The Pic Wh0rez

Public => General Information => Topic started by: shinobi on 2008-10-30 04:03:04

Title: VCTF-Miami-Biatch-B1
Post by: shinobi on 2008-10-30 04:03:04
Hi all :) Just got a new beta-version of a map ready.

Mapname: Vctf-Miami-Biatch-B1

Downloadlink: http://files.filefront.com/VCTF+Miami+Biatch+B1rar/;12197509;/fileinfo.html

Screenshots: (http://img511.imageshack.us/img511/737/miamicollectionfn4.jpg) (http://imageshack.us)
(http://img511.imageshack.us/img511/miamicollectionfn4.jpg/1/w713.png) (http://g.imageshack.us/img511/miamicollectionfn4.jpg/1/)

Bugreports and Ideas are wellcome.
Hf and enjoy it !
Title: Re: VCTF-Miami-Biatch-B1
Post by: ReYd3n on 2008-10-31 12:42:52
I find the buildings a bit small :-\ The player is higher than the first window ^-^

The limits are weird, I don't know if it's normal 'cause it's beta version, but the water should go farer with ion to limit, and the road stops strangely, but there again, I guess this is because of beta version, some mines on the road, or something like that should make it >:D

I find the basket really fun, especially if you score with your player, you fall slowly, but I didn't manage to use it properly with some berserk stuff (I'm sure, I'll make it, I managed to go to the crane from the top of the building after taking flag, I think it's possible to reach the basket from there :P )

The map is cool, the underground is not so bad, that makes differents way to cap the flag, I love flying with the scorp :o (cf pic n?4), I just don't know why it's lagging that much on my PC, it doesn't look that big, after all ???

Keep doin' great work Shino, your maps roll ;D
Title: Re: VCTF-Miami-Biatch-B1
Post by: Jago on 2008-10-31 13:30:30
Looks cool!
I'll add it to the server for testing

bugs:
When moving close to a big palm tree with a vehicle it will get stuck when it's not supposed to.

(http://img123.imageshack.us/img123/94/shot00041rv8.png)

Music restarts evey time you enter/leave a vehicle. AFAIK this doesnt happen in Axion Metropolis, so it shouldnt either here :P

Enable boosting for the bender aswell?

ideas:
Good maps always have multiple escape routes for the FC. For this map, you can use the tunnel, ground (by foot or vehicle), and maybe you could add an escape possibillity using the lift near the flag?

Music is cool, but less loud imo

Quote from: ReYd3n on 2008-10-31 12:42:52
water should go further with ion to limit

Make a tunnel towards the jump?

Roster from the underground jump pad is a bit too small

Title: Re: VCTF-Miami-Biatch-B1
Post by: shinobi on 2008-10-31 17:46:30
Well in beta 2 i will try all on optimizing the map first. But i will look if i can scale the texture on the building ( if it dont looks to bad then ) . I also try to zone the sewers in the underground maby take some static meshes out and give them a lower cull distance. Antiportals in the buildings. Blocking volume for trees maby so vehicles dont get stuck on it ( but i think in a blocking volum they get even more stuck )And so on. If that still doesnt  work well for lower pc i have to drop fog in but i hope i can do it without fog. If only jonny would be here to help me a bit... He did awesome work to some maps i made b4 like afghanistan and clocktowers...  ???  :)
Title: Re: VCTF-Miami-Biatch-B1
Post by: BaZzY on 2008-10-31 20:11:57
nice map man! just played it on VM server! :)
Title: Re: VCTF-Miami-Biatch-B1
Post by: Jago on 2008-10-31 22:12:50
oh and the fire doesnt hurt  ^-^
Title: Re: VCTF-Miami-Biatch-B1
Post by: shinobi on 2008-11-02 18:54:14
Wrote that in the VM forum also .. so i just copy past it now :)

Well i just tryed to optimize the map and for the fps it seems to work much better now. I zoned the sewers, added alot antiportals in all buildings walls and so on, I set a lower cull distace for the static meshes, I added (but iam not really happy with that yet) distance fog, I took some emitter and movers out.

Mapname: vctf-Miami-Biatch-B2

Downloadlink: http://files.filefront.com/VCTF+Miam.../fileinfo.html

Its still in beta status but lets test it on the server how it runs/works now.
Anyway big thx for testing and uploadind it.


Edit: I tryed scaling the building textures .. but hell i cant do that then the windows way, way ,way to big :)  But reyden i dropped the distance fog in like you said. The fire doesnt hurt yet but in final or beta3 it will i just dont found a map were i could copy paste it and didnt knew how to make that volume and setting for it yet. ;) gl hf withit
Title: Re: VCTF-Miami-Biatch-B1
Post by: Leon on 2008-11-03 13:11:35
How to add a Damage/Kill Volume :

Open the map
Put the red builder brush so that it covers the whole "Fire". Make sure it is about as big as the fire.
Right click on the "Volume"
Select "PhysicsVolume"
Now move the red builder brush and you should see a pink colored brush where the red builder brush was.
Open the properties of the PhysicsVolume (AKA the pink colored brush that i mentioned^) and set
PhysicsVolume->bPainCausing = True
PhysicsVolume->DamagePerSec = #                 (set this to whatever number you want it to be)
And, if you want.
PhysicsVolume->*DamageType = Burned

*That will only change the death message (and sometimes the way the player dies)

Hope this helps!
Title: Re: VCTF-Miami-Biatch-B1
Post by: shinobi on 2008-11-03 18:09:06
thx :)
Title: Re: VCTF-Miami-Biatch-B1
Post by: mustap- on 2008-11-03 19:48:02
i dont know a lot about maps but the music is killing :) gta vice city inspired.
Btw the music should be contaminated in the basketball field only or the flagcarrier ll have hard time to hear incoming enemies sometimes.
Title: Re: VCTF-Miami-Biatch-B1
Post by: kraven` on 2008-11-04 01:05:14
turn music off. lol
Title: Re: VCTF-Miami-Biatch-B1
Post by: shinobi on 2008-11-06 07:53:43
Well maby i should take the music file off in final. It was just an idea/joke. @kraven: Thats imported as a sound file if you turn music off it still runs as sound if you turn sound effects of it gets pretty quiet :)