[WIP] CTF Toxic


(stealth6) #1

After releasing the ctf prefab I felt like working on a real map, so I started making a ctf map :smiley:

My first idea’s was to do something with the toxic textures I’d used in 2 tj runs, so the I thought of the idea of some kind of toxic waste facility. And then I just started freestyling lol

I just kinda make what ever pops into my head, but I try to keep the gameplay balanced at the same time.

Anyway enough bla bla some early shots:
http://img199.imageshack.us/g/wiplayout.jpg/

more recent shots:
http://img36.imageshack.us/g/20100117013008poisonfac.jpg/

I always like testing out new tricks, so this time I have been looking at shaders patches and trying to make the details make sense like all the vent shafts are connected and all the pipes are connected.

and I always love trying to get the lighting to add to the atmosphere, ofc now I am trying to go for a darkish atmosphere and then green colors from the toxic water.

status:
brush work: 100%
entities: 100%
optimizing: 100%
omnibot 0.66: 90%
omnibot 0.71: 0%
map script 100%


(shagileo) #2

Looks promising !
Very Quake - ish

That map has got some potential already, keep it going


(nUllSkillZ) #3

Not sure if it’s W:ET and it’s screenshot settings.
But it looks a little bit dark.


(stealth6) #4

some parts are too dark, but as I said early shots, and I am trying to keep it realistic (apart from the toxic)


(system) #5

Wow, looks promising Stealth. Especially the liquid pipes (if thats what they are).
For how many players will this map be ?


(stealth6) #6

I think a minimum of 10 players, max will have to be tested, but so far there are only 18 spawns per side so the physical max is 36


(Diego) #7

Looks nice so far.

Here is another one:

It looked really nice, but was really freakin big and didn’t have enough guides to help you find things. Don’t think it ever got past the beta stage. But there are nice textures here you might ask about using if the author is still around.


(aaa3) #8

[off] media b*tching ^^: its a good idea to raise the gamma by 1,2-1,4 for normal and to 2 for darker screenshots even if the original map is perfectly okay at dark… and the wire image could been saved as png :stuck_out_tongue: [/off]


(Berzerkr) #9

To raise the gamma to 1.7 is perfect.


(stealth6) #10

Been working on it a bit more update:

http://img682.imageshack.us/g/20100119220822poisonfac.jpg/


(Wezelkrozum) #11

The ambient is good. Only raise the light from the green toxic surface a bit to make it perfect.:wink:


(stealth6) #12

naa the toxic is already pretty bright, if you look straight at it the intensity is pretty strong. If I raise it anymore the compile time will also be alot longer and the intensity too high.

But these screenshots are still early shots I am only using compile light -fast so when I do a better compile option it will probably look eve better :wink:


(Diego) #13

Yes, light from the toxic green is fine. But the brightness of the actual surface hurts my eyes. Too bright against the dark area. You should adjust that texture to have some darker patches to balance it out a bit. Kind of like a green lava texture. The liquid Kryptonite look is over done anyway. Squint your eyes when looking at the image. If all you see is green with black around it, you should try to balance it out a bit.

The artificial lighting in the corridors in your first set of images looks great. So as long carry some of that lighting into your green room, you’ll be fine. You just don’t want to make the only light source in that room be the goo. But it looks to me like everything is still WIP so lighting comments are probably pre-mature.


(stealth6) #14

Don’t worry the green is only intense when you are in spectator mode, when you are on the floor there are lots of concrete constructions and metal blocking the view.

Anyway found out that a certain structure I’d been using could be made with 7 brushes instead of 12 lol, so had lots of fun today going back and correcting them all :frowning:

but trust me it’s worth it around 500 brushes less now and stumbled over other stupid mistakes too so did some more optimizing.

also worked off the downstairs area which is a bit darker then the rest, but it’s a good effect and i don’t really want to put much focus on it so it’s good enough.

so starting on the final details, and I stumbled into a little problem. How do I block sound through walls?
Like I have a sound of flowing water in one room, you go to the room next to it and you can still hear it!

I already tried adjusting the volume but to no avail. The problem is that I am trying to give the idea that it’s solid concrete and that’s not really working when sound travels though it like air :smiley:

will a vis compile solve this problem? or is there something else I need to do?
using target_speakers btw

EDIT: updated shots:
http://img638.imageshack.us/g/20100120225316poisonfac.jpg/


(Ganjaman) #15

Map is looking nice so far.
It certainly looks a bit like q3 or UT ( in a positive way :smiley: ).

Maybe you could make the sound radius very small,
so it is not audible in another room.


(Diego) #16

Vis compile will definitely help. I believe that target speakers typically do not carry over into other regions unless you specifically tell them too. But I find that it is very destracting having a sound pop on when you enter a Vis region that CAN hear the sound. I prefer to just have it bleed across the Vis portals until it fades out.


(-SSF-Sage) #17

Visblock or radius. Use ingame speaker.


(stealth6) #18

I did visblock now and that helped alot, sure the sounds pop off then so to speak, but they are not very loud so i think a normal player wouldn’t even notice (other things to worry about :stuck_out_tongue: )

Anyway about the vis:
139/1848 shaders/surfs 423 leafs 25675 verts 16637/18310 tris 3.83 mtex 0.00 dc

From my understanding I do /r_speeds 1 and with /r_showtris 2 I can define the bad spots.

Anyway with r_speeds I have to look at the verts number? I seem to remember reading something like that, and that 10-15k is average and above 30k is bad 30k being the limit, is this correct?

Also that line was pulled from the worst spot I can find in my map so is that playable?

well this is of course in consideration of people with a lesser pc since I notice no difference between 5k or 40k :smiley:


(-SSF-Sage) #19

Usually we check the tris.

16637/18310

We are interrested in the second value. The number is good. Imho 25k is tolerateble, and 30k is starting to be a max (depends on how the players will be separated, are they all in 1 bunch). 20k is good.


(stealth6) #20

ok then brush work is close to completion, since most of the map is under 10k flag room is under 15k and the outside area is under 20k so :smiley:

is there a way to delete or combine portals that are outside of the map since multiple portals outside of the map aren’t necessary?