1up Clan Forums

Gaming => Map & Model Tutorials => Urban Terror => Map Making => Topic started by: Flame[1up] on June 22, 2010, 01:54:00 PM

Title: Lonely Luster
Post by: Flame[1up] on June 22, 2010, 01:54:00 PM
.........Have no idea what to name this map but at the moment it is callled Lonely Luster

Thought i would tell you guys since I only have 1 and a half areas done i dont think I am gonna post it just yet buuuuuuut I will show you my plans and whatnot I made a blueprint of what I want it to be .....if you could call it that...............Green Lines mean the rooms are connected Red Lines show you info about that area if it isnt in the box area already and there will be a basement and more basement stairs even though i only showed you one The Basement will be an empty room with stairs and pillars Thank you

-Flame

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Title: Re: Flame's New map
Post by: Flame[1up] on June 22, 2010, 01:55:53 PM
......oops forgot my second Flag on there it goes in Area2 oh and All i have done at the moment is Area1 and I am working on The Street Can someone help me think of a name for my map
Title: Re: Flame's New map
Post by: Shadow[1up] on June 22, 2010, 02:54:48 PM
uhmm dute is ther only 1 stairs to the bacment? than that is not fair for the other team thay can get ther and put the flags not in the span room but 1 next to it that is better becose than thay dont spawn back when you just kild som one and when you try to take the flag Exempel Abbys And Casa!!
Title: Re: Flame's New map
Post by: Flame[1up] on June 22, 2010, 03:02:38 PM
uhmm dute is ther only 1 stairs to the bacment?
there will be a basement and more basement stairs even though i only showed you one The Basement will be an empty room with stairs and pillars Thank you

-Flame
......... did you even read my super long paragraph because almost right at the end i said there will be more basement stairs even though i only showed one.
Title: Re: Flame's New map
Post by: SnKQuaKe on June 22, 2010, 03:05:34 PM
Or you could focus your time on the sculptures, No box, no map, save them and other mappers can import them into their maps.

We could really use some prefabricated parts for our maps. :P
Title: Re: Flame's New map
Post by: Flame[1up] on June 22, 2010, 03:11:38 PM
Or you could focus your time on the sculptures, No box, no map, save them and other mappers can import them into their maps.

We could really use some prefabricated parts for our maps. :P

...............Quake where did this come from I am wondering where XD and maybe maybe but I am still working on my map XD
Title: Re: Flame's New map
Post by: Casper on June 22, 2010, 03:24:13 PM
Did you mean to post this on my map in progress? lol
Title: Re: Flame's New map
Post by: Biohazard on June 22, 2010, 03:25:38 PM
Eww Prefabs. :P I started off a couple years ago with prefabs, when I first started mapping for the ps2. But now I look back....how limiting lol.

Yes, they are useful. But you gain experience when you do it yourself. :)
Title: Re: Flame's New map
Post by: Flame[1up] on June 22, 2010, 03:27:08 PM
Did you mean to post this on my map in progress? lol

XD Yeah Quake I think you have the wrong guy here Happy=texturist/something that i dont know
I am ......... am you know what i Have no idea what i am I am just gonnna say I am a Genral Mapper I could clip you a few things but i am not good at it I know Happy is though he made a circle with the clipper once
Title: Re: Flame's New map
Post by: SnKQuaKe on June 22, 2010, 03:48:38 PM
There is NO reason to recreate the office chair everytime you map for example. That is the purpose.
Title: Re: Flame's New map
Post by: Casper on June 22, 2010, 04:01:54 PM
How do you save something as a model, anyway?
Title: Re: Flame's New map
Post by: Flame[1up] on June 22, 2010, 04:04:15 PM
XD why is this on my map thread XD and Happy you dont save it as a modle you save it as a .map and when they recieve the .map they can import it to there map by pushing File<Import<then the file they want
Title: Re: Flame's New map
Post by: SnKQuaKe on June 22, 2010, 04:08:10 PM
So that people READ your thread flame :)
Title: Re: Flame's New map
Post by: Flame[1up] on June 22, 2010, 04:12:24 PM
So that people READ your thread flame :)
I have no idea how to take this as an insult saying if this was just about my map no1 would read or as some help from Quake to get people to read about my map XD Quake which way was it
Title: Re: Flame's New map
Post by: SnKQuaKe on June 22, 2010, 04:15:42 PM
Free advertising

Good job drawing out a blueprint first

An easy way also to draw out maps, Is buy some Graph paper notebook, And draw out your outline treating the grid as GTK radiants Grid size 7
Title: Re: Flame's New map
Post by: Flame[1up] on June 22, 2010, 04:18:30 PM
Free advertising

Good job drawing out a blueprint first
what XD i started on my map then did that I made area1 and the did that XD
Title: Re: Flame's New map
Post by: SnKQuaKe on June 22, 2010, 05:29:18 PM
lol
Title: Re: Flame's New map
Post by: Flame[1up] on July 10, 2010, 03:59:21 PM
XD i have been working on this but not as much as usual  :'(
But I did get to do a few things I have completed The Forest, Area 1 , The Dump,Garage,and i am now working on the office i have a little vid to show you what i have since i dont think anyone wants to test it yet


