1up Clan Forums
Gaming => Map & Model Tutorials => Urban Terror => Map Making => Topic started by: Blake on April 18, 2010, 01:35:20 AM
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Well here's some screens from my latest map that I'm currently making. I haven't thought of a name just yet.
(http://img265.imageshack.us/img265/1609/mapscreen1.png)
(http://img90.imageshack.us/img90/7112/mapscreen2.png)
(http://img143.imageshack.us/img143/6088/mapscreen3.png)
Download: http://www.box.net/shared/spy6ki52i0 (http://www.box.net/shared/spy6ki52i0)
Hope you like it,
Blake[1up].
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wow that is extremely pro
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Name it ut4_barnyard or blakesbarn
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Hope you like it,
I do,
it looks good nice work so far.
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Thanks everyone. Btw Venom, its not really a barnyard.
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Great Job Blake, It looks awesome - looking forward to playing it!! :omg:
NAMES:
ut4_Scapegrace
ut4_Frowsy
ut4_Zaftig
ut4_Pyrrhic
:yawn:
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wow i wish i was that good at mapping :D
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uh oh! :o i've got some competition! ;)
good work man! when can i play test!?!?!?!?
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Thanks guys. I'll put it up for testing soon, once I get a break from all this school work I've got.
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It looks good :D apperently my stages seem to border crazy-land you should look at my list its full of crazy ideas
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I am liking this map.
ut4_houseby
ut4_shackby
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Updated first post with another screenshot. I'll get a version out for testing very soon, hopefully within a week.
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This almost looks like it could've come with Urban Terror. From the screenshots, you appear to be a very meticulous mapper. Can't wait to see the finished product.
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As promised, here's a version for testing. I'm not entirely sure whether I've included everything that I need to in the pk3 so you may get a few missing textures etc. Also, keep in mind that its not finished. I still need to add some more detail in places, improve the lighting, fix a few glitches and there's only 1 spawn point.
Link is in the first post, ignore the name as its just random.
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Here is the only texture missing, I loaded the map up in a virgin copy of Urt. Thats how i figured out which textures were missing.
I had no idea what a pain in the butt using custom textures could be till it came time to pack the pk3. :P
I used like 30 custom from different dirs.
EDIT: I like it by the way. :)
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looks good
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Thanks for that quake, its a big help.
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Thanks for that quake, its a big help.
Have you added the missing texture to the .pk3 file?
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How do we test the map?
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Have you added the missing texture to the .pk3 file?
Not yet, I'm just about to right now.
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I get an error whenever I try to edit my first post...
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Okay, so I cant edit my first post so make sure you download it from this post, not the first as that one is old.
So is everything working? Is the skybox there? Are the models there? Shaders such as the water working?
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i play the map and found all this stuff maby you can look in to it
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Blake,
I noticed you did not clip off the tops of the buildings, so people can climb all over.
I would say to put bot_clip on top of the water in the fountain area. I would also say that you should run a full clip all over the outer perimeter, then take the entire map and put it inside of a second box to avoid leaks in trying to make an .aas file. I know it leaks because I was unable to take your .bsp and compile an .aas file due to leaks. I was not even able to force the compile. The second box around everything --and using the bot_clip would solve the problem. This would be a nice map to put up on Fun Server so we could switch out maps every week or so.
EDIT: the second part of Shadow's demo shows one of the leak spots (a hole in the floor) that might have killed my .aas compile.
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How do I test a map of his? Do I need to start a server and test it? How do I start a server? Help meh! xD
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Shadow, was there meant to be missing textures in the demo? If there was, they didn't show up for me, probably because I have them outside of the pk3 file. Thank you for taking the demo though, it did help, and you played around on it for quite a long time.
Ron, I realise that I haven't done any clipping yet. I was always going to do it, I just haven't got up to that stage yet. I'll definitely try and do everything you've said, thanks for the help.
WhoAmI, to test it you need to download the file and put it wherever all your other custom maps are found, this varies so you'll have to look for it yourself. Once the file is in place, you need to start a server by going to "Start Server" on the main menu of Urban Terror and type /map ut4_adv in the console once its going.
