who knows.. Is it a good result (15 players 2 servers) ?
The Third version:
[url]http://www.garrysmod.org/downloads/?a=view&id=124671[/url]
[QUOTE=Jarro;31934926]who knows.. Is it a good result (15 players 2 servers) ?
The Third version:
[url]http://www.garrysmod.org/downloads/?a=view&id=124671[/url][/QUOTE]
If 15 people on the server doesn't crash with any other map but it does with yours, it's a bad result. If it crashes with any other map, it's fine.
Don't put "wtf" in the tags of your map on garrysmod.org
[t]http://www.garrysmod.org/downloads/?a=showimg&v=124671_3[/t]
The water on the top-left looks very nice, but the building below it looks boring and empty.
Something that has occurred to me is that the detailing is a bit weird. You have cars in a car park, but they have no room to move past one another, let alone pull out. The fountain just seems to have been placed there for no real reason. A lot of the props appear to have been placed for the sake of being placed, not positioned in a manner that looks right.
Everytime you build something, ask yourself why is it there. For example, what is the story behind the skip lorry. Why is it at 90 degrees on a road?
the lorry is destroyed, that means that some physical force pushed it and destroyed,so I turned it.
Well, the cars are... I didnt check this part, I placed these cars at the second version and didnt realize that they have no exit :D .. There is some description why though:
Why is the fountain placed for no reason ? I wanted to make some kind of central square (children playground was here too):
as in a map scenario, when zombies began to spread, rebels/combines built many of metal fences, so fountain and playground were divided :) also they built these barricades and fences under the bridge that filters survivors to check if they are infected (they wanted to reach the coast to swim out of a towny)
Here is my mini-story, I filled it with the antlions and zombies at the backgrounds, destructed buildings and scary sounds to tell the story, etc. For example these stupid carpets near the oval building arent so stupid: there were survivors, they lived there under the roof and tried to escape..
So I want to say that BSP and props arent so random, it IS based on the story
[QUOTE=Jarro;31937939]the lorry... It is destroyed, that means that some physical force pushed it and destroyed,so I turned it.
Well, the cars are... I didnt check this part, I placed these cars at the second version and didnt realize that they have no exit :D .. There is some description why though:
Why is the fountain placed for no reason ? I wanted to make some kind of central square (children playground was here too), but then when zombies began to spread, rebels/combines built many of metal fences, so fountain and playground were divided :) also they built these barricades and fences under the bridge that filters survivors to check if they are infected (they wanted to reach the coast to swim out of a towny)
Here is my mini-story, I filled it with antlions and zombies at the backgrounds to tell the storie, with crows and pigeons to add the atmosphere, etc.
So I want to say that BSP and props arent so random, it IS based on the story[/QUOTE]
This is a TTT map, where do zombies come into it?
[editline]25th August 2011[/editline]
Also, on your garrysmod.org download it says
[quote]Added some BSP [/quote]
Sorry I edited my previous message a bit..
I did add some bsp, what do you mean ? Is it wrong ?
Also zombies and antlions are out the nodraw fences, they cant attack or go for you, that is just living deco :) But traitors have ability to spawn 4 manhacks or 2 fast zombies to kill the innocents, like in zm_trainbridge (sorry I've lost the name), it became from Zombie Master and traitors have ability to spawn zombies here.
Also: how to promote my map ? Hmm I sure that I know - I'm a noob too much and my stupid map shouldnt be played by anybody as somebody want to say (maybe), but... I spent on this stupid map for 3-4 months and it turns to a headache. I made some other maps but they are even more ugly..
[QUOTE=Jarro;31938450]Sorry I edited my previous message a bit..
I did add some bsp, what do you mean ? Is it wrong ?
Also zombies and antlions are out the nodraw fences, they cant attack or go for you, that is just living deco :) But traitors have ability to spawn 4 manhacks or 2 fast zombies to kill the innocents, like in zm_trainbridge (sorry I've lost the name), it became from Zombie Master and traitors have ability to spawn zombies here.
Also: how to promote my map ? Hmm I sure that I know - I'm a noob too much and my stupid map shouldnt be played by anybody as somebody want to say (maybe), but... I spent on this stupid map for 3-4 months and it turns to a headache. I made some other maps but they are even more ugly..[/QUOTE]
What do you think BSP means?
Binary Space Partition = Brushes
I mean world brushes. or func_brush :D or func_detail..
I thought that these come as BSP (in UE3, for example, custom brushes are CSG)
How to name world brushes then ?
[QUOTE=Jarro;31938795]Binary Space Partition = Brushes
I mean world brushes. or func_brush :D or func_detail..
I thought that these come as BSP (in UE3, for example, custom brushes are CSG)
How to name world brushes then ?[/QUOTE]
You name them "brushes". Calling brushes "BSP" in a map will confuse people because they might think you're talking about a .bsp extension.