Note this was not the newest version but it is pretty relevant
i didnt get both sides only the red side  :P and these wont be the real spawns
XD I added my OMG shot at the end i made on my map you should see it xD

I just watched it and noticed theres a flash at the begining ignore that and also ignore the console

[attachment no longer available]
Title: Re: Flame's New map
Post by: Biohazard on July 11, 2010, 04:21:07 PM
We can't watch the demo without the map.
Title: Re: Flame's New map
Post by: Flame[1up] on July 15, 2010, 11:22:12 AM
 
We can't watch the demo without the map.
::) Maybe in your world  ::)
xD but i guess you have a point  :D i will see if i can put a vid on youtube and then do the linking it to my post
Title: Re: Flame's New map
Post by: Flame[1up] on July 16, 2010, 07:07:46 PM
Ok guys i am gonna try to get a video and some screenshots of what i have done
Title: Re: Flame's New map
Post by: Flame[1up] on July 16, 2010, 08:41:47 PM
Can a someone give me a link to find a city skybox i have looked and couldnt find one  :'( i wanna use it as a skybox instead of my space one



Title: Re: Flame's New map
Post by: SnKTank on July 16, 2010, 08:51:23 PM
An easy way also to draw out maps, Is buy some Graph paper notebook, And draw out your outline treating the grid as GTK radiants Grid size 7

This statement is copyrighted by SnKTanK LLC 2007-2010   :P
Title: Re: Flame's New map
Post by: Flame[1up] on July 16, 2010, 08:59:49 PM
LOL got 11 pics of it sorry my sniper blocked some of the first few  :P







continued on next post as of 6 attatchments per message

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Title: Re: Flame's New map
Post by: Flame[1up] on July 16, 2010, 09:00:56 PM
 :D part 2 last 5 pics

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Title: Re: Flame's New map
Post by: Flame[1up] on July 16, 2010, 10:13:32 PM
Got Me Argo and Shans all in a server and tested it apperantly they both liked it  :D but most of the time they were finding glitches to shoot eachother from xD
Title: Re: Flame's New map
Post by: Casper on July 17, 2010, 02:36:18 AM
Haha did you purposefully leave some patches uncapped? I remember i did that on one of my maps and we kept using it lol
Title: Re: Flame's New map
Post by: Flame[1up] on July 17, 2010, 11:48:32 AM
got inka to test it to,inka seemed to like it we were in vent and i thought inka was saying it doesnt have enough coffins and i was like why do I need coffins but then i understood inka was saying I need to add more caulking XD
Title: Re: Flame's New map
Post by: SnKTank on July 18, 2010, 03:46:53 PM
Nice Work! And i know we all appreciate seeing lots of images. keep up the good work!
Title: Re: Flame's New map
Post by: Flame[1up] on August 07, 2010, 04:02:06 AM
due to 2 facts it will be a while till work continues
1.i am in china for 10-12 more days
2.my mapping com got stolen but lucky 4 me my map is on a server
 but i will need to work hard on it when i come back
Title: Re: Flame's New map
Post by: Flame[1up] on August 31, 2010, 09:18:37 PM
.....if we are making a map for the zombie server is it good or bad to have a camping spot not a glitch just a camping spot that takes a jump and a wall jump? or do you want me to clip it?????

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Title: Re: Flame's New map
Post by: Flame[1up] on September 07, 2010, 08:57:19 PM
plz answer the above if known and i have got a little more accomplished i have added a basement :p which will then lead to the office then leading to the computer lab the basement will also have a pair of stairs leading up to the midfield


Title: Re: Flame's New map
Post by: RonaldLee[1up] on September 10, 2010, 07:56:20 PM
Flame[1up],

I took the time to fly around in spec after running around a bit. I like the concept of your map, but I write to point some things out that I noticed.

1) See the attached pictures -both show you need to start practicing the concept of putting a texture on one face of a brush at a time. You have textures on all sides most the brushes I looked over. This is a big problem when the game is forced to draw things players will never see. It will become a major fps hog when several people join the map.

2) There are flickering textures here and there.

3) The flowery hedges will need some special shader to make them not appear to be a box with flowers painted on ---also a shader to make them move slightly perhaps as in a breeze. You could add a sound file to emulated the noise of wind blowing bushes or small plants.

4) The small house needs lots of work. I wish I could go inside there. What would I find?

All in all, the map has come a long way since the last two viewings. You can also use a different jpeg for water if you like something that is not so clear, more like a blue.

[attachment no longer available]
Title: Re: Flame's New map
Post by: Flame[1up] on September 10, 2010, 08:36:34 PM
Thx ron and trust me Thriller found a lot of glitches A LOT
Title: Re: Flame's New map
Post by: Flame[1up] on September 10, 2010, 08:56:31 PM

4) The small house needs lots of work. I wish I could go inside there. What would I find?

