on the other hand, needed ALOT of work on the mask. other than that you just need some detail and there ya go!
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mohaa_rox
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Post by mohaa_rox »

Silent_Death wrote:Sonsai and Alcoholic you're never gonna make a new mapper any better then he is by acting like that! You got to tell them how bad their map sucks before you tell them how good it is. When I'm done my first map I want people to tell me the things I've done wrong instead of make me feel good by saying it's awesom! And for that guys map all I can tell him is next time you should add coronas and most doors only open 1 way.

Listen guys don't get me wrong but think about beta testers of games, they report the bugs not tell the creators how cool they think the graphics are!
but we must also not let the creator feel depressed and disappointed, so he won't continue to map.

for example, if u were to create a map, then we say "Aw man! that sux! sux hard! my 3 yr old brother could do better!" u think he will quit mapping? :wink:

i think just don't be too harsh with new mappers.
Live to map, not map to live.
-mohaa_rox, .map
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Sonsai
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Post by Sonsai »

i had second thoughts on that... but there were a few things i would touch up on
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SlasherZ
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doors

Post by SlasherZ »

how do i fix the doors in this map?
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Sonsai
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Post by Sonsai »

Set all your door angles at 90.

Select the door and the origin brush, press N, in the key line type angle, then in the value line type 90 press enter and compile, version 2 is done!
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wacko
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Post by wacko »

Sonsai wrote:Set all your door angles at 90.
I'm downloading the map and I'm VERY curious whether ALL doors face the same direction! Else, don't set ALL angles to 90?! Just of those doors which are to be opened from above or below (ofcourse in the XY-view in Radiant)
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wacko
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Post by wacko »

Yep! Just as I expected: There are doors which look in the XY-view like |. Their angle of 0? degrees is fine, and they are the doors that work. Then there are doors, which look like ___ in the XY-view. They need an angle set to 90? to work.

Then 'bout the map. What I like is that u didn't try to build a complete town plus airport + trainstation, battlefield and scripted submarines flying around!! U started with a small map and I'd say it's done pretty well for a 1st one!
The texturing was done well, just those twin pipes have a texture which is stretched too much and the gates (the big doors) look a bit strange...

The lights would look better indeed if you added coronas. Do so and you'll see the difference. (You can copy/paste or duplicate coronas, but do not rotate them!)

The doors again :wink: , give them a key/value of doortype/metal and they will sound like metal doors should.

In one room (in the 1st floor) I saw some Z-fighting in the floor (probably some wall brushes in the ground floor being too high.

Now the biggest thing. Connections of rooms. There are quite a lot rooms with just one entrance. In a map of this sort, you should try to avoid this, because this would just make sense for a player who wants to hide and wait. It'll bring much more action and suspense, when every room is accessible from at least (!) two entrances. Try to connect your rooms much more, maybe with some more hallways or additional ladders.

Oh, yes, the ladder. It is errrm fat and ugly! Rather for a gorilla's cage or T-Rex? :P Rails with lets say 4x2 units and rungs 2x2units ought to be fine. The func_ladder brush(es) work perfectly!

Hope, this wasn't too harsh or too frustrating and keep in mind that this i just MY opinion! :wink:
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Post by SlasherZ »

i really appreciate everyones postisive feedback (and critisim) thanks!
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