[MAP] Waffenschmiede_b2, 1st testing


(Fendah) #1

Hey guys,

with help of Enigma, i found a testserver, where you can test a new map BlAcky and myself created. This already the beta 2. So check it out!

Testserver: 94.23.150.14:27980
Download: http://www.sendspace.com/file/sidubs
Screens: http://www.pic-upload.de/gal-510979/irb3e7/1.html

Would like to have some feedback, so share your thoughts. :slight_smile:


(IRATA) #2

Hi Fendah,
great work! Map looks very nice and promissing.

Please add a tracemap, lightmaps and some sounds (more ww2 atmosphere) for the next beta.

  • WARNING: maps/waffenschmiede_b2/lm_XXX not present in any supported image format
  • ERROR No tracemap found for map
  • ERROR: Can’t find sound/scripts/waffenschmiede_b2.sounds
  • ERROR: Can’t find sound/maps/waffenschmiede_b2.sps

From my experience players don’t know what to do on new maps so objectives descriptions (limbo) are badly needed.


(acQu) #3

Some good work here. Keep it up :slight_smile:


(aowblacky) #4

[QUOTE=IRATA;482883]Hi Fendah,
great work! Map looks very nice and promissing.

Please add a tracemap, lightmaps and some sounds (more ww2 atmosphere) for the next beta.

  • WARNING: maps/waffenschmiede_b2/lm_XXX not present in any supported image format
  • ERROR No tracemap found for map
  • ERROR: Can’t find sound/scripts/waffenschmiede_b2.sounds
  • ERROR: Can’t find sound/maps/waffenschmiede_b2.sps

From my experience players don’t know what to do on new maps so objectives descriptions (limbo) are badly needed.[/QUOTE]

hey,

thanks for the info. we will add this stuff after we got enough feedback from the players. this is the first version wich was released and i’m sure that we have to rework/change some stuff until we can make it final.

in short: will be added @ next version :slight_smile:

greetz


(Magic) #5

Great looking map - really nice work.
I hope you put some work into a good command map - showing all the paths to the objectives - had a little work to find the way.
Also the tris count was very high at the first allied spawn - around 70000 - displaying the whole level - should be able to do some vis blocking here.
Looking forward to test it in game.


(WuTangH) #6

Map design is awesome! Didnt find anything to fix there. :slight_smile:

Objective was little hard to find, but imo once you know obj, it is easy to orient on map :slight_smile: …
maybe small metal pictures on walls, which would say where is generator, obj, etc… ?


(Fendah) #7

[QUOTE=Magic;483331]Great looking map - really nice work.
I hope you put some work into a good command map - showing all the paths to the objectives - had a little work to find the way.
Also the tris count was very high at the first allied spawn - around 70000 - displaying the whole level - should be able to do some vis blocking here.
Looking forward to test it in game.[/QUOTE]

I think we got to do way more hinting. Thx.

[QUOTE=WuTangH;483348]Map design is awesome! Didnt find anything to fix there. :slight_smile:

Objective was little hard to find, but imo once you know obj, it is easy to orient on map :slight_smile: …
maybe small metal pictures on walls, which would say where is generator, obj, etc… ?[/QUOTE]

Thank you. We found a lot to fix. :>
Maybe we will add some signs, but first we have to be sure how the flag area will look like as we are probably switching flag and controls a bit around. After a 6on6 testmatch, we found out that defending the flag is really chaotic.


(-SSF-Sage) #8

Screens look nice but that upload site is the biggest pain in the… I have ever seen… :confused: Tons of ads and popups made it impossible on tab.


(Dragonji) #9

http://bit.ly/uQyWLL :slight_smile:


(system) #10

I think the map is brilliant, nice open space for server frags and also i read alot about people saying its hard to find the objective… No its not! If you press G and look on the map or even glance at the limbo map when selecting a team it shouldn’t be so hard at all! Finished the map easy and I was only there 4 minutes if that ! well done guys on making this map. :smiley: If you could waypoint omnibot around it I would sure put this on my server!


(-SSF-Sage) #11

Add some signs. People were quite lost.

Learn more about VIS and structural vs detail brushes. For the layout the fps was way too bad. For some unplayable.

Fix some small issues, eg. All the rock walls were sparkling bad, they are not snap to grid.