CRUD thx ron i forgot i was suspose to add an underground tunnel to the basement from there  :D

i got some reviews todays werent as good
i did get an awesome but it was for a glitch :/
its too big
LOL why are all my maps to big even though they are small
Title: Re: Flame's New map
Post by: White^lynx on September 10, 2010, 09:27:41 PM
think smaller. Instead of making a football field make perhaps 3 story house with a praking lot of seomthing
Title: Re: Flame's New map
Post by: Flame[1up] on September 10, 2010, 10:10:43 PM
think smaller. Instead of making a football field make perhaps 3 story house with a praking lot of seomthing
Never i think



















B
I
G
Title: Re: Flame's New map
Post by: Sgt.Smith on September 10, 2010, 10:12:43 PM
think smaller. Instead of making a football field make perhaps 3 story house with a praking lot of seomthing
Never i think



















B
[/glow]
I
[/glow]
G
[/glow]
[/glow] Fail
Title: Re: Flame's New map
Post by: Flame[1up] on September 10, 2010, 10:15:12 PM
man i already fixxed look at it now
Title: Re: Flame's New map
Post by: SnKQuaKe on September 11, 2010, 12:01:10 PM
Im not sure if Tank has made a post on scale, But hes pretty damn good at it. When I watched him start the Xmas map he was creating brushes to use as measuring sticks.. I of course blew it on science w/scale.. : )
Title: Re: Flame's New map
Post by: Flame[1up] on September 11, 2010, 12:06:39 PM
I think its a good size i mean 7 rooms for all modes but CTF and TDM
and like 11 rooms for TDM and CTF I think thats a good size
Title: Re: Flame's New map
Post by: Flame[1up] on September 11, 2010, 12:57:51 PM
oh ron i caulked my whole map and i am retexturing face by face

This is gonna take a while
Title: Re: Flame's New map
Post by: Flame[1up] on September 18, 2010, 12:31:08 PM
i have about 1/2 of the map retextured
Title: Re: Flame's New map
Post by: CuttyFlam[1up] on September 18, 2010, 11:16:36 PM
Nice work Flame you're awesome :D btw i can put my computer as urt server for a couple of days, so maybe all the 1up members can test the map for glitches there, only if you want :D
Title: Re: Flame's New map
Post by: Flame[1up] on September 18, 2010, 11:23:51 PM
WOW! lol i like the fact that you suggested but we already have a server and i would like to point out current status

Flame[1up],

I took the time to fly around in spec after running around a bit. I like the concept of your map, but I write to point some things out that I noticed.

1) See the attached pictures -both show you need to start practicing the concept of putting a texture on one face of a brush at a time. You have textures on all sides most the brushes I looked over. This is a big problem when the game is forced to draw things players will never see. It will become a major fps hog when several people join the map.

2) There are flickering textures here and there.

3) The flowery hedges will need some special shader to make them not appear to be a box with flowers painted on ---also a shader to make them move slightly perhaps as in a breeze. You could add a sound file to emulated the noise of wind blowing bushes or small plants.

4) The small house needs lots of work. I wish I could go inside there. What would I find?

All in all, the map has come a long way since the last two viewings. You can also use a different jpeg for water if you like something that is not so clear, more like a blue.
1 2 and 3 completed Ron #4 i dont know if i wanna open the house i am not good at furniting :/ but then again its a house with a huge hole in it so it may not need furnishing :/

time to tell you guys the locations i tried to base them off 1ups

killjoy's house
pyrite's forest
Thriller's Water Reservation
Bourbon's Boxxes
Ratt's Kitchen for Cheeeeeeeeeeeeeese
Tank's Tranquility Room
nova's fun pool
Poe's Pool
Flexan's Fruit
and Flame's Field
no spot for you ron sorry  :D
Title: Re: Flame's New map
Post by: Flame[1up] on September 18, 2010, 11:49:34 PM
map is almost done  :D
we will hopefully get a beta test group tomorow and hopefully submit it

Ron i have completed all 4 of your tasks i hope you will be satisfied with the results

Title: Re: Flame's New map
Post by: Flame[1up] on September 19, 2010, 12:12:47 AM
The map is finished except for a few artistic touches (A.K.A paintings and banners and probably fixxing a .aas and finding glitches) the map looks good no glitch spots the worst spots would probably on top of the trees on the rock statues and the long hallway so i think we are good well i will finish it tomorow  :D
Title: Re: Flame's New map
Post by: Flame[1up] on September 19, 2010, 12:32:31 PM
most of my artwork is done  :D anyone want to beta test later today :/ idk when but later today  :P
now i have my own autodownload and my own server and my map so there is no way for this test to mess up
well just making artwork for each room ,I have custom made all the pics but one and that Pyrite's sig made by Venom so i would like permission to use it  :D
Title: Re: Flame's New map
Post by: Flame[1up] on September 20, 2010, 08:02:32 AM
apperantly i need more cover in my map and smaller rooms so lets see what i can do :p
Title: Re:Lonely Luster
Post by: Flame[1up] on September 22, 2010, 08:05:21 AM
each area is being subdivided into smaller areas using walls that you have to go around more cover is being added and now you wont be able to snipe someone from the other side of the map, the trees in Flexan's fruit have been lowered so they now touch the ground.

btw Topic name change to Lonely Luster
Title: Re: Lonely Luster
Post by: Flame[1up] on September 26, 2010, 09:55:58 PM
a lot of screenshots

plz continue reading for more

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Title: Re: Lonely Luster
Post by: Flame[1up] on September 26, 2010, 09:58:05 PM
 :D