It's also as though you are using a fancy word to seem smart, like someone I know who says "I just got an SMS" instead of "I just got a text message".
Lol When I wrote readme/description file I didnt give an attention 'BSP or Brush ?' :D
I'll rename it.
Do you know a way how to promote my map ? I'm sure - I'm a noob too much and my first public map wont be played by anybody as somebody want to say (maybe), but... I spent on this stupid map for 3-4 months and it turns to a headache. I made some other maps but they are even more ugly..
(I copypasted :< )
As I understood, there are three things that make amazing map to look amazing :
1. Unique style and good graphics
2. Technical realization and detalization
3. Gameplay realization
Am I right ?
Well, look around communities and get to know them, then kindly ask if they'll play it.
Does [I]every[/I] succesful mapper do something like that ?
[QUOTE=Jarro;31939270]Does [I]every[/I] succesful mapper do something like that ?[/QUOTE]
No.
But you're not a successful mapper.
yeah I'm not a mapper at all... I just want to know what are [I]pro[/I] doing at these cases ?
[QUOTE=Jarro;31941086]yeah I'm not a mapper at all... I just want to know what are [I]pro[/I] doing at these cases ?[/QUOTE]
You are a mapper, I just said you aren't as good as people like FireGod, sphinxa or IronPhoenix. You're coming along nicely.
I think that some people host their maps on their own servers. I know that you can ask the people over at Metagaming.co.uk to host it.
[QUOTE=Jarro;31937939]the lorry is destroyed, that means that some physical force pushed it and destroyed,so I turned it.
Well, the cars are... I didnt check this part, I placed these cars at the second version and didnt realize that they have no exit :D .. There is some description why though:
Why is the fountain placed for no reason ? I wanted to make some kind of central square (children playground was here too):
as in a map scenario, when zombies began to spread, rebels/combines built many of metal fences, so fountain and playground were divided :) also they built these barricades and fences under the bridge that filters survivors to check if they are infected (they wanted to reach the coast to swim out of a towny)
Here is my mini-story, I filled it with the antlions and zombies at the backgrounds, destructed buildings and scary sounds to tell the story, etc. For example these stupid carpets near the oval building arent so stupid: there were survivors, they lived there under the roof and tried to escape..
So I want to say that BSP and props arent so random, it IS based on the story[/QUOTE]
What hit the lorry to make it turn like that. There is no other damage around it.
Lets say a spacecraft hits the ground. We could map the spacecraft on the ground, but it being on the ground only tells a small part of the story. It is the effects it makes on the surroundings which tell the rest. So, fallen or burnt trees in a radius nearby would show that there had been a fierce fire. There would be a trench carved into the ground by the ship, the length would tell us how fast it was moving.
There is no realistic way the lorry could have been hit to turn it a perfect 90 degrees. With a partially frontal collision from a car, you might be looking at about 30 degrees maximum. However, there is nothing nearby to show any collision. Just saying a physical force doesn't cut it. It looks unrealistic.
Fences and barriers put up in a zombie outbreak would be rather more jury rigged. Where would they get the materials required for metal fencing. I would think that sensible people would build defenses on available housing and shops, rather than live in fenced off enclosures. Even if you are going with fences, then make them look like they have been put up in a hurry out of available materials. Wood would be a main one. Doors, floorboards, whatever. At the moment it looks like the council have made a mistake and fenced through a paved area.
Now, the square. How many childrens playgrounds do you know that are in an area which had a main road nearby with no safety fencing. If it is a main square, make it look like one.
This is the war memorial at horsham
[img]http://www.oorlogsmusea.nl/upload/0580101210214608.jpg[/img]
Notice how it is part of the town, yet a dominant feature. Also notice that there is no children's playground nearby. If you are going to have a playground, put it in a safe area. For example, in a park, or near some flats.
As for advertising a map, i post a thread, maybe upload it to toybox, see what happens. I make maps to make maps, not because i want fame and fortune. (to be fair, i already have the fame, just not the fortune)
[QUOTE=IronPhoenix;31941826]-huge CSI dissection-[/QUOTE]
IronPhoenix, I love you to death but how do you even spot all of that?
[QUOTE=TCB;31941994]IronPhoenix, I love you to death but how do you even spot all of that?[/QUOTE]
The downside to being a software tester. You are trained to notice everything.
I also watch a fair amount of crime dramas. Been watching jonathan creek recently. Nothing like a locked room mystery to get the brain going.
[QUOTE=IronPhoenix;31942164]The downside to being a software tester. You are trained to notice everything.[/QUOTE]
Your brain must be working 24/7 or something.
Pretty much. I get ideas when i dream, and i then work that into mapping.
Crash physics is just logical. But you can work real life events into maps. In the end, building individual stories is far better than one big one.