Map designs was really nice. Fix these and it is really good. :slight_smile:


(twt_thunder) #12

downloading atm… but Fendah as a member on our site you may upload there, only thing is people have to register to download…
They dont join the team by reg anyway


(twt_thunder) #13





-missing texture
-zfighting
-glitches a lot
-missing comandmarker on comandmap (had it myself :slight_smile: )

I did not have problems with fps.
Great cool map
but as allready said need some hints :slight_smile: wasnt that easy to find the objective :slight_smile:

and a great tool for comandmaps :

http://www.christianhart.de/mapping/new/commandmap.zip

keep up the great work!!! keep the maps coming :slight_smile:


(Fendah) #14

[QUOTE=-SSF-Sage;483563]Add some signs. People were quite lost.

Learn more about VIS and structural vs detail brushes. For the layout the fps was way too bad. For some unplayable.

Fix some small issues, eg. All the rock walls were sparkling bad, they are not snap to grid.

Map designs was really nice. Fix these and it is really good. :)[/QUOTE]

Yeah, signs will be added when we are sure about the objective positons (flag/door control stage) as we are changing them in the next version. A testmatch showed us, it is way too chaotic for the defence to hold the flag.

Structual/detail brush work is already maxed out. We either have to do a big layout change (last option) or we have to add more hint brushes, which i prefer.

Sadly, nothing to fix there because the brushes are perfectly on grid and connected to each other. This bug is caused by something else, not sure what. For example on supply you will see the same, but not as often as here. The rock walls there, are mainly made out of two triangle brushes from top to bottom. I probably used to many little brushes and got a lot of diffrent angles in there.

Thank you, for feedback.


(Fendah) #15

[QUOTE=thunder_13th;483570]
-missing texture
-zfighting
-glitches a lot
-missing comandmarker on comandmap (had it myself :slight_smile: )

I did not have problems with fps.
Great cool map
but as allready said need some hints :slight_smile: wasnt that easy to find the objective :slight_smile:

and a great tool for comandmaps :

http://www.christianhart.de/mapping/new/commandmap.zip

keep up the great work!!! keep the maps coming :)[/QUOTE]

  1. on To-Do-List
  2. on To-Do-List
  3. see my post to Sage
  4. on To-Do-List

Thank you, for feedback.


(Mateos) #16

Hope you haven’t disable the T-Junctions in the compiler or shader-wise, it is what could cause it (can’t find a Q3 tutorial about it, I remember it).

Edit: FOUND! http://web.archive.org/web/20050912115157/http://www.planetquake.com/qworkshop3/tutorials/sparkles/index.html

Edit 2: Source, a dead link sharing dead links… All that tutorials and knowledge almost lost…
http://web.archive.org/web/20011221005448/http://zaxis.stomped.com/main.php3?content=content/q3a_tutorials.content&title=Z-Axis+Q3A+Mapping+Tutorials

When you have such varied surfaces, I would suggest to make a custom shader which used a square qer_editorimage: the texture of the shader will be added during the compilation, and with some phong shading there will be not edges to notice, texture-wise and lighting-wise :slight_smile:

You can see a result while playing the original 1944 Huertgen and the one I remade/fixed (just the mountain behind the Farm Spawn); Screenshots are lost, the host went non-free. If interested I can redo the thingy :slight_smile:


(-SSF-Sage) #17

Well it seemed like a quite mess. Nobody really had clue where to go and what to do.

Can you show us a pic of radiant with detail brushes filtered? Judging from a quick run ingame, it could be improved a lot. Seems like it should be a lot better than it is really. My guess is that the vis “leaks” from those holes on the ceiling. Maybe use _blocksize x y 0. Eg _blocksize 1024 1024 0. Then do the vertical cuts manually with hint brushes. Then you can make sure the height will not make the vis fail and keep the portal count smaller. Then apply some hints. It should be ok with that layout when fixed. You can use r_showtris 2 to check what is drawn by engine. And r_speeds 1.


(Fendah) #18

Some screenies:







(.Chris.) #19

There is a plugin with most if not all radiants called prtview. This will show you how the map is currently being split up if you load the .prt file after a vis compile. If you see an area with lots of tiny cuts try and simplify the structural geometry in that area to create less cuts. Making caulk hulls square and flush can help enormously rather than having little pokey bits sticking out, like on the tunnel exit on the 3rd to last picture.


(aowblacky) #20

Thanks, nice tool. i’ll try it now :slight_smile: