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New Maps for the mapcyclevote http://www.dswp.de/old/nice-maps/new-maps-for-the-mapcyclevote-t2526-50.html |
Page 6 of 16 |
Author: | Pirat [ 01.04.12 ] |
Post subject: | Re: New Maps for the mapcyclevote |
. Be greeted, Miezis! As you might have noticed, a few days ago I was busy preparing a little kinda "xmas present" (yeah, didn't finish it in time, sorryyyyy! :-}: testing maps to make the gaming experience on DSWP even better for all my miezis here (including me |-) and the other miezis out there. :-) What have I done? I downloaded and tested roughly 246 maps (ARGH!). I did not test all maps evenly thoroughly, but at least we now already got a few nice new (as in: not on dswp.de before) maps on our server. All tests were first performed on my local machine, so that I could not fuck up a real DSWP server (with 1 exception, where I loaded a map on TS which used to work, but after installing 10 gazillion new custom map, stopped to work). After the tests were positive, I did some "Real Life" testing on our usually less frequented TS server -- suprisingly, testing custom maps on it made it quite popular, so that I couldn't always continue testing, as people sometimes refused to vote for the next map to be tested (and I didn't want to kick them all (with exceptions, though |-). How did I (usually) test the maps? 1. See if spawn points look okay in TDM and bomb mode (kill myself a few times in both red and blue team and see where I respawned or where the corpses lied, respectively). 2. See if bomb mode works (place bomb on at least one of the bomb spots, then defuse it). 3. Run around and shoot each other with two clients (local server) or test it on TS with cookie, extreeme and others. Which maps did I install? I'm gonna list only the maps that seemed to work. If there is the keyword "NOTE" or "NOTES", it means we played this map on our TDM already. So here are my unorganized and incomplete notes about the 58 new maps I installed on dswp.de and that worked (note there is at least one assault map, and we don't have a server for this mode yet): Code: ----------------- On Server -- maybe OK ----------------- * http://www.iourt.com/maps/q3ut4/ut_centro_fix.pk3 glass pyramid, Spanish (Bask) tdm ok (BUT?: 7 teams with 43 entities) bomb ok - black bomb spot behind glass It's a bit confusing ... (extreem + pirat) NOTE: played with 20 players, was ok * http://www.iourt.com/maps/q3ut4/ut4_pgrounds.pk3 NOTE: Played OK! * http://skyclan.info/maps/ut4_pgrounds2.pk3 NOTE: with 20 ppl, frame drops and lags, but still nice * http://www.fallin-angels.org/q3ut4/ut4_druglord2.pk3 - small texture errors on 1st client NOTE: gr8ron didn't like it * http://www.fallin-angels.org/q3ut4/ut4_italy_a5.pk3 NOTE: small cycle (it's a bit narrow) ppl like it no frame drops no cycling out Rylius thought about working a bit more on it * http://fallin-angels.org/q3ut4/ut4_malibu_beta4.pk3 huge (enough) -- takes 30 seconds to go from one end to the other NOTES: - liked it: - cacc - nemo - dontshoot - 30 ppl played * http://fallin-angels.org/q3ut4/ut4_venice_b7.pk3 nice! NOTES: - havoc: only one level - 30+ ppl: nice, says Cookie - we played with 15 ppl or so ... - 2nd time, campy (36 players) - extreem spawned in wrong spawn - reconnect-bug * ut4_terrorism3 hmmm ... probably for small map cycle NOTE: CTF excellent, says Cookie * http://fallin-angels.org/q3ut4/ut4_terrorism5.pk3 rather nice NOTE: ppl liked it (played it with 15-20 players) * ut4_asylum_b1 nice! NOTE: was good with 36 players! no frame drops * ut4_poison_a6 nice! killjoyclan http://www.okgam3r.com/q3ut4/ut4_poison_a6.pk3 NOTE: frame drops/lags * http://www.urt-argentina.com.ar/_maps/_zip/blitzkrieg_2.zip nice! NOTE: ppl liked it (including me and Chron =) * http://www.iourt.com/maps/q3ut4/ut4_slumwar.pk3 nice! very fast map! NOTE: With many players, it quickly develops frame drops, but it's still fun as hell * ut4_area3beta3 alien? NOTE: Hmmm... * http://www.urbanterror.info/forums/topic/13826-ut4-paris-beta-2/ NOTES: - MovesLikeJagger: like a better version of Ramelle - draqon: can't see red ppl on roof, cause there is a similar color there * ut4_alcantarilla_b3c too open/campy * http://www.iourt.com/maps/q3ut4/ut4_dville.pk3 