Zuk 19 radar Beta 2


(-Ironman-) #1

That’s so buggy and total beta. I have allready maded map bigger and higger and more rooms and many bug fixes. i will upload it soon.

Hi, me and deamon maded it. It doesn’t have command map yet but that comes soon and objective file isn’t done yet. Buti think we will realse today or this week beta 3 or beta 2 fix. ´The mapping had littel pause, but now i and deamon are making.

In this beta 2 are some bugs what i am fixing. But you can try and give some tips.

I have idea to make hole into ice and put water there then make some kind place under the water what needs water pump.

you can download map here:

http://www.seals-clan.com/etmain/zuk19_b2.pk3

and one pic is here:
http://forum.planet.ee/attachment.php?attachmentid=37147


(-Ironman-) #2

plz try this map soon it will come beta 2 fix or beta 3 and after that full


(TerraForma) #3

guys where to start…?! there are so much useful tutorials…give em a try!


(Ifurita) #4

Let me be brutally honest. I think this is pretty poor, given it’s a beta 2. It may also be a matter of semantics where you haven’t been clear about what this map is meant for. If this is a learning map then it’s one thing, if this is intended to be a playing map, it’s quite another. By semantics, a beta 2 typically means a map that has been tested, has been tweaked, and is pretty refined – yours is not.

  1. You have brushes floating in mid air, missing brushes, lots of z-fighting, the following missing textures. This says to me you two haven’t done much testing. You need to test this map in a clean environment and get rid of all these little things.

^3WARNING: Couldn't find image for shader textures/xlab_props/xpanel_c08a
^3WARNING: Couldn't find image for shader textures/tc_base/concrete_m06b
^3WARNING: Couldn't find image for shader textures/subway/subway_light
^3WARNING: Couldn't find image for shader textures/venice_windows_c1/venice_win4b
^3WARNING: Couldn't find image for shader textures/venice_props_c1/picture_03

  1. Doors opening into doors opening into yet more doors is poor design. It makes for extremely slow gameplay
  2. Most of your rooms and hallways are too small. They need to be opened up so that people can actually play in them
  3. I built the CP and got the message “Command Post by Daemon”, I thought this was quite childish
  4. The slick surface in the middle is a novelty but will quickly wear off, especially if everyone has to cross it.
  5. It seems like the map was drawing an awful lot of FPS. I was drawing near 16K tris and getting 86 or so FPS. The trainyard in Rochelle, my current map, draws 20K tris and gets about the same FPS. It seems like there is a lot of unnecessary drawing going on.
  6. The map is probably a decent size for a 1 v 1 duel map, but given the presence of ammo and health cabinets, CP, and a dyno objective, it seems like this is intended for 3v3+ games, in which case it is too small.
  7. You have a couple of posters which are tiled
  8. I didn’t like the barbed wire w/ the trigger_hurt in front of the MG. In firefights, you’re going to bump up against walls and this will piss people off
  9. The burning tree with the smoke - doesn’t add much to the map and eats up lots of FPS. I’d kill it
  10. There is zero cover in the middle of the courtyard, which is 1/3 of the map. Combined with the slick surface, it basically becomes a shooting range for the defenders.
  11. This map is too small to support a CP and a pair of health and ammo racks, I’d pitch them

In summary, while I think this is a good project on which to learn how to do various mapping tasks, it has major major issues from the techical, quality control, and gameplay standpoints.

Sorry if I’m harsh, but that’s the way I see it.


(DWM|Commando) #5

yes… this map is no where near ready for public play. unless you can fidn a server that only allows teams of 2. The majo issue is size, it is so small, its jsut impossible, or at least nto fun to play. It is a good start though, good ideas, jsut make it larger. the spawns are 2 ft away from each toehre, yo ucant expect that to be fun. if maybe the tunnel continued where the truck is to anotehr area where hte allies spawn, and u made a second tunnel to the radar… i dont know, but its definatly not ready for public play. nice start, dont stop, just keep workin at it.

Also turn the volume down on that radio, i muted my speakers becasue it was so overwhelming, u wont be able to hear much over it. and like terra said, look at some of the tutorials, they can show you how to do alot of this.

Cheers!


(Codename_Ty) #6

I always say honesty is the best policy, even when it hurts. I’m sorry to say it, but I have no idea why this map was ever released to the public, it’s in no shape for it and the best things about the map seem to be prefabs lifted off of various mapping sites or models that come standard with the editing tool. How long did this take for you guys to do?

The command post message, is unnecessary. Should he want credit for doing that, put it in the readme file, not in the script (which seemed to be lacking, since the game didn’t end when the radar was blown). Your description of the map says one thing and your actual product is another, that’s false advertising.

How the allies spawn in the actual base itself is mind boggling, if you want it to have even a hint of realism, add a sewer system or at least a manhole cover or something (if you’re not going to move the allied spawn). The map is way too small as other people have pointed out. I have to admit, I only played allies, so I can’t comment on the spawn distances but seeing how small the map is, I wouldn’t doubt they were too bunched up.

I have seen a lot of maps released since I began playing this game, that had no business on any server, much less distributed to the public. Your general description, while short, is decent. Your idea is good, the execution however, is rather poor sadly. I know it can be very intimidating trying to learn the ins and outs of mapping a great map, or even a good one, but it’s well worth it. Trust me, I’ve been looking at tutorials left and right and looking through various source files and it can be a lot of work.

So I have this to say to you. You want to make maps? That’s great, I wish you the best of luck. You have a good support base here at the Splash Damage Forums, a load of links to sites you can pick up some knowledge, tools, prefabs or ideas or what have you…but you need to use it. It doesn’t look like you did sadly. Mapping is hard work, it takes a lot of time, but the rewards can be great. There are several mapmakers whose maps are a joy to play, regardless of what they’re about, their setting, their objectives, etc and then there are others which people just avoid like the plague (or should). I’m happy to say that not many (if any) of that latter group are in these forums. If they were, they wouldn’t be putting out the quality of maps that they are.

You should use the resources that you have here and offer us (and us alone) alpha versions to make comments about your map before you even think about going beta and releasing it to the public at large. I would never allow myself or anybody working with me to release something like this. Frankly, if I saw anything like this on my screen after a couple days, I would terminate the project.

Maps, like first dates, leave a lasting impression. If your first map is good (sometimes people will allow you a second before starting to judge you, if your 1st falls flat on it’s face), people will flock to your maps and cut you some slack in the future, if it’s not, a great many will avoid your work or at the very least be hesitant to download a second project of yours. Any future releases hinge on your first release, maybe (maybe) your second will raise your stock (if you don’t do some serious work on this map).

I’m sorry if I offended you, but it’s for your benefit. Best of luck with the map and any future projects.


(-Ironman-) #7

Ok thnx for honest ansewers, i and deamon will fix these problems so many as we can. We are trying this map in our privat server ( and we have only tryed it there) ) and others players have sayed it has many bugs still but that is good for playing. ( i mean when there are few ppl. That was the map idea to make map for little servers like 3 vs 3, liottle CW’s and for just privat playing. But i think i will make map bigger. And fter all thi is my first map and i am not experient mapper like yyou are big respect i love your maded maps!

but strange i have bretty good fps in the game.

and there will be hole in the ice so you can get room in under water and i hope it will make big roll of the map. That will make map larger. and i will make larger tunnels.


(-Ironman-) #8

Infurita i am trying to fix the things what you told. I have found all the textures what you syed were missing i put them into the pk3. But i din’t understand you 2 and 6 point.
I maded a room up the truck it will give some room i maded that so there is good to fight few distrubting things in there. I think i fixed all flase texturs what don’t go. And i fixing more. I try to make map bigger but that is hard.

I have problems adding the models i can’t see any model what i have added.

I am placing more caulk. But in game i have good fps, i don’t fps shower but i know the game is going smoothly.

( getting some extra room making rooms into wall)


(Ifurita) #9
  1. There was a part of the map, where I opened a door, entered a small room, had to open another door to get out, only to enter another small room with another door. Either make it a single hallway, a set of connecting small rooms with no door, or one large room

  2. Givent the size of the map, I expected FPS to be higher. Might just be that you have tons of windows/doors etc that don’t block vis.

FWIW, given the issues outlined above, I’d suggest starting over with a new map. I think it’s too small for 3 v 3s too. Take a look a Rovaniemi Farm, Reactor, and Secret Weapon. They are being played in 3 v 3 leagues and are much much bigger than your map.


(-Ironman-) #10

i want to finish this map. Then make another map thanks agen for trying my map i am making bug elimination and caulking some places.


(Ifurita) #11

Well, there is certainly value in finishing a project. Not sure how much utility there is, especially if you think it may be a dead project. I know I’ve got 2 or 3 abandoned maps that got pretty far along before I decided it just wouldn’t make a good map. I think everyone does.


(-Ironman-) #12

damn why I feal you don’t want me to finish this map :D.
strange i got 400 fps max in one game corner with 1280*1024 and middle of the map was 70 fps. i have radeon 9600Xt 128mb. And usual fps is over 125. I think that is normal cuz normal fps is 30 but in action game it needs to be higher.

I maded map little bit bigger about 250 coordim.


(Ifurita) #13

Well given that everyone has limited time on their hands, it’s really a matter of how best to spend your time. As I said, there is a lot of value in simply finishing a map and calling it done.


(ausman) #14

You shouldn’t really be looking at FPS to see how efficient you map is since every mapper has a different system and different processes going on. Your better to use the command

/r_speeds 1

which will tell you how many triangles are being drawn at once. To get a better idea of the values being outputted have a look herehttp://www.wolfensteinx.com/surface/tutorials/r_speeds.html.


(Ifurita) #15

My reference to FPS (#6) was specifically in comparison to one of my own maps, which is basically a big open trainyard, so it was an apples-to-apples comparison. However, you are correct that FPS isn’t all that informative unless you compare it to other known maps that are played on the same comp.


(-Ironman-) #16

I maded some pics of my changses…

http://forum.planet.ee/attachment.php?attachmentid=37393

http://forum.planet.ee/attachment.php?attachmentid=37394

http://forum.planet.ee/attachment.php?attachmentid=37396

Map is bigger, fixed many bugs, has about one more 1 house (wooden), somthing like bunker is above the command post house, has carco room, one room what is upper the truck and 2 very small bedrooms, and room what has stears and ladder to go upper and lower. I hope Deamon will put snow falling and make terrain shader what allowes to place mines. And i hope he will make objective file.


(TerraForma) #17

have a look at these links and do it by yourself in 5min :clap:
the snow: http://www.planetquake.com/simland/ldr1_1/enveffects.htm
the mines: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=2525

greetz


(DWM|Commando) #18

nice, your on the right track ironman, it looks better already.