search -  faq -  rulez -  staff

forums






map cycle
irc              pwnalizer
voice         dswp bar




Register

Login


It is currently 05.23.12

 

All times are UTC + 1 hour




Post new topic Reply to topic  [ 6 posts ] 
Author Message
PostPosted: 11.27.09 
the following describes the labor of mapping.
if you wanna push out some quality, that gets not such fucking fps drops like most maps do, because they are box maps...
and if you want the map to get played at all. nothing more frustrating than putting much effort into it, and all went to waste once the map went gold (final release happened), because noone bothers to play it after the first tries.

####

* 1/4 of the workload is just to gather all programs together, make them work and learn how to use them as fast as possible

* 1/4 is understanding how the engine works, so you get to know the specs you have to work in, and more importantly: how to structure your work as good as possible.
you cannot even begin to imagine how much unneccessary work you can avoid!
either believe it and put some effort into it, or regret it after some months and see why and how i was right.

* another 1/4 is thinking about gameplay in general and planning the map, best with drawings and sketches, to improve the chances of it actually getting more playtime, than just like, lets say two weeks maximum?

* only the last 1/4 is actually doing the work of loading your radiant, lay out some brushes, texture them, put some lights into it. and some entities. compile it, add some surface sounds. zip it, rename it and you are done.

this also describes nicely why i tend to say:
give me some sketches, actually mapping the stuff is usually the smaller problem, if you design with the engine in mind.
because if you do not plan in that way in advance, you may even have to throw the map away after months you put into it.
you can always fix everything if you fucked up at a point, only question is how much effort you have to put into it. now re-read the stuff printed in bold above. (...)
if you already mapped, and have had problems with leaks, then re-read it for the third time before question me.

;>



 


Top
  
 
 Post subject: Re: MAPPING: Preface
PostPosted: 11.28.09 
Offline
Humppaimitat
User avatar

Joined: 07.15.08
Posts: 3773
Location: Behind U
-----tdm:  
nick: cp_-r_miez.plz
skill: 1718.46
kills: 119204
deaths: 79658
ratio: 1.49
-----bomb:  
nick: miez.plz
skill: 1485.74
kills: 9854
deaths: 9081
ratio: 1.08
-----ts:  
nick: miez.plz
skill: 1429.43
kills: 1055
deaths: 778
ratio: 1.35
hm, heres btw that map that i meant
(at least lee said that it was the map where i saw him bazooka/gren the snipers...)

its name is dod_avalanche:
Attachment:
dod_avalanche[1].JPG


maybe we must arrange another front point in the lower left to fit it to our needs.
btw, the level of map detail in dod is very high, u can go inside every house.
so theres many ways that u cant see from this image.


You do not have the required permissions to view the files attached to this post.

_________________
Image



 


Top
 Profile  
 
 Post subject: Re: MAPPING: Preface
PostPosted: 11.29.09 
Offline
Ingame Mod

Joined: 11.02.09
Posts: 168
-----tdm:  
nick: HarleyQuin
skill: 1719.59
kills: 28408
deaths: 18505
ratio: 1.53
-----bomb:  
nick: DSWP.HQN
skill: 1534.34
kills: 2638
deaths: 2350
ratio: 1.12
DoD, i luv it, vey fine game :), we used to Dod every gamesession-lan, that was our home lan in the past, if cs went boring xD, hm i luv ist DDDDDDooooooDDDDDDD!



 


Top
 Profile  
 
 Post subject: Re: MAPPING: Preface
PostPosted: 11.29.09 
Offline
Humppaimitat
User avatar

Joined: 07.15.08
Posts: 3773
Location: Behind U
-----tdm:  
nick: cp_-r_miez.plz
skill: 1718.46
kills: 119204
deaths: 79658
ratio: 1.49
-----bomb:  
nick: miez.plz
skill: 1485.74
kills: 9854
deaths: 9081
ratio: 1.08
-----ts:  
nick: miez.plz
skill: 1429.43
kills: 1055
deaths: 778
ratio: 1.35
at least its a game that knows 50 slot servers...

_________________
Image



 


Top
 Profile  
 
 Post subject: Re: MAPPING: Preface
PostPosted: 01.13.10 
wursti, can you please add some drawings to the picture that indicate the heights?
and outline the sides of the passways?
can you get into the houses?
how is the scaling (size/proportions) of the map?
are the white things boxes?

as it is now, i cannot really get the idea how the map works...



 


Top
  
 
PostPosted: 01.13.10 
Offline
Humppaimitat
User avatar

Joined: 07.15.08
Posts: 3773
Location: Behind U
-----tdm:  
nick: cp_-r_miez.plz
skill: 1718.46
kills: 119204
deaths: 79658
ratio: 1.49
-----bomb:  
nick: miez.plz
skill: 1485.74
kills: 9854
deaths: 9081
ratio: 1.08
-----ts:  
nick: miez.plz
skill: 1429.43
kills: 1055
deaths: 778
ratio: 1.35
i will make schnorraktion with leemumbais steam key, just let tme time to kick the hrdware to the end...

_________________
Image



 


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Imprint

Powered by phpBB © 2000, 2002, 2005, 2007, 2008, 2009, 2010 phpBB Group

Skin by Lucas Kane
we use apache2 mod rewrite with phpBB SEO
map train_beta1-100 © 2009 by SteveMcQueen
Statistics Backend + Database by XLR Stats and B3 Bot
mapvote robot and gameserver monitor © 2009 by BlinKy
mumble viewer Copyright © 2008 Dominik Radner (aka Urmel)
mumble switcher and integration © 2008 by XTJ7, Unclefragger and Wursti
Localisation Plugin © 2009, Team Leads Plugin © 2009 and Knifer Plugin © 2009 by SvaRoX



voice server
tdm » dswp.de:22222
status: online
players: 9/45
map: ut4_train_dl1
 
bomb » dswp.de:22223
status: online
players: 0/12
map: ut4_harbortown
 
jump » dswp.de:22224
status: online
players: 0/10
map: ut4_train_dl1
 
team survivor » dswp.de:22225
status: online
players: 0/20
map: ut4_abbey
 
siesta » dswp.de:22226
status: offline
btw test the new ajax serwer monitor here!
top 20 players


nameskillkills
RastaSkud1624.1404568
NormaSnockers1782.95356641
Hateyouall1601.33252483
Slevin.Kelevra1714.18189976
Wagner_Moura1562.9188001
Ham&Cheese1923.53181902
z0rn1608.41181016
[dswp]Ana1754.25177628
Goomba1710.31172531
Mad1684.29165635
sleepingsun1697.9163129
Zohan1611.07159737
ubercunt1634.93159240
[VR]Amantius1693.89155438
[dswp]Zottel1790.25151592
TG|Deviant1934.94148148
Graf_ZahlIII1683.66136671
ZEBRA(ESP)1598.25134104
DeletedUser0011537.41132992
marshallLaw1744.68128298