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Title: Re: Lonely Luster
Post by: Flame[1up] on September 26, 2010, 09:59:43 PM
last 4  :D

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Title: Re: Lonely Luster
Post by: White^lynx on September 26, 2010, 10:15:55 PM
i think it looks pretty good. Still lookes big but i guess parts can be cut off for certain modes.
Title: Re: Lonely Luster
Post by: Casper on September 26, 2010, 10:17:08 PM
Ratts room had nothing to do with cheese?... I'm dissapointed in you flame! Lol :p looks bright and happy :D kinda funny to think we'll be killing each other there :p
Title: Re: Lonely Luster
Post by: SnKQuaKe on September 26, 2010, 11:13:44 PM
Are you going to do lighting?
Title: Re: Lonely Luster
Post by: Flame[1up] on September 27, 2010, 08:06:49 AM
Ratts room had nothing to do with cheese?... I'm dissapointed in you flame! Lol :p looks bright and happy :D kinda funny to think we'll be killing each other there :p
Are you going to do lighting?
yes Quake i will be doing lighting lets just hope i dont get color creative and make another q_palacehalls
i think it looks pretty good. Still lookes big but i guess parts can be cut off for certain modes.
parts are already cut off so its not as big as those pictures show those pics show all the rooms in all modes that are not CTF or TDM 3 rooms are cut out


i will probably post the pk3 after i do the lighting  ;)
Title: Re: Lonely Luster
Post by: Flame[1up] on September 28, 2010, 07:23:38 AM
better make some cheese for ratts room :O
 
time for that huge Cheese wheel you have wanted and not just one  ;)
Title: Re: Lonely Luster
Post by: Ratt2[1up] on September 28, 2010, 08:17:13 AM
better make some cheese for ratts room :O
 
time for that huge Cheese wheel you have wanted and not just one  ;)
lol a real big one too  :D lol
Title: Re: Lonely Luster
Post by: RonaldLee[1up] on September 28, 2010, 09:18:44 AM
This map needs to have baseboards in the rooms, trim and such to help identify where the walls begin and end. The path one is on should be visible to the person taking the path. I had trouble finding a door way because the whole room at one point was the same texture as the doorway and textures in the exiting room. You should think of putting lights up in halls, especially long halls, one every so many feet. Thinking about door trim, most maps have that or some special lighting which enhances the entrance/exit areas.

I drew some lines to make it more obvious how a room could benefit from trim. I put some large circles blotted in areas to consider how a room might have beneficial lighting variances for appearance sake.

[attachment no longer available]
Title: Re: Lonely Luster
Post by: Flame[1up] on September 28, 2010, 06:07:36 PM
lol finished my ligthing so the halls may look better :o
i will probably add some trimming  :D
Title: Re: Lonely Luster
Post by: inka on October 03, 2010, 03:28:34 AM
Could you please change Thrillers water reservation to Inka's water reservation?:D
Title: Re: Lonely Luster
Post by: Flame[1up] on October 03, 2010, 04:09:56 AM
I am thinking of using the pig i made for the map anyone agree???



[attachment no longer available]
Title: Re: Lonely Luster
Post by: Flame[1up] on November 07, 2010, 12:07:42 PM
Could you please change Thrillers water reservation to Inka's water reservation?:D
lol bad luck there i already changed it to sw00n's :p
sorry

oh and today i am gonna go on my map while it is fully lit and try to get some pics of partial glitch spots and i want people to help me decide glitch or not?
if we think it is I will block it off
Title: Re: Lonely Luster
Post by: Flame[1up] on November 21, 2010, 02:35:59 PM
map went from a stupid sketch board Idea to life

got some screenshots of course

(http://img14.imageshack.us/img14/8876/shot0004qp.th.jpg) (http://img14.imageshack.us/i/shot0004qp.jpg/)
(http://img203.imageshack.us/img203/4174/shot0005yb.th.jpg) (http://img203.imageshack.us/i/shot0005yb.jpg/)
(http://img23.imageshack.us/img23/6171/shot0006gj.th.jpg) (http://img23.imageshack.us/i/shot0006gj.jpg/)
(http://img100.imageshack.us/img100/7613/shot0013y.th.jpg) (http://img100.imageshack.us/i/shot0013y.jpg/)
(http://img254.imageshack.us/img254/8935/shot0012d.th.jpg) (http://img254.imageshack.us/i/shot0012d.jpg/)
(http://img258.imageshack.us/img258/7430/shot0011s.th.jpg) (http://img258.imageshack.us/i/shot0011s.jpg/)
(http://img72.imageshack.us/img72/3319/shot0010uy.th.jpg) (http://img72.imageshack.us/i/shot0010uy.jpg/)
(http://img641.imageshack.us/img641/1020/shot0009j.th.jpg) (http://img641.imageshack.us/i/shot0009j.jpg/)
(http://img831.imageshack.us/img831/2672/shot0008b.th.jpg) (http://img831.imageshack.us/i/shot0008b.jpg/)
(http://img153.imageshack.us/img153/4707/shot0007o.th.jpg) (http://img153.imageshack.us/i/shot0007o.jpg/)
(http://img140.imageshack.us/img140/7972/shot0003mc.th.jpg) (http://img140.imageshack.us/i/shot0003mc.jpg/)


