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 Post subject: Classroom Map (0.5)
PostPosted: Sun 25. Apr 2010, 19:47 
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L|F-Clan
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Joined: Sun 25. Apr 2010, 19:04
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Classroom

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Download (v0.5)

v0.5 now released.

Spoiler:
Changelog:
v0.5 : (Latest Release) Fixed several bot AI issues (now they will use the sprayroom properly), added the missing phone texture.

v0.4 : Cleaned up and caulked more of the map, moved some items around, ditched the church (because it sucked!). Added sprayroom portal, sprayroom, killroom. Added padika phone models and textures that were missing.

v0.3 : Jumppads use phone models only, pulsate/glow should be on all and they should all now point in the direction of velocity. Worldmap picture now attached to wall properly. Floating weapon marker fixed. Animations in front of power jacks/sockets have been slightly reduced. Added more missing textures, converted my custom textures to JPG. Added woparena file and levelshot. Used caulk on many non-visible faces that had textures assigned to them. Replaced the tower case with a simplified version. Moved some weapons and added a few more so that it's not so difficult for bots (or players!) to find weapons. Added botclip between some of the tables - bots now seem able to jump between them occasionally where they would ALWAYS fall previously. Moved spawnpoints so that bots weren't getting stuck as much (still more work to do on optimising the map for bots). Replaced some caulk with weapon clips. Smoothed out some right angles to reduce blockiness of some surfaces (the shelves, etc.), added weapon clip to TV, monitor, big pumper model, bookend, etc. Fixed camera roll on the imperius portal. Now packed as a .pk3.

v0.2 : Weapons markers added, custom textures included.


ToDo:
- Add clutter
- Improve cosmetics


Last edited by method on Tue 29. Jun 2010, 09:21, edited 27 times in total.

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 Post subject: Re: Classroom Map
PostPosted: Sun 25. Apr 2010, 20:51 
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At a glance I've missing textures even though I have the PadPack.
Weaponmarkers are missing and the jumppads' directions are not intuitive. More lateron.

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 Post subject: Re: Classroom Map
PostPosted: Sun 25. Apr 2010, 21:23 
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L|F-Clan
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Joined: Sun 25. Apr 2010, 19:04
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Edit: Upped v0.2 - Has weapon markers and includes 3 custom textures.

Regarding the jumppads, if you can let me know the worst offenders - I'll try to remedy them...

...or did you simply mean that I need to ensure pads are consistant (so for example, all the phone displays point in the direction of the jump)?

Thanks for your feedback so far. :)


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 Post subject: Re: Classroom Map
PostPosted: Mon 26. Apr 2010, 11:05 
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PadBaby
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Joined: Tue 17. Nov 2009, 16:01
Posts: 163
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Hi methodical :-)

your first Map ? im Impressed, for real.

I really think that u made a great map here. The Performance is great, ive got a good framerate constantly so i guess u dont have to worry about hintbrushes and so on too much.

I really like the moving objects, for example the Clock which is really reflecting my feeling of time :-) The "thing" (dont know the us word) which is shaking at the entrance to the air conditioner ways is fun too.

Im gonna chk out ur newest upload as soon as i have the time and report then more detailed.

I also think the light and atmosphere is nice, so all in all GREAT MAP :-)

so thats it for now, im short on time...

Best regards :WoP: saha

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 Post subject: Re: Classroom Map
PostPosted: Mon 26. Apr 2010, 14:31 
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PadStar
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Joined: Mon 24. Sep 2007, 14:37
Posts: 1791
Please make a woparena:
Code:
{
map      "classroom"
bots      "padman padlilly monsterpad padgirl fatpad piratpad"
longname   "Classroom by method"
pointlimit   200
type      "SyC_ffa SyC_tp ffa team tourney LPS BB"
}

A pk3 would also be nice :X

Anyways, my first thought was "oh no, what the hell, another mapper starting his first map with a classroom". But I'm impressed!
The look is quiet good, to get it more perfect, smooth some edges a bit more. At some places, the light is too dark, maybe an ambient light can help...

Some jumppads point to wrong places, eg. the one, that leads to the padshield. Similar Jumppads may help, to find them easier.
The floor texture is still missing and Some jumppad-textures, too.
Many weapons are too much hidden.

Good luck, keep on working.