nice maybe for small cycle Could hold 30 ppl, says Cookie NOTE: ppl regarded it as knife map clive: far too edgy a few blockers (one of 3 spawn exits) * http://fallin-angels.org/q3ut4/ut4_crazychristmas.pk3 Cookie likes it =) * http://fallin-angels.org/q3ut4/farwest.pk3 shite * http://fallin-angels.org/q3ut4/ut4_wildwest.pk3 nice small 20-25 ppl, up to 30 NOTE: played with 30 ppl, they liked it! * http://fallin-angels.org/q3ut4/ut4_imperial_a10.pk3 NOTE: cookie doesn't like it Ana thought: good, seems playable chron: didn't like it that much, too campy NOTE #2: 2nd time: 36 players, framedrops + camping * http://www.fallin-angels.org/q3ut4/ut4_honeyride_b2.pk3 rocket, too open NOTES: - blocking - a few ppl liked it * http://www.fallin-angels.org/q3ut4/ut4_presidio_v8.pk3 NOTE: 30 ppl okay, but for me, it was a bit laggy * ut4_twins NOTE: very campy * http://www.iourt.com/maps/q3ut4/ut4_village.pk3 NOTE: - ppl liked it - camping alarm, though * ut4_beijing_b3 FEV (WTF did I mean to say with this acronym?) looks nice, maybe good for 10 players NOTES: - ppl liked it! - played with about 20 players * http://fallin-angels.org/q3ut4/ut4_bleirrilla_a8.pk3 tdm ok, BUT: not enough spawn groups for gametype (3) ... * http://fallin-angels.org/q3ut4/ut4_desertevil_b4.pk3 64 slots (maybe) lighting not great * http://fallin-angels.org/q3ut4/ut4_district_b2.pk3 window scaling off tdm ok * http://fallin-angels.org/q3ut4/ut4_domus2_b1.pk3 overbright tdm ok * http://fallin-angels.org/q3ut4/ut4_herring.pk3 tdm ok bomb ok NOTE: doesn't work on dswp! * http://fallin-angels.org/q3ut4/ut4_paradise.pk3 NOTE: Played it, but can't remember well (*blush*) http://fallin-angels.org/q3ut4/ut4_pent_b3.pk3 * http://fallin-angels.org/q3ut4/ut4_pent_b4.pk3 tdm ok bomb ok -- maybe specially suited for bomb? * http://fallin-angels.org/q3ut4/ut4_prkl_wb_b1.pk3 slightly confusing bomb ok (red in cellar) lot of 1-level roofs and small wall-plattforms not that bad, I think! NOTE: 26 ppl good! ppl liked it (incl. humppa) * http://fallin-angels.org/q3ut4/ut4_rundown.pk3 ctf map * http://www.iourt.com/maps/q3ut4/ut4_splendid.pk3 bit large, uninteresting/2d tdm ok bomb: bomb missing! Warning: spawn ignored due to lack of team association * http://bf-team.fr/urban-terror-demo/map/ut_the_day_after2_fixed.pk3 NOTE: cookie: too static because of campers (G36/SR8/PSG1) played with 25 players * http://fallin-angels.org/q3ut4/ut_the_day_after2.pk3 nice! FAIL (both clients): texture error crane NOTE Rylius: - maps/blah.bsp -> blah_fixed.bsp - tga kopieren - ut_the_day_after2__fixed.pk3 NOTE: Ppl experienced it to be too large and campy * http://fallin-angels.org/q3ut4/ut4_village_classic_rc4.pk3 tdm ok bomb ok catapult NOTE: 25 players blue spawn badly placed humppa: way to open * http://www.iourt.com/maps/q3ut4/ut4_cambridge_b1.pk3 Newer than _fixed! tdm ok NOTE: very campy! * http://www.iourt.com/maps/q3ut4/ut4_tejen_beta3.pk3 hmmm ... laser NOTE:25 players humppa: looks nice, but laggy I had frame drops A bit spawn raping * http://www.iourt.com/maps/q3ut4/ut4_kingbump.pk3 tdm okay, but: 2 teams with 32 entities * http://urtmaps.prkl.org/valkover/ut4_coldwar_b4.pk3 tdm ok campy, winter 3:2 cyclemap while testing too open? * ut4_guerilla terrorism style, but quite small. Height is limited, so no walking over (all) roofs ... tdm ok bomb ok * lostisland_b2 assault map! * http://dev.johnstevenson.co.uk/maps/q3ut4/ut4_amazing.pk3 tdm ok bomb ok (red is underground) NOTE: played with >= 20 ppl, was campy, digital death everywhere * http://www.iourt.com/maps/q3ut4/history.pk3 "history beta" by: UNKNOWN tdm FAIL (not enough spawn groups for gametype (3)) bomb FAIL ffa ok niiiiiiiiiiice! * http://www.iourt.com/maps/q3ut4/saloon.pk3 by: mad-horse mapper & rageous team niiiiiice! FAIL (2nd client): skybox texture not there, "repeating patterns" FAIL (1st client): very few texture errors small graphical glitches tdm ok, BUT one spawn point is in a wall. bomb FAIL FAIL: - no minimap on dswp, but on local server - Area where you can't get back - invisible wall next to TEC Saloon - You can get under the map - broken textures (1 roof, windows and other stuff) - needs "cloister" (bounding box) - a few minor texture errors (less on 1st client) - unbalanced