Title: Re: Lonely Luster
Post by: Flame[1up] on November 21, 2010, 02:42:48 PM
more

(http://img149.imageshack.us/img149/3523/shot0015u.th.jpg) (http://img149.imageshack.us/i/shot0015u.jpg/)
(http://img535.imageshack.us/img535/2221/shot0014iy.th.jpg) (http://img535.imageshack.us/i/shot0014iy.jpg/)
(http://img143.imageshack.us/img143/1386/shot0016dt.th.jpg) (http://img143.imageshack.us/i/shot0016dt.jpg/)
(http://img204.imageshack.us/img204/9273/shot0017o.th.jpg) (http://img204.imageshack.us/i/shot0017o.jpg/)
(http://img526.imageshack.us/img526/7266/shot0018c.th.jpg) (http://img526.imageshack.us/i/shot0018c.jpg/)
Title: Re: Lonely Luster
Post by: White^lynx on November 21, 2010, 03:18:00 PM
nice Flame its looking great! Cant wait to play it again
Title: Re: Lonely Luster
Post by: Flame[1up] on November 21, 2010, 03:28:58 PM
well actualy i was about to call on a test party :p

we need a few people

map works great with bots :D
Title: Re: Lonely Luster
Post by: RonaldLee[1up] on November 21, 2010, 04:08:29 PM
well actualy i was about to call on a test party :p

we need a few people

map works great with bots :D

It is looking much better. You still have some lighting issues to resolve. You skybox image could be scaled down a bit, which would help with the resolution. In these screenshots I see a huge improvement in the map look and quality appeal. A couple of the rooms really jump out at me and make me want to run around in there. That blueish/green light room with novabunny name feels like a part of the map that requires some jump skill --neat in a weird way.
Title: Re: Lonely Luster
Post by: EddieLee on November 21, 2010, 05:01:53 PM
(if allowed) COUNT ME IN FOR THE TEST PARTY  :D


 8)
Title: Re: Lonely Luster
Post by: Flame[1up] on November 21, 2010, 06:31:46 PM
well actualy i was about to call on a test party :p

we need a few people

map works great with bots :D

It is looking much better. You still have some lighting issues to resolve. You skybox image could be scaled down a bit, which would help with the resolution. In these screenshots I see a huge improvement in the map look and quality appeal. A couple of the rooms really jump out at me and make me want to run around in there. That blueish/green light room with novabunny name feels like a part of the map that requires some jump skill --neat in a weird way.
lol fixxed the lighting a little bit but not the resolution

we got a nice test and i got an average of 7.8 (only 3 ratings)

Title: Re: Lonely Luster
Post by: Flame[1up] on November 24, 2010, 02:52:17 AM
ok worked on lighting a bit :)



 :D

[attachment no longer available]
Title: Re: Lonely Luster
Post by: rondonboy on November 24, 2010, 06:02:39 AM
Its an alright map flame, keep the good work up  8)
Title: Re: Lonely Luster
Post by: RonaldLee[1up] on November 24, 2010, 04:57:41 PM
I looked it over and noticed you have some lighting problems, or for me it seems that the map is way too dark in many places. I also noticed some brushes that gave a clear view to the void below and/or we not lined up. There were some flickering textures here and there, indicating overlapping brushes. FPS was good, but I was only running around alone. There were a lot of open spaces, which gives you plenty of room to decorate and place models. The house inside is completely dark and there is a view right through an overlapping texture. All in all, this map does not feel like TDM, for some reason it feels like a jump map, but it is not a jump map. I have been playing a lot of Bomb and CTF, so maybe it could fit in those gametypes. But the map still needs a great deal of work.

[attachment no longer available]
Title: Re: Lonely Luster
Post by: Flame[1up] on November 24, 2010, 05:59:43 PM
I looked it over and noticed you have some lighting problems, or for me it seems that the map is way too dark in many places. I also noticed some brushes that gave a clear view to the void below and/or we not lined up. There were some flickering textures here and there, indicating overlapping brushes. FPS was good, but I was only running around alone. There were a lot of open spaces, which gives you plenty of room to decorate and place models. The house inside is completely dark and there is a view right through an overlapping texture. All in all, this map does not feel like TDM, for some reason it feels like a jump map, but it is not a jump map. I have been playing a lot of Bomb and CTF, so maybe it could fit in those gametypes. But the map still needs a great deal of work.
thx ron :D
Title: Re: Lonely Luster
Post by: Zohan on November 25, 2010, 03:23:16 AM
CAn i test plz!?!?
Title: Re: Lonely Luster
Post by: Flame[1up] on November 25, 2010, 02:01:34 PM
i will re add the pk3 in a minute or 2 got one last error to fix
but for the moment screenshots  8)