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Thank you, I'll try to figure it out and check out the map :P
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Ok so I click start server and the blue console comes up, and it just stops doing whatever it's doing.
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When you click start server it should come up with a screen full of options and settings about starting a server, timelimit, map etc. Try just typing /map ut4_adv in the console and see what happens.
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Ya I talked to maddog through bourbon.
/map ut4_adv worked :P and bourbon joined my game! xD
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I'm trying to come up with a name for it but it's very difficult.
What do ya's think of ut4_civic?
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ut4_townhouse
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Nah, needs to be something that has a kick to it, I don't like ordinary names like ut4_streets etc, thats just boring.
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It was really fun to play. I like that you can get up on all the roofs and still play if you fall off the level. :o Good job!
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wow nice lookin map keep it up :p
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I like that you can get up on all the roofs and still play if you fall off the level.
Lol, you wont be able to do that anymore, I've clipped it all off.
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ahhhh....
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Shadow, was there meant to be missing textures in the demo? If there was, they didn't show up for me, probably because I have them outside of the pk3 file. Thank you for taking the demo though, it did help, and you played around on it for quite a long time.
no i a realy good look only prob was that i was gowing out of the map when i did some jumps and wall garbing :D
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Ok great, thanks shadow.
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NP :D ;)
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well i have a name what about ut4_lonely_luster (i have no idea what this has to do with your map but it does sound cool and i think it will fit)(HAPPY MAPPING)
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I took a quick look at this map and it has a lot of potential IMO. Seems a little open in some areas but I think with some added cover and detail this could be a pretty good semi-fast-paced TS map
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Thats what I was thinking Mike, it's nice and small so games will go pretty quick. 1v1's will be nice on this map because theres not much camping you can do xD
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Pretty much finished now. The map is called Pent.
Link in first post.
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I'm going to test it out right now :P Is it bot compatible?
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These boards looked EXTREMELY out of place. I have no idea why but I think it's because of the other boards inside the tunnel and outside on the grassy area.
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Really nice map!
I think you need to still allow access on top of the buildings. ;)
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Blake,
I did a bit of bot testing today. Map holds up well. Got some clumping and non-area usage issues that the placement of two bot_roams will solve.
Getting on some of the roofs seems like an okay idea or even being able to go behind some fences, but jumping outside of the map is nutty.
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Getting on some of the roofs seems like an okay idea or even being able to go behind some fences, but jumping outside of the map is nutty.
I agree.
The ut4_adv version was great except for the outside of the map part.
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Blake,
I did a bit of bot testing today. Map holds up well. Got some clumping and non-area usage issues that the placement of two bot_roams will solve.
Getting on some of the roofs seems like an okay idea or even being able to go behind some fences, but jumping outside of the map is nutty.
This is exactly what I was just going to post. (without the technical wording xD)
Ya I ran bots on this map for 2+ hours and they don't use that part at all. Also on the spawn in the grass area the bots seem to get stuck going back and fourth on the fence. I will upload a demo in a few mins.
I don't know if it's something you can fix but it would be helpfull.
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And on FFA they all seem to spawn in the same place. You could edit those FFA spawns to provide random spawning around the map.
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Damnit Ron.... I just tested it on FFA and found the same problem. They all spawn in the same area and die.
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He probably only has 1 FFA spawn.
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Ya that's the problem. When me and bourbon were playing the map on my server the gametype was set to FFA and just spawn death spawn death.
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Blake,
Take a look at this info: http://gotdelirium.com/wiki/index.php?title=Creating_Spawns (http://gotdelirium.com/wiki/index.php?title=Creating_Spawns)
On the FFA, note that,
"Free For All spawns dont use the info_ut_spawn entity, but use the info_player_start or info_player_deathmatch entities. You should place FFA spawns sparsely around the map, don't place them in locations where they are likely to spawn directly in the middle of a fire fight; place them to the sides or corners of an area. The only key you need to set is the angle key."
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Thanks for all the help, it is much appreciated, I'll put in those bot roams as soon as possible. As for the FFA spawns, I haven't done those yet, same with bomb points. That was next on my list and they'll be working in the next update. As for getting on the roofs etc, I don't really think that's a good idea and I probably won't change that.