map, blue is stronger (roof?) FIX LOG for missing sky and drainpipe texture ------- - Unzip saloon.pk3 to x - Unzip ut_laneway.pk3 to x-laneway - cd x - mv maps/saloon.bsp maps/saloon_fixed_b1 - mv levelshots/saloon.tga levelshots/saloon_fixed_b1.tga - cd ../textures - cp -avi ../../x-laneway/env . - cp -avi ../../x-laneway/base_wall . - zip -r ../saloon_fixed_b1.pk3 . * http://www.iourt.com/maps/q3ut4/saloon_fixed_b1.pk3 NOTES: - a lot of frame drops with 30 players - at least 2 players fell off the map - chandelier still wrong (texture error) - blue(?) was claimed to have advantage on that map ... * http://www.iourt.com/maps/q3ut4/ut4_antic.pk3 (foggy castle) framedrops with 2 player LOCALLY, but non on NET NOTES: - Cookie likes it (multi-level, multi-death) - zottel hates it - samtron, havoc, pirat, extreem have frame drops * http://www.iourt.com/maps/q3ut4/ut4_bar313.pk3 cool music large (boobs :-) tdm ok * http://www.iourt.com/maps/q3ut4/ut4_midnight.pk3 could be nice tdm ok (BUT: 0 teams with 0 entities, trying another gametype ...) bomb ok (BUT: 0 teams with 0 entities, trying another gametype ...) NOTE: ppl liked it Cookie played it before with DE, HK, Knife, Smoke nade only * http://www.iourt.com/maps/q3ut4/ut4_prkl_wasteland_rc6.pk3 like http://fallin-angels.org/q3ut4/ut4_prkl_wb_b1.pk3, but without underground passages and with minor mods NOTE: 20 ppl OK! * http://www.iourt.com/maps/q3ut4/ut4_provinggrounds.pk3 like pgrounds, but outside and slightly different (more interesting, I think, less cubic). tdm ok bomb ok, BUT: - black bomb spot is in the middle, red bomb spot is north, and red spawns in the south, while blue spawns in the north (near the red bomb spot) NOTE: 20 ppl, slight framedrops, but still fun * http://www.iourt.com/maps/q3ut4/ut4_publicworks_074.pk3 NOTES: - played with 20 ppl - slight framedrops - campy, a few ppl complaining - maybe for small cycle * http://www.iourt.com/maps/q3ut4/ut4_storage1_b2.pk3 miezi poster tdm ok bomb ok NO texture errors * http://www.iourt.com/maps/q3ut4/ut4_sparta_v2_1.pk3 tdm ok NOTES: - some ppl liked it - texture error for Samtron: wooden barrels * http://www.kr0m.ca/urt/maps/ut4_temple2_beta.pk3 too big nice looking! NOTES: - Polarizing map! zietsh loves it .. - A few ppl find it too dark (extreem, Wapaz) - texture error for large-leave plant (didn't have that locally) What about the other maps? There are a quite a few more maps (some of which look very nice), but they are causing problems (too few spawnpoints, spawnpoints fucked up, (many) texture errors etc.). I'll try to fix these errors, but I'm no mapper and just at the veeeery beginning of touching these things, so it might take a while. :-} Technical notes I wrote two little scripts regarding map installation on DSWP. Both scripts are in root's $PATH. The first one is install-map. It downloads (if necessary) and copies a PK3 file to the necessary places, extracts (and converts if needed) a map's levelshot and also copies it to the right place. The second script is sync-maps and simply copies all maps that are only on the game server to the download server, so our users will never ever get an error 404 again. :-) Note that if you install maps by only using install-map (or doing it manually the correct way), you never have to call sync-maps again. One further note: I should probably make my scripts first check if the appropriate directories are mounted, because sometimes (like today), they are not. *growl* :-} Last words :-) Thanks go to Cookie, Extreeme and probably a few others for testing a few of the maps together with me. I also want to thank Rylius for his help in mapping concerns. And last but not least, a big thank you to Ana and Wursti maintaining the dswp servers and for their trust in me (yay, root access! :-)! I hope you enjoy (some of) these maps and vote for their integration into the map cycle! Cuddles to all who want them and also to those who do NOT want them! ;-P Pirat |
Author: | JRandomNoob [ 01.04.12 ] |
Post subject: | Re: New Maps for the mapcyclevote |
<3 |
Author: | PingoSuSE [ 01.05.12 ] |
Post subject: | Re: New Maps for the mapcyclevote |