(http://img257.imageshack.us/img257/389/shot0027kf.th.jpg) (http://img257.imageshack.us/i/shot0027kf.jpg/)
(http://img208.imageshack.us/img208/4323/shot00260.th.jpg) (http://img208.imageshack.us/i/shot00260.jpg/)
(http://img19.imageshack.us/img19/2952/shot0025c.th.jpg) (http://img19.imageshack.us/i/shot0025c.jpg/)
(http://img683.imageshack.us/img683/2748/shot00240.th.jpg) (http://img683.imageshack.us/i/shot00240.jpg/)
(http://img822.imageshack.us/img822/2748/shot00240.th.jpg) (http://img822.imageshack.us/i/shot00240.jpg/)
(http://img526.imageshack.us/img526/4215/shot0024pt.th.jpg) (http://img526.imageshack.us/i/shot0024pt.jpg/)
(http://img189.imageshack.us/img189/5552/shot0024d.th.jpg) (http://img189.imageshack.us/i/shot0024d.jpg/)
Title: Re: Lonely Luster
Post by: Gemma on November 25, 2010, 02:21:58 PM
Its a really fun map to play.  I like how its easy to identify every section of the map.  I especially like 'the swoon room'.   Great job Flame.  So so proud of you.  Can I adopt you?
Title: Re: Lonely Luster
Post by: Flame[1up] on November 25, 2010, 02:40:22 PM
Its a really fun map to play.  I like how its easy to identify every section of the map.  I especially like 'the swoon room'.   Great job Flame.  So so proud of you.  Can I adopt you?
O_O ummmmmmm i would probably get shot on the first day of your "training camp"  ;)

but back to the map

added bots
added bomb spawns
fixxed lighting
added a porch :D

well heres the pk3

[attachment no longer available]
Title: Re: Lonely Luster
Post by: SnKQuaKe on November 27, 2010, 12:11:43 PM
Map is nice.

There is one tunnel i cant figure out.. It looks to have no floor. Is it leftover or does it serve a purpose?

Keep it up
Title: Re: Lonely Luster
Post by: Flame[1up] on November 27, 2010, 01:58:54 PM
D: have no clue what your talking about

unless you went into spec and flew around the map   ::)
Title: Re: Lonely Luster
Post by: Flame[1up] on November 27, 2010, 10:53:12 PM
 :D

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Title: Re: Lonely Luster
Post by: RonaldLee[1up] on November 28, 2010, 12:57:10 AM
I still think this map needs about 100 hours of work. Still has dark spots and lighting issues all over the place.

I could not put this on tdm or bomb if the lighting allowed for dark spots that a player could hide in to let the timer run out, or hide to surprise an enemy. There are a lot of little things to fix. Maybe you should just take it one room at a time.

Here is a little screenshot of the house which also needs some repair.

You are on the right track and this map has a great deal of potential.

[attachment no longer available]
Title: Re: Lonely Luster
Post by: SnKQuaKe on November 28, 2010, 12:56:03 PM
Yeah I nocliped and flew around the whole thing. It's not a real secret unless its a weapons cache. :)
Title: Re: Lonely Luster
Post by: Flame[1up] on December 25, 2010, 08:51:48 PM
Yeah XD

worked on it today, gonna test it now, yes i will bring screenshots :D
Title: Re: Lonely Luster
Post by: Flame[1up] on December 25, 2010, 09:50:54 PM
 :D

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Title: Re: Lonely Luster
Post by: Flame[1up] on December 25, 2010, 09:52:04 PM
XD ron got you a bush :D




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Title: Re: Lonely Luster
Post by: Flame[1up] on December 25, 2010, 11:44:30 PM
Got a christmas present all wrapped up in a pk3 file  8)

havent gotten a testing yet, looking for one

[attachment no longer available]
Title: Re: Lonely Luster
Post by: Flame[1up] on December 26, 2010, 05:26:57 PM
got a lot of people to test it, ratings were overall good  8)
Title: Re: Lonely Luster
Post by: Zoro on December 27, 2010, 02:44:17 AM
"Village" is a good name?
Title: Re: Lonely Luster
Post by: AuXAuV on December 27, 2010, 03:18:50 AM
At Swoons water Reserve, raise the clipping so I don't hit the roof so often, and a few trees
are clipped badly, so when I jump past them, I hit them.
Title: Re: Lonely Luster
Post by: Flame[1up] on December 31, 2010, 05:22:36 PM
For assault mode I retextured the whole map. yes i know i missed a few spots :p
here are some screenies, can you guess what the theme was  :P (modoki ronald and sw00n can not guess)

