i made a battleship, i cant upload pic cause i dunno how to upload it xD, but if someone could tell i could upload some pics and maybe get some feedback 
Tirpitz/Bismarck
well, looking good but itâs kinda copy of mp_ship in CoD
bring it to final and maybe change some details ⌠then do some better screens and it could be much fun
The ship in CoD was the Tirpitz actually.
Anyways, here are my questions/ suggestions:
a) Donât use a swastika pic in a map, because the map will be illegal to host in Germany and Austria then.
b) What is the storyline of the map? The mission for the teams?
c) What is the gameplay all about? Do you have a list of objectives? This is absolutely crucial, because nobody plays a map with crap gameplay, and it would be a pity if all your effort would be wasted due to bad gameplay.
d) How much of the action will be on top of the ship, how much inside? If there s a lot on top, you could run into FPS problemsâŚ
e) Its just a ship for now. What will the environment be like?
f) Is it built in scale? If so, which scale? Be aware the for good movement and look from the players view you canât build 1:1 but have to allow something like original:map 1:1.3-1.5. This is due to the arcade style features of ET (long and high jumping, fast running)
g) What does it look like when its compiled? You should give it a seriously bigger skybox, and then have a compile, and post the screenies of the compile.
Oh, and DONâT make it final and then see whether its fun⌠developing a map works totally different. You need the story and objectives first, and then develop them and the brushwork as you move from playtest to playtest (preferably private playtests).
well, actualy i am considering to take away the swastika marking and im not a real map maker that makes PK3 files (i just dont know/ cant make PK3 files) and i just made this as prefab for those who wants it, its even interior, like barracks and 2 control rooms and toweri will make hull interior later on like engine room and ammo storage,i was thinking of making the objectives like this: Allies: 1. capture âforward barrackâ, 2. construct CP, 3. destroy the three radars, 4. get the secret documents, 5. destroy the ship main guns (not the small guns), then i think you know what the axis obj are ;), i have compiled it and i cant make the skybox bigger cause âmax visabilty exededâ ill upload some pics ingame
wll, actualy im looking for an âmapping buddyâ to sai it that way that can make an map togheter whit, someone that know how to script and make pk3 files 
I wanted to comment, but ]UBC[ McNite did all the talking for me.
I do want to stress that the huge swastika is totally unnecessary. (If you didnât put it on, nobody around here would have bothered to ask for one) Apart from that, screenshots from within the editor arenât really worth a thing if you wonât show how it looks in-game.
Sorry if this sounds a little harsh, but I think that anyone should be able to tell his point of view.
Keep on mapping though. 
well, the swastika is now gone forever, and im going to take some pics ingame now, and im only 14 soo i dont know every thing all that, but does anybody know any one who whould like to make this battleship map an PK3 map to be on an server??
Cookie, I think its some cool work for now.
About the max_visibility exceeded: that s a common beginners error.
Afaik it happens when too much of your brushwork is structural, and not much detail.
There are simple solutions to it, maybe you want to use the search function (which is broken at the moment⌠but here you can find a tip on how to find answers from this forum using google)
Also, about the scripting and all that stuff you can find a lot of info in the Level Designers Reference and in the stickies on top of this forum.
Donât worry if you donât know all the stuff. If you ve come that far with the ship, you will easily learn the other stuff too. Its just a lot of reading involved at the start.
Here is a recent thread on compiling.
You donât need a pk3 at the start. All testing will be done on your computer for now.
I recommend you get yourself 1-2 tutorials on mapping for beginners, because all you need to compile and start the map to run around in it will be explained in there.
well, i have been mapping for 3 years now, soo i know have to script contructable things etc, new pics here now
Hm the pics are too dark. When posting screenshots, plz brighten them up with a graphics program (I use Photoeditor that ships with MS Office).
I think I d rather make it a dawn setting, and with fog too so you only need to worry about 1 quay, and on the other sides the fog makes everything disappear.
About the objectives:
Try to think of a simple mission. 1 forward spawn (a flag), and 3 dynamitable objectives are already enough for 20 minutes of good fragging. But of course it depends on the size of the ship.
well one thing is that i dont know how to make fog and second what do you meen whit dawn? how i make dawn? and third, do you knnow any one that can make fog for me?? (A) (A)
anyone got any idea of how the inside of the mainframe of the hull should look like?? (interior of the hull) i gonna make ammo storage, radio room, cantina, officers mess, crews area. need more ideas, i still have plenty of space
Well i think you rather need the layout of the objectives now. Then you can plan which rooms you will need. Donât build rooms that you donât need for the gameplay.
ok :P, but i dont think the map will be for servers cause i dont know how to make PK3, the only option for me is to send the map another dude
Itâs not too hard to build a pk3. You could try it with pakscape for example http://4newbies.planetwolfenstein.gamespy.com/pakscape.htm
(direct link from RTCW4Newbies)