GOOD JOB Pirat !!!! My opinion is, coz you found so many playable maps, not to put buggy maps on, 'till bugs are removed (I mean maps with several/major bugs - venice for instance). I agree it's nice for play, but believe it would annoy ppl reconnecting each time. And just hope there won't be similar map choice x-times, like it is now with dust |
Author: | Crusher [ 01.07.12 ] |
Post subject: | Re: New Maps for the mapcyclevote |
Quote: Pandora_b7
http://www.iourt.com/maps/q3ut4/ut4_pandora_b7.pk3 People said that the players become invisible on this map |
Author: | natirips [ 01.07.12 ] |
Post subject: | Re: New Maps for the mapcyclevote |
Crusher wrote: Quote: Pandora_b7 http://www.iourt.com/maps/q3ut4/ut4_pandora_b7.pk3 People said that the players become invisible on this map Also like when you reset your car in Need for speed. Much like your gun may become invisible in granja sometimes if your hardware can't handle it in the tall grass. |
Author: | Crusher [ 01.07.12 ] |
Post subject: | Re: New Maps for the mapcyclevote |
natirips wrote: Crusher wrote: Quote: Pandora_b7 http://www.iourt.com/maps/q3ut4/ut4_pandora_b7.pk3 People said that the players become invisible on this map Much like your gun may become invisible in granja sometimes if your hardware can't handle it in the tall grass. It happens to me too |
Author: | Samtron [ 01.08.12 ] |
Post subject: | Re: New Maps for the mapcyclevote |
Nice and impressive work! It's an awesome present for the DSWP "miezis". Because it's such an huge mount of information and new maps, it would propose the same what Pingo wrote: Why not play only the perfect maps first, maps with no complains or bugs? Since all maps are installed, we only need to get the right ones into the cycle. I could adjust the mapvote script (I guess I have access to the files and it shouldn't be that hard) so that we can vote or them like for Train and Coconut. And you could transfer your knowledge to the Wiki (i mean copy-&-paste your notes ;) ), so that others can add information about gameplay and bugs, if something comes up. Just my idea how to proceed further... |
Author: | Pirat [ 01.08.12 ] |
Post subject: | Re: New Maps for the mapcyclevote |
Samtron wrote: Nice and impressive work! It's an awesome present for the DSWP "miezis". *purrrrrrrrrrrr* (=^;^=) Samtron wrote: Because it's such an huge mount of information and new maps, it would propose the same what Pingo wrote: Why not play only the perfect maps first, maps with no complains or bugs? Good idea ... Maybe it suffices to play a map 5 or 10 times on TDM and see if no problems arise. In theory, one could even further break down things by decompiling every map, checking for shader/texture collisions, checking for enough spawn points for every possible game type, manually fix things like non-caulked brush faces etc., but doing this for all maps is a *bit* of work, I fear. :-} Although I already have a few ideas on how to at least partially automate that process. But first, I need to gain more knowledge on the technical background. Samtron wrote: Since all maps are installed, we only need to get the right ones into the cycle. I could adjust the mapvote script (I guess I have access to the files and it shouldn't be that hard) so that we can vote or them like for Train and Coconut. And you could transfer your knowledge to the Wiki (i mean copy-&-paste your notes ;) ), so that others can add information about gameplay and bugs, if something comes up. Aaaah, very good idea! Totally forgot about the Wiki! Which I wanted to use for other informational purposes, too ... still have a few things lying around here on my TODO stack ... (actually, my whole life is a TODO stack by itself ;-}. Samtron wrote: Just my idea how to proceed further... Which I second! |
Author: | Pirat [ 01.08.12 ] |
Post subject: | Re: New Maps for the mapcyclevote |
Crusher wrote: Quote: Pandora_b7 http://www.iourt.com/maps/q3ut4/ut4_pandora_b7.pk3 People said that the players become invisible on this map Thanks for the hint! This map was missing in my "On server -- maybe OK" section, I forgot to move it from the "to be tested" section. |
Author: | Rylius [ 01.09.12 ] |
Post subject: | Re: New Maps for the mapcyclevote |
You can parse the BSP file, entities are stored in plain text and you could count the spawns pretty easily. |
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