Just started work on this, haven’t named it yet but thought i would post it to see what kind of response i get. Was going to be based on the Berchesgarden area, but it kind of changed to a medieval style.
This will be a Docs based objective map.





Just started work on this, haven’t named it yet but thought i would post it to see what kind of response i get. Was going to be based on the Berchesgarden area, but it kind of changed to a medieval style.
This will be a Docs based objective map.





I like it, mostly the village buildings. Good work and post more screens when you have more
use of more brick textures could help, so it dosnt look the same everywhere, but it looks good
Nice!
and some sound sfx?
Far away, across the fields, the tolling of the iron bell…
It looks nice - nice atmosphere. The only thing I don’t like are the dimensions of the roofs. Maybe you lower them a bit?

Shaderman
@ Loffy
I was literally testing different sounds out for the map. I do have a problem of the sound not actually playing. I used a target_speaker with…
Key: noise
value: sounds/world/dog_02.wav
Only problem is i don’t get any sound
and i know i used the right path.
I did however make a fire in a building (which doesnt move) with a dlight that had the same key and value and the sound played ??? (fire sound of course)
I did actually like the height of my roofs, did you mean for me to line the tops up ? or just generally lower the whole roof ?
No, the roofs shouldn’t line up. The ratio on this screenshot looks like 1.5 : 1.0 (roof/rest of the house). IMO 1:1 would look realistic. Maybe you try it with this one house and post another screenshot for comparison. Shouldn’t be too much work 
I say it’s much better (but that’s only me). I would lower this “roof of the roof window”, too. Have a look at my screenshot. Maybe 1/2 or 2/3 of the size it has now.
I agree with the S-man. Looks much better. Not that it is a major bug, just a matter of taste and overall-feel of map.
About those sounds: It should be “sound/world/steam_02.wav” (and not “sounds/world/steam_02.wav”).
I like the archs (bottom part of buildings).
When you tweak your screenshot, what programme do you use? Photoshop 6.0?
How long compile-time do you have on this map, at the moment?
//Loffy
@ Loffy
I don’t have Photoshop or any other image editing program apart from Irfanview, all i do to tweak my screenshots is increase the brightness slightly. They always turn out a little dark, even in daytime maps.
Compile time is about 4 minutes too. I just do it on Q3Map2: (single) -light -fast -samples2 -filter.
all i do to tweak my screenshots is increase the brightness slightly.
I think the screenies are way too dark too.
When i prepare screenies, I open them in the PhotoEditor of MS Office and tune the gamma to 1.31. Then you get about the brightness you have in the game using a gamma of 1.3.
If you have MS Office but not the PhotoEditor… it s not in the standard-install, you got to check that manually (god knows why).
i dont know anything about mapping (wish i did) but do you guys all create your own buildings and houses and stuff for every map you make?
if so, wouldnt it be easier if you all took your best work (like buildings, tanks, houses, blown walls) stuff like that and saved those models to
use in other maps or share them with other mappers like i have seen on some sites with cannons and trucks and stuff? or are buildings and
things used differently in mapping?
i would think it would be way cool and easy to draw up terrain and then just drag and drop pre-made buildings and stuff into the map and the
only hard part would be the layout of all of them?
i would think it would be way cool and easy to draw up terrain and then just drag and drop pre-made buildings and stuff into the map
My thoughts on this: the building stuff part is the fun part. And when you want a certain look… its unlikely that someone else already did houses with that look. And if so… i wouldn’t use his prefabs. I want my map to look NOT like another mappers work, but have a look on its own.
Next problem would be: u need the textures too. Or all use the standard-textures, but that will really look sucky (great example here: El Kef… uses mostly ET textures and looks like a part of goldrush, not really creative imo)
If you want a great example of copy-n-paste-houses, look at Dubrovnik. And personally i think you can see its done like that, and it lacks atmosphere that way.
Custom maps are about individuality and custom looks… that s what makes them fun to play and look at.
Hmmm… Maybe that’s why no-one responds to my ET Headshot 2 topic? (OK, I’ll quit the ‘advertising’ after this)
Thanks for the replys guys. Ill try and get some more screens up once i sort out the fog for the map…still trying to find a post about how to use fogclip and farplanedistance.