[B]The Lighting Update[/B]
[t]http://i.imgur.com/xajF6Nq.jpg[/t]
sb_storage as you knew but now with fancy new lighting!
[B]Features:[/B]
* Better light-mapped walls!
* -final compile!
* Fancy compile options such as -staticproppolys, -textureshadows and -staticproplighting!
* Blue lighting!
* A 343% increase in file size!
[URL="https://www.dropbox.com/s/hvtf8bf227drj1x/sb_storage_beta1.bsp?dl=0"]BSP[/URL]
[QUOTE=OfficerLamarr;48192925][B]The Lighting Update[/B]
[t]http://i.imgur.com/xajF6Nq.jpg[/t]
sb_storage as you knew but now with fancy new lighting!
[B]Features:[/B]
* Better light-mapped walls!
* -final compile!
* Fancy compile options such as -staticproppolys, -textureshadows and -staticproplighting!
* Blue lighting!
* A 343% increase in file size!
[URL="https://www.dropbox.com/s/hvtf8bf227drj1x/sb_storage_beta1.bsp?dl=0"]BSP[/URL][/QUOTE]
The map looks great, but it still has significant gameplay problems.
1. The map is too small. It is a great idea and just begs to be expanded into a multi room map.
2. Degenerate gameplay. Basically what happens is players crouch jump on eachother to get up on top of the conatiners, then they can just camp barrels trying to do the same. Personally I actually like that players can crouch jump up on the containers, but because of problem #3, the barrels can only approach from 2 ends making option coverage far too easy
3. No barrels on the long sides of the map. This removes most of the stealth elements of the game, making it more just barrels running at humans trying not to get shot rather than blending in with their surroundings.
The whole containers idea is great and I really hope you can expand the map so people can make full use of it. If you are feeling done and dont want to edit it any more, could you provide a vmf so we could at least copy and paste that room to make a larger map?
Something I made quite quick.
[img]http://i.imgur.com/l00FsOD.png[/img]
Pit in the middle is going to kill you. I tried to avoid camping spots and climbing on top of blocks (it seemed to be a problem in some older map).
No barrels, just a quick overview of the map overlay and if it's fine for a map.
If the map is just flat with the blocks coming up to inhibit view, I think the game would basically just be players in the 4 corners and barrels racing towards them. It wouldn't necessarily be overpowered, just not too fun since it would just be a large group of players camping and barrels trying to evade bullets.
Generally speaking its good to have several spots that will be appealing for players to try and camp at, several interesting features in the map. This way players will stay spread out and barrels can perhaps just sit somewhere and wait for a player to come.
The blocks are good for inhibiting view, that will definitely help prevent barrels from spawning and dying immediately.
So yeah, I think the blocks are perhaps the most unique thing here, so I'd recommend taking that base idea and building off it to make a map that has more interesting features. Also, you should consider any flat surface reachable by players since players can jump on top of one another. Usually the best option is to make some way for barrels to kill players up there (even if it requires them to jump on top of one another too). Also barrels have a pretty big explosion radius (200 magnitude) so they can often at least due damage to someone above them.
Does the gamemode change the player's entity name to something? Example being like in CS, "terrorist" and "counterterrorist"? If so, someone could make a map that had a triggerhurt throughout the entire map, minus the center. The triggerhurt would take like .5 damage from the player every few seconds or so, forcing them to the center or to health machines in the level. If the gamemode did rename players, a Hammerer could make a filter that excluded the barrels or only included the survivors.
The player gets a different model and team, but I dont think a different entity name. Anyways though having players in corners is generally not an issue as long as the map has some diversity. One map called "sb_shitbox" is just two floors, each only about 10 player heights wide, connected by a ramp. The second floor only covers half the area so you can jump down from it. It is quite simple, but without the verticality that comes from the second floor the map would be boring and probably corner based. My vote would be to let players go wherever they want and just provide several interesting places to be rather than force them away from places you dont want them to go. If the corners really posed a problem, you could even just put diagonals on the corners instead, making the angle 135° instead of 90°
gustebeast, I've made some changes and am going to commit them to Steam shortly, you can check them before steam updates though:
[url]http://hg.glitchvid.com:1448/hg/maps/sb_manufactured/file/0c6c17c260f0[/url]
Changes look good, still see [URL="http://i.imgur.com/MZmcEhS.png"]one purple black texture[/URL] though
By the way, do you know if there is any way to put up a new version of a map to a server without renaming it? It seems pretty silly that I can't update a map file without everyone getting kicked for having the wrong version. Like ideally it would check if the map file was different, and if it is it would dl the new one rather than kicking the player.
[QUOTE=gustebeast;48208690]Changes look good, still see [URL="http://i.imgur.com/MZmcEhS.png"]one purple black texture[/URL] though
By the way, do you know if there is any way to put up a new version of a map to a server without renaming it? It seems pretty silly that I can't update a map file without everyone getting kicked for having the wrong version. Like ideally it would check if the map file was different, and if it is it would dl the new one rather than kicking the player.[/QUOTE]
You should be able to use the [URL="http://wiki.garrysmod.com/page/Server/Workshop"]steam workshop[/URL] which will handle file versions automatically,
I have been working on this recently. What do you think about it?
[URL="https://copy.com/ZuL66cesfgNV8gJL"]Link[/URL]
[URL="http://imgur.com/a/uzTmi"]Screenshots[/URL]
[QUOTE=Khazilt;48239298]I have been working on this recently. What do you think about it?
[URL="https://copy.com/ZuL66cesfgNV8gJL"]Link[/URL]
[URL="http://imgur.com/a/uzTmi"]Screenshots[/URL][/QUOTE]
I'm completely blown away by the map quality on this thread. That map looks really cool! I was actually wishing for an outdoor map since all the ones we have so far are indoor and it will be a nice mix up. It is definitely a large map, but I plan to add a minimum player count to all the maps we have so people dont load this up with 3 people and complain.
Keep in mind that on the server people can crouch on top of eachother, so if there are spaces accessible that way, they need to be somehow counterable by barrels. This can be done one of two ways. Make the high place open and low enough that barrels on the ground nearby can hurt them with their explosions (200 magnitude goes a fair distance). Or make a good way for barrels to crouch jump to the same spot. Crouch jumping I would say is actually a fun mechanic because you have to work together with teammates, so just be aware of it (it's not always bad).
By the same token, feel free to add spots that require jumping/other careful movement (maybe crouch on a player to sprint jump?!) These spots are quite fun, although definitely not worth the expense of fair gameplay.
Anyway these ideas are just things I personally like and could be put in a later map, so don't feel you need to change anything. I think your map is already really great and I would just need to test it out on a live server to make sure it plays well.
Lastly, make sure there are plenty of spawns since this would be a great map for a lot of people.
For now, nearly all of those hard to reach places are blocked off. Most of them are mainly used for breaking lines of sight.
As for spawns, the map has about 32 of them.
I finished the sb_storage_v2 projcet. 1 small problem is that its the old darker version but if its that bad i can try and fix it.
Take a look at the screenshots:[URL="http://imgur.com/a/X1S6L"]http://imgur.com/a/X1S6L[/URL]
Also here is the download link including the bsp and vmf files:[URL="https://www.dropbox.com/sh/9rt2cwgm849wey8/AADCZtCw__A-lu-UBeUIP161a?dl=0"]https://www.dropbox.com/sh/9rt2cwgm849wey8/AADCZtCw__A-lu-UBeUIP161a?dl=0[/URL].
It seems that the pitch black ceilings problem comes from leaks in your version of the map.
[URL="http://i.imgur.com/XlQTDez.jpg?1"]http://i.imgur.com/XlQTDez.jpg?1[/URL]
I would recommend having the upper walkway go along both rooms with a small door connecting them. Also make sure there are spawns on the walkway.
[QUOTE=gustebeast;48284234]I would recommend having the upper walkway go along both rooms with a small door connecting them. Also make sure there are spawns on the walkway.[/QUOTE]
Yeah i had an idea of making it go through and do what i did with the tracks and make it go into doors but they'd only be on the sides
[QUOTE=Khazilt;48282917]It seems that the pitch black ceilings problem comes from leaks in your version of the map.
[URL="http://i.imgur.com/XlQTDez.jpg?1"]http://i.imgur.com/XlQTDez.jpg?1[/URL][/QUOTE]
And i didnt notice that ill fix it
[QUOTE=Khazilt;48282485]For now, nearly all of those hard to reach places are blocked off. Most of them are mainly used for breaking lines of sight.
As for spawns, the map has about 32 of them.[/QUOTE]
Would you say the map is ready for live testing then?
Sure, go on. :)
I hope for some gameplay feedback, as I can't really test it without testers.
I fixed the lighting and made a couple additions to sb_storage_v2
Here are the images[URL="http://imgur.com/a/kFTO8"]http://imgur.com/a/kFTO8[/URL]
And here is the download link including the bsp and vmf[URL="https://www.dropbox.com/sh/vfbsdrvi5gxqign/AADfEKWJJTRf8mSEr8uQjMwRa?dl=0"]https://www.dropbox.com/sh/vfbsdrvi5gxqign/AADfEKWJJTRf8mSEr8uQjMwRa?dl=0[/URL]
EDIT: I recently added barrels and spawn points on the catwalk in the next room. They are not in the screenshots because i forgot once i saw them again but they are in the bsp and vmf files in my dropbox.
Sorry to say it, but you still missed one leaky spot underneath the gate. You can try the load pointfile option in the map tab to quickly find the culprit. Besides that, it looks quite nice.
[QUOTE=Khazilt;48286014]Sorry to say it, but you still missed one leaky spot underneath the gate. You can try the load pointfile option in the map tab to quickly find the culprit. Besides that, it looks quite nice.[/QUOTE]
Mind taking a screenshot? And thanks I'll look at it when I get home later. I'm very new to hammer so I'm not familiar with all the tools and thanks for the feedback it's my first map even though I just edited a map
Sure.
[URL="http://i.imgur.com/zTP7YS2.jpg"]http://i.imgur.com/zTP7YS2.jpg[/URL]
Just follow the red line. It will lead you to a tiny gap.
[QUOTE=Khazilt;48286232]Sure.
[URL="http://i.imgur.com/zTP7YS2.jpg"]http://i.imgur.com/zTP7YS2.jpg[/URL]
Just follow the red line. It will lead you to a tiny gap.[/QUOTE]
Thanks I'll be sure to fix. I have to go in gmod and play the map to make sure everything's good. The Dropbox will be updated when it's done
[url]https://www.dropbox.com/sh/okfrz2vpggi5t01/AADaGe-h4oh_MM1ZAbPmnttta?dl=0[/url]
[QUOTE=Khazilt;48239298]I have been working on this recently. What do you think about it?
[URL="https://copy.com/ZuL66cesfgNV8gJL"]Link[/URL]
[URL="http://imgur.com/a/uzTmi"]Screenshots[/URL][/QUOTE]
Map plays well so far. I especially like when people camp on the tanker and barrels fly off a near by roof trying to explode in mid air.
Only thing I noticed are some lighting issues on the shiny objects. [URL="http://imgur.com/KoZKytk.png"]Here[/URL] [URL="http://imgur.com/xNIMWKf.png"]are[/URL] [URL="http://imgur.com/nT71FVd.png"]some[/URL] examples. Now you're probably thinking "you just used 4 words but only linked 3 images, that is immensely stupid." I agree, my execution could have been better, but can't we give a brother a break here? I mean, sure another image really would have tied together this reply, but between the stresses of a family of 8, training for the olympics, and being the president of the great state of Djibouti, sometimes I make mistakes. So I hope for your forgiveness in this case, and for what it's worth, I promise you it won't happen again.
Here's the new version.
[URL="https://copy.com/XxADeFnX3ZyqnSP1"]Link[/URL]
[QUOTE=Khazilt;48290225]Here's the new version.
[URL="https://copy.com/XxADeFnX3ZyqnSP1"]Link[/URL][/QUOTE]
The railings still appear shiny white
Besides that, everything is alright?
Have you, by any chance, renamed the map? Because it is one of reasons for glossy stuff.
I did rename the map, I named it sb_darkwood_beta2.bsp
And when I named it back to your name it worked perfectly. I'll test around, but can you make a version with the name "sb_darkwood"?
That will be the final release name, and unless I can find issue with the current version I'll probably just use it. I'll give the beta a week or so just in case though.
No worries. As soon as you will confirm lack of bugs, I will change the name.
I made some adjustments to storage_v2
Heres a list of major changes:
-Added more barrels
-Adjusted the catwalks size to approx 2.5barrels wide and changed it around the map
-Also added a railing with an invisible wall above just tall enough that you need two people to stack on a barrel and hop over
-Removed invisible wall on lone container in next room
-Made ladders go up through the catwalk, not next to it
Link to map vmf and bsp: [URL="https://www.dropbox.com/sh/okfrz2vpggi5t01/AADaGe-h4oh_MM1ZAbPmnttta?dl=0"]https://www.dropbox.com/sh/okfrz2vpggi5t01/AADaGe-h4oh_MM1ZAbPmnttta?dl=0[/URL]
Screenshots: [URL="http://imgur.com/a/1