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 Post subject: Re: Classroom Map
PostPosted: Mon 26. Apr 2010, 15:54 
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You can't easily recognise where a jumppad will lead you to, maybe align them in direction of acceleration. I've got the feeling that some of the jumppads are missing the pulsating texture aswell. I don't know whether it's really neccessary to use the same object as a jumppad everywhere, since it would allow to spot them easier while it also makes them look like a boring copy&paste job.

While testing the map with bots I've noticed that they tend to stay on the lower floor. I don't consider this to be harmful, but it's quite annoying.

The big pumper mapobject still needs clipping (same for fire extinguisher). The animations in front of the power jacks are larger than the jack itself. TV misses weaponclip (it's solid, but there are no marks. This applies to other mapobjects as well.). Weapon marker above "imper freq" is floating in the air. Worldmap in classroom is detached from wall. Your computer has some weird disappearing brushes.
While flying around with noclip I saw that some brushes are textured on non-visible sides.

Please use jpeg when you don't need transparency, it allows for far better compression than tga.

@Pixel: This is a beta release, a levelshot and readme are missing as well. On the other hand you don't need to include .prt and .srf

Quote:
WARNING: R_FindImageFile could not find 'textures/pad_gfx02/plas03.tga' in
shader 'textures/pad_gfx02/plas03'
Shader textures/pad_gfx02/plas03 has a stage with no image
WARNING: R_FindImageFile could not find 'textures/pad_wood/wood020redbig.tga'
in shader 'textures/pad_wood/wood020redbig'
Shader textures/pad_wood/wood020redbig has a stage with no image
WARNING: R_FindImageFile could not find 'textures/pad_floorin/floor037d.tga'
in shader 'textures/pad_floorin/floor037d'
Shader textures/pad_floorin/floor037d has a stage with no image
WARNING: R_FindImageFile could not find 'textures/pad_floorin/floor037c.tga'
in shader 'textures/pad_floorin/floor037c'
Shader textures/pad_floorin/floor037c has a stage with no image
WARNING: R_FindImageFile could not find 'textures/pad_floorin/carp003.tga' in
shader 'textures/pad_floorin/carp003'
Shader textures/pad_floorin/carp003 has a stage with no image
WARNING: R_FindImageFile could not find 'textures/pad_marblefx/marble13.tga'
in shader 'textures/pad_marblefx/marble13'
Shader textures/pad_marblefx/marble13 has a stage with no image
WARNING: R_FindImageFile could not find 'textures/pad_marblefx/marble25.tga'
in shader 'textures/pad_marblefx/marble25'
Shader textures/pad_marblefx/marble25 has a stage with no image

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 Post subject: Re: Classroom Map
PostPosted: Mon 26. Apr 2010, 16:35 
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L|F-Clan
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Joined: Sun 25. Apr 2010, 19:04
Posts: 16
Location: England
The Brain wrote:
While testing the map with bots I've noticed that they tend to stay on the lower floor. I don't consider this to be harmful, but it's quite annoying.

This is irritating me too, is there any good way to get around that? - I've tried using portals but admittedly, didn't really know what I was doing and the bots just seemed to ignore whatever I attempted!!

Have extended to-do list, will try to tackle most of the issues tonight and get another revision posted soon.

Thanks a lot for the advice, seems I overlooked more than I had thought!! ::)

UPDATE: Botclip between the tables seems to have helped a bit.


Last edited by method on Tue 27. Apr 2010, 00:08, edited 1 time in total.

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 Post subject: Re: Classroom Map
PostPosted: Mon 26. Apr 2010, 16:46 
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Since I never really mapped, I can't help you on that issue. Bots usually need lots of botclip. There was a good tutorial. WoP also has some means to debug the bots, but cyrri never really documented what each cvar does.

All mentioned issues are rather cosmetic, your map is already quite good! :)

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 Post subject: Re: Classroom Map (0.3)
PostPosted: Tue 27. Apr 2010, 22:37 
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L|F-Clan
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I've implemented a lot of what has been suggested but I think I need to play with weaponclip a bit more, it doesn't seem to work properly for me when there's a trigger brush in front of it. :S

Now I'll try to find a tutorial for making the SyC sprayroom, etc. so that I can start work on that.