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Updated, added the bot roams, ffa spawns and bomb points. New download in first post.
Edit: Getting the stupid error message again when I try to edit my first post, download from this post.
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It's gorgeous!
The only thing I would suggest is use realworld_light so that you don't see the round light radii inside the small archways, then run BSP Meta - vis - light - fast -filter -super 2 -bounce 8 for a cleaner lighting look. (Not that your map is anything less of stunning as it is) :D
Very great work dude!
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Well I've began adressing some of the issues with b2. One problem was that the grass area was too open and the spawn could be sniped from the building over the other side of the map, so I addressed that by adding some more cover. It now looks like this:
(http://img190.imageshack.us/img190/3093/pentb31.png)
Second problem was the the map was just generally too small so I extended it a bit. The blue spawn has been pushed back and I made the interior of the nearby building accessible. So it looks like this:
(http://img248.imageshack.us/img248/9633/pentb35.png)
And the building is also accessible from the other side like this:
(http://img23.imageshack.us/img23/7792/pentb32.png)
ut4_pent_b3 will be released soon.
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When I navigated in spec below the map I could see all of the below faces were being drawn by the game. This causes fps loss. It would be a good idea to run caulking on the faces below that are not part of the visible game.
Also, you have a bot roam that is give an error message:
------------ Map Loading ------------
trying to load maps/ut4_pent_b2.aas
loaded maps/ut4_pent_b2.aas
item_botroam in solid at (448.0 1216.0 -16.0)
found 4 level items
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I'm assuming that "item_botroam in solid" means that it is overlapping another brush? I checked out that one and it wasn't overlapping with anything but I moved it into a bit more free space anyway. As for caulking, I was told that it didn't affect fps and therefore I didn't bother, but if you think its necessary I'll go back and do it.
Thanks Ron, much appreciated.
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Trust him Blake, CAULKING DOES HELP. lol. It may not make much of a difference when you are just running by yourself, but with many people I usually know what 3rd party maps are caulked and which aren't.
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The best way IMO is to create everything out of caulk when your build your map, And then texture only the faces youll see from inside the level with Ctrl Shift Click, in the 3d window. At this stage i would just slap something on it other than caulk so you can run around in the map and see how it feels.
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That's how I do it quake, and IMHO its the easiest way.
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lol i ran a map of mine when i forgot to caulk(****ty computer)
and i could barely move lol.I had like 3 fps
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Yeah, I'll start doing what Quake said from now on. I would have done it from the start if this guy hadn't old me otherwise, stupid idiot.
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Beta 3 released, get it here: http://www.box.net/shared/spy6ki52i0 (http://www.box.net/shared/spy6ki52i0)
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Beta 3 released, get it here http://www.box.net/shared/97si1hql3y (http://www.box.net/shared/97si1hql3y)
You did not include an .aas file for our bot servers. What!
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lol
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Argh sorry I forgot, doing it right now.
EDIT: Done: http://www.box.net/shared/spy6ki52i0 (http://www.box.net/shared/spy6ki52i0)
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Argh sorry I forgot, doing it right now.
EDIT: Done: http://www.box.net/shared/spy6ki52i0 (http://www.box.net/shared/spy6ki52i0)
Blake,
The new bot-compatible version of your map is already running on 1up Fun Server. It will be moved over to CTF and Chronic tonight or tomorrow. I specd through it and noticed you did a pretty good job of caulking non-visible faces. In this latest version the fps has improved, probably due to the extra effort of caulking your map. I also noticed that the blue bots seem to move better now in areas where they did not do so well before in version b2.
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I think this map would run hella faster with hint brushes. If you need help let me know Blake.
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if allowed i wane go on the Roofs that is funny :P
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Just played on the new version, good job :D
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Well I've been working even further on this. The main change was that I extended the map even more because it was still too small. I can't work out how to do hint brushing though. Would like some help with that if someone wouldn't mind.
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I can help. : ) As i mentioned before :P
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MAP OF THE BEAST
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Well B4 cant wait blake