In a train wreck, ask yourself how did it occur, if it hit something, was that thing damaged, or did it alter the trains path in any way. Follow the crash through from start to end, don't just plonk train cars down and call it a night.
Khm thanks :\ nice info for novices
What can I add to my map ?
Realism.
Yep. When you are playing TTT the last thing you think about is 'how this car was turned on 90 degrees ?' though... IMHO
[QUOTE=Jarro;31968778]Yep. When you are playing TTT the last thing you think about is 'how this car was turned on 90 degrees ?' though... IMHO[/QUOTE]
Try telling that to Iron Phoenix. If you notice something bad that shouldn't be there, it ruins the rest of the map for you.
[QUOTE=Jarro;31968778]Yep. When you are playing TTT the last thing you think about is 'how this car was turned on 90 degrees ?' though... IMHO[/QUOTE]
I was trained to see all kinds of things wrong in a game. If you want people to download you map, then the images should be your advert. A car turned 90 degrees with the only explanation being "a physical force moved it", then i am going to be wondering what else is wrong with the map. If they don't know basic crash physics and how to tell little stories, then i am wondering if it is optimised, or if they have carved their terrain.
The little stories matter. Much more than the big ones. If you have played new vegas, you would have seen the little stories.
Fallout new vegas ?
[QUOTE=Jarro;31975871]Fallout new vegas ?[/QUOTE]
No...Guitar Hero: New Vegas
/sarcasm
Phm... I didnt played for much time this game but I'm excited of it. (fallout 2 is still better :> )
What are these little stories ?
[QUOTE=Jarro;31988086]Phm... I didnt played for much time this game but I'm excited of it. (fallout 2 is still better :> )
What are these little stories ?[/QUOTE]
Little stories is the way in which you can put a narrative together with the facts available. A skeleton in a room with a few shots of morphine and a spent revolver next to him. If you look around the room you see other objects, other skeletons, a diary entry. These are the little stories i'm talking about. Every car crash in that game has a story behind it, which makes your 90 degree truck look so wrong. Because it has no story.
A man gets up, checks and replies to his mail, locks himself in a room. Shouting and screams are heard, and he is later found with a Samari sword in his back. The room was locked from the inside, and all other doors and windows were closed and locked from the inside. Footprints are found on the bookshelf behind him, and three books have been taken from the topmost shelf and hurled across the room. How did he die?
All the clues are given, treat every object you put in like a clue. The 90 degree truck will then make more sense. Burn marks and a broken fuel tank could indicate an explosion. You might get more angle on a spin if the truck swerved out of the way of an object on the road, into a car on the other side.
But... What can I put from a gameplay ? I mean that atmosphere is good to use in mapping, small details and stories are important to make, but the most important thing (if it was like my own HL2 Mod I would treat to the maps much, much carefully and I would put into the maps my 'artistic' mind, even when I havent it, and no 90 degrees cars would be detected..) is a gameplay IMHO in my case (case of TTT gamemode I mean).
I will prove it:
You said:
[I]A man gets up, checks and replies to his mail, locks himself in a room. Shouting and screams are heard, and he is later found with a Samari sword in his back. The room was locked from the inside, and all other doors and windows were closed and locked from the inside. Footprints are found on the bookshelf behind him, and three books have been taken from the topmost shelf and hurled across the room. How did he die?[/I]
Where this map do you think can be from ?
1.Counter Strike Source
2.Left 4 Dead
3.Zeno Clash (lol)
4.Some Horror Source mod/game with parts of Detective investigation genre (I didnt know how to name it)
I'm just sure that the latter is the most right answer. What does it have to do with it? Much of the gameplay (you must investigate the death), much of the atmosphere (these scary environment will go deep into your heart), much of the small details (three books have been taken as you said).
These pieces would create a good game, because it is necessary.
Look at CSS : would any map like that be popular ? Maybe, because of its atmosphere. But it has nothing more to do with it. Scary & dark ambient will tangle all the players and some of this stuff will even distract from the main aims of the game. Notice, that these small things would be deleted or some part would be left (due to the size of big companies which make these games).
What was my aim? to create a good gameplay in a good environment. Usually I dont think that some detail like the rotation of the truck will turn the environment inside out. So I didnt really care when I was rotating this truck. It is rotated so players will have more obstacles to hide with. What I want to say - is that my 'mapping' was based on the gameplay and environment generally, not these things which should be only in AAA games or games which really need these things. I dont want to say that my environment is a great success (of course its not!), but it is good enough I think to use in TTT or something like that.
Sorry for english , hope you read it all.... Post Scriptum: lol first messages of a bit 'fail' maps are marked as 'Funny', first messages of nice maps are marked as 'Mapping King' & 'Artistic' and my stupid message was marked as multi-dumb :D I hope the map wasnt rated so bad
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