Anyway, thank you for all the advice. :)


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 Post subject: Re: Classroom Map (0.3)
PostPosted: Wed 28. Apr 2010, 15:10 
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Posts: 1791
Yeah, you need to botclip the areas, where the bots aren't allowed to go to, so they maybe go up sometime :)


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 Post subject: Re: Classroom Map (0.3)
PostPosted: Wed 28. Apr 2010, 20:13 
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PadBaby
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Hey Method,

let me begin with the following Screen :

Image

as u can see im missing the textures of the cell-phone here and in serveral different spots.
The other thing is the Folders. I would suggest that u dont create them like a block. Would be nicer if they would have a shape like a triangle (viewed from the side).
And u could use different textures for the different surfaces of the folders.

As ist already is said before, there are some issues with ur AI. But all i could give here as in advice is the Tutorial which the Brain already postet.

I was looking for an english tut for the Sprayroom, but didnt find one spontaniously.
But dont worry, excluded the killroom and teleporter tunnel, the sprayroom is a standard room which is connected by a teleporter which is tagged as syc-tele so that the engine knows to change the players weapons with the spraypistol and vice versa on the way out.

If u wont find anything in english i could try to translate the relevant parts from the german tut for u.

Its a nice map method, and i think it would be fun if we could arrange a custom map padday on day, where we could integrate ur new map, hectics new work and all the others too.

best regards, keep up the good work :WoP: saha

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 Post subject: Re: Classroom Map (0.3)
PostPosted: Wed 28. Apr 2010, 22:20 
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check the example maps included in the mapping pack. there is one map with the syc stuff inside only. it's a matter of copy'n'paste.

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 Post subject: Re: Classroom Map (0.3)
PostPosted: Thu 29. Apr 2010, 01:05 
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L|F-Clan
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Joined: Sun 25. Apr 2010, 19:04
Posts: 16
Location: England
@Saha... Thanks, my intent was that those brushes represented box-files. But from your suggestion, I think I might remove those from the desks and instead add some more variety with folders, etc. as you suggest.

Regarding the jump-pad textures, I'll have to just include those in the pk3 too I guess, I thought they were standard for WoP (Padika mobile phones, etc.)... maybe I've messed something up somewhere but I'm sure including the relevant textures will fix that.

I've seen some of Hectic's work (just screenshots) and like what he's done too, I really should explore the community's maps more. (and will!) ;) ... I would have attended the last Padday but had a backlog of work to do that day. :(

---

@Kai-Li... Thanks for letting me know... I never did check out the sample maps... so I'll go check them now.

And as we've not met... thank you for work on WoP maps, all the official WoP maps are excellent and have been a lot of fun to play on. :)

---

@PaulR (below)... Thanks for the confirmation on the missing textures, if you're ever looking for others to test out your project, please let me know, I'd be happy to help.


Last edited by method on Thu 29. Apr 2010, 21:40, edited 1 time in total.

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 Post subject: Re: Classroom Map (0.3)
PostPosted: Thu 29. Apr 2010, 03:34 
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I am currently working on a tool that will hopefully assist people in packing their maps, by telling them about missing textures. While it is not yet ready for a release, I did run your map through it for a test. And it seems to agree with you about those textures.

It's not very smart yet in understanding a shader's own dependencies, but it does detect if the shader exists at least. So for what it's worth... :)
Quote:
$ python mapdep-check.py --file classroom_beta_r3.pk3
reading file: packages.cfg (11 lines)

WoP map dependency check 0.3.1
---------------
.map:
class16light.bsp
---------------
.checking against packages:
['data1/wop/wop_001.pk3', 'data1/wop/wop_002.pk3', 'data1/wop/wop_003.pk3', 'data1/wop/wop_004.pk3', 'data1/wop/wop_005.pk3', 'data1/wop/wop_006.pk3', 'data1/wop/wop_padpack.pk3', 'data1/wop/wop_padpack02.pk3', 'data1/wop/wop_vms12.pk3', 'data1/wop/wop_vms.pk3', 'classroom_beta_r3.pk3']
---------------
.resource references found:
165 textures/shader paths
---------------
.packaged resources:
5579 all packaged files
4007 image files
3833 shaders
===============
.dependency status:
missing: models/mapobjects/pad_phones/padika2
missing: models/mapobjects/pad_phones/padika4
===============


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 Post subject: Re: Classroom Map (0.4)
PostPosted: Thu 17. Jun 2010, 12:44 
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L|F-Clan
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Joined: Sun 25. Apr 2010, 19:04
Posts: 16
Location: England
I'm having major problems with the bots in the sprayroom... They just don't seem to recognize there are spraywalls in front of them... any suggestions/advice?


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