(http://img214.imageshack.us/img214/6900/shot0036h.th.jpg) (http://img214.imageshack.us/i/shot0036h.jpg/)
(http://img529.imageshack.us/img529/8831/shot0051u.th.jpg) (http://img529.imageshack.us/i/shot0051u.jpg/)
(http://img525.imageshack.us/img525/6811/shot0050a.th.jpg) (http://img525.imageshack.us/i/shot0050a.jpg/)
(http://img840.imageshack.us/img840/4756/shot0049t.th.jpg) (http://img840.imageshack.us/i/shot0049t.jpg/)
(http://img529.imageshack.us/img529/4940/shot0048e.th.jpg) (http://img529.imageshack.us/i/shot0048e.jpg/)
(http://img254.imageshack.us/img254/2442/shot0047z.th.jpg) (http://img254.imageshack.us/i/shot0047z.jpg/)
(http://img602.imageshack.us/img602/7182/shot0046f.th.jpg) (http://img602.imageshack.us/i/shot0046f.jpg/)
(http://img171.imageshack.us/img171/8647/shot0045g.th.jpg) (http://img171.imageshack.us/i/shot0045g.jpg/)
(http://img691.imageshack.us/img691/8813/shot0038z.th.jpg) (http://img691.imageshack.us/i/shot0038z.jpg/)
(http://img195.imageshack.us/img195/7268/shot0039f.th.jpg) (http://img195.imageshack.us/i/shot0039f.jpg/)
(http://img27.imageshack.us/img27/1194/shot0040v.th.jpg) (http://img27.imageshack.us/i/shot0040v.jpg/)
(http://img812.imageshack.us/img812/963/shot0041f.th.jpg) (http://img812.imageshack.us/i/shot0041f.jpg/)
(http://img225.imageshack.us/img225/2671/shot0042t.th.jpg) (http://img225.imageshack.us/i/shot0042t.jpg/)
(http://img585.imageshack.us/img585/2042/shot0043v.th.jpg) (http://img585.imageshack.us/i/shot0043v.jpg/)
(http://img258.imageshack.us/img258/2695/shot0044c.th.jpg) (http://img258.imageshack.us/i/shot0044c.jpg/)
(http://img191.imageshack.us/img191/2719/shot0037w.th.jpg) (http://img191.imageshack.us/i/shot0037w.jpg/)
Title: Re: Lonely Luster
Post by: AuXAuV on December 31, 2010, 05:24:31 PM
Mario? Just a guess :D.

Looks better, but did you raise the clipping?
Title: Re: Lonely Luster
Post by: Flame[1up] on December 31, 2010, 05:33:22 PM
....xD its only for assault mode but atm there is no clipping all to be re added :D
except the botclipping :/

xD ruusan your right :D

I found a texture pack of 352 mario textures LOLOL
Title: Re: Lonely Luster
Post by: Venom on December 31, 2010, 05:53:36 PM
How rude, our names r not up there.
Title: Re: Lonely Luster
Post by: Flame[1up] on December 31, 2010, 05:57:48 PM
.... I was probably going to delete those signs for assault and change area names xD
they ruin the mario theme :D
Title: Re: Lonely Luster
Post by: RonaldLee[1up] on December 31, 2010, 08:53:19 PM
I like this new look and I look forward to seeing the assault map ready to play.
Title: Re: Lonely Luster
Post by: Flame[1up] on January 01, 2011, 04:53:46 PM
ok let me explain how my map works for assault mode:
1.The red spawn Never moves for it is a base and is in the middle of all checkpoints.
2.The Blue spawn will move to the correct base.
3.The game is played by blues defending in bunkers/catwalks at the base and trying to shoot the reds down
4.The checkpoints are holes in the ground that you jump into that will teleport you back to the top
5.When a checkpoint is hit a gate will open up back in base a wall will come down leading to a warp pipe (for reds) and lead them back to base but for blues the floor moves and they land on a teleporter which takes them to the second base.

 :D
-Flame[1up]
Title: Re: Lonely Luster
Post by: Flame[1up] on January 04, 2011, 11:34:11 PM
:D Checkpoint 3
-Blue are on Castle Walls
-Red are trying to climb to top of the monument and hit the button :D



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Title: Re: Lonely Luster
Post by: Flame[1up] on February 06, 2011, 09:18:55 PM
Just for the record I am still working on this  :P
Title: Re: Lonely Luster
Post by: Flame[1up] on February 06, 2011, 11:37:10 PM
oh and just to show that i have been working,

3 screenshots of the 3 arenas (the start of them)

[attachment no longer available]
Title: Re: Lonely Luster
Post by: Flame[1up] on February 11, 2011, 10:54:50 PM
Seems to be coming together  8)
Title: Re: Lonely Luster
Post by: Flame[1up] on February 13, 2011, 12:13:42 AM
just the pyramid in map view and map camera view

[attachment no longer available]
Title: Re: Lonely Luster
Post by: AuXAuV on February 13, 2011, 12:19:38 AM
You use light entities?!?!!

thought there was a hard limit to how many entities your map can have,
I'll have to cite my sources though.

I always just use a shader:
Code: [Select]
textures/map_name/light_solid
{
q3map_surfacelight 9500
surfaceparm solid
surfaceparm nomarks
qer_editorimage textures/map_name/white.jpg
qer_trans 0.7
{
map textures/map_name/white.jpg
}
}

It draws from a (mostly) white texture, and is solid, and emits a fair amount of light.
It won't show bullet marks either.
Title: Re: Lonely Luster
Post by: Flame[1up] on February 13, 2011, 12:22:08 AM
I prefer entities, there's a reason they are there  8)
Title: Re: Lonely Luster
Post by: SnKQuaKe on February 13, 2011, 12:32:22 AM
and what would that hard limit be.. 1024?

Im not sure what the limit is but science has 402 entities.. on my oversized map.

Unless i find out a shader actually increases performance significantly ill use entites too :)
Title: Re: Lonely Luster
Post by: Flame[1up] on February 13, 2011, 12:52:02 AM
and what would that hard limit be.. 1024?

Checked my map's entities: 1519



thats a little over the limit  ::)
Title: Re: Lonely Luster
Post by: AuXAuV on February 13, 2011, 01:00:17 AM
I found this:
http://gotdelirium.com/wiki/index.php?title=Lighting#Lighting_techniques (http://gotdelirium.com/wiki/index.php?title=Lighting#Lighting_techniques)

Summary:
Quote
but you can't Use more than ~1000 Lights, because the Limit of Entities is 1024, and every Single Light is a seperate one. Also you can do Spotlights, by pointing a light to a target_position, but Remeber you cannot do more than 128 of them
Quote
Surfacelights (with eventually BlendImages) are better than Light Entities, because they don't use any Entities (exept 1x Worldspawn) Using too much Entities can be bad for some Maps, an Example is "IcyWorld" by Rambetter, where some Players get everytime a "Bad Command Byte". So better Use Skylight and Shaders, there is even a Shader of Simple Light Emitting Brushes in the Default Paks, it's Realworld_light. Make a box/whatever with this Shader at all Faces, and you can handle it like a Light Entity, and you don't get Too much of Them.
Title: Re: Lonely Luster
Post by: SnKQuaKe on February 13, 2011, 01:10:07 AM
How in the hello do you have that many entities flame? Most of my lights are 300 or 500 in my map.. And I don't have that many...  Do you just make a solid grid and copy/paste or what? lol


Seems to me any respectable map (Not mine) could easily stay under the cap... Now I do have ambient light set to 25.. I think it looks better and more smoothed over..

Oh and yeah my lights are 300-500 but then i tinkered with pointscale till i found the sweet spot.. (.4)

Title: Re: Lonely Luster
Post by: Flame[1up] on February 13, 2011, 01:14:54 AM
mine are 2000 O_o

maybe its my rainbow room?
Title: Re: Lonely Luster
Post by: SnKQuaKe on February 13, 2011, 01:25:02 AM
mine are 2000 O_o

maybe its my rainbow room?

lol



I would love to see a map like tohunga in gtkradiant.. drool
Title: Re: Lonely Luster
Post by: Flame[1up] on February 13, 2011, 01:27:05 AM
yeah i have about 500 lights in my rainbow room xD
Title: Re: Lonely Luster
Post by: SnKQuaKe on February 13, 2011, 03:34:22 AM
Can you just up the radius double and cut out every other light? Why so many?
Title: Re: Lonely Luster
Post by: sw00n on February 13, 2011, 04:56:24 PM
Limit :/

Have you seen 1 of moonies maps???

Title: Re: Lonely Luster
Post by: Flame[1up] on February 15, 2011, 11:14:38 PM
There is no Limit for me  8)

Flame's Poem
Quote
Look on the horizon,
for the gold up high.
This is the powerful sun,
which in our lives, we live by.

For it wakes full of power,
Giving us the courage we have seen.
For it sleeps,graceful as a flower,
Keeping us quiet and serene

It radiates the sky,
creating hues we've never imagined.
For we all let out a sigh,
As it creates a huge rainbow bend.

The sun is full of courage,
never backing down.
Making the sky a forage.
For this is the Earth's crown.

~By Flame[1up]

idk why i posted that here........ but oh well

*I just made that while posting this xD*
Title: Re: Lonely Luster
Post by: Term on February 15, 2011, 11:25:29 PM
This just came into my mind but I think it would be kinda cool if we had like a Heaven/Hell map. Red team is Hell and Blue Team is Heaven. Make the map kinda like the ... can't think of the name of the map. It's only on TDM and it's the 1up map or something like that. Just an Idea. 8)
Title: Re: Lonely Luster
Post by: Flame[1up] on February 15, 2011, 11:27:24 PM
This just came into my mind but I think it would be kinda cool if we had like a Heaven/Hell map. Red team is Hell and Blue Team is Heaven. Make the map kinda like the ... can't think of the name of the map. It's only on TDM and it's the 1up map or something like that. Just an Idea. 8)

xD no thx. I have a next idea.....actually alot

maybe ask someone else.
Title: Re: Lonely Luster
Post by: Term on February 15, 2011, 11:46:54 PM
This just came into my mind but I think it would be kinda cool if we had like a Heaven/Hell map. Red team is Hell and Blue Team is Heaven. Make the map kinda like the ... can't think of the name of the map. It's only on TDM and it's the 1up map or something like that. Just an Idea. 8)

xD no thx. I have a next idea.....actually alot

maybe ask someone else.


LOLZ Flame like I said it was just a random thought and I was basically talking to everyone lol. I didn't mean it to be directed to you.
Title: Re: Lonely Luster
Post by: Flame[1up] on February 15, 2011, 11:54:18 PM
well....you posted it on my map topic.


I dont need anymore of Quake's Free advertising
Title: Re: Lonely Luster
Post by: Flame[1up] on February 20, 2011, 12:38:01 AM
pyramid screenshots  8)



[attachment no longer available]
Title: Re: Lonely Luster
Post by: Gautch on December 26, 2011, 11:18:16 PM
I <3 this map.
Title: Re: Lonely Luster
Post by: EnJoy[1up] on December 26, 2011, 11:18:34 PM
very good map
Title: Re: Lonely Luster
Post by: Zod on December 26, 2011, 11:19:10 PM
zomg so pro plz make map I luv map makeur named flame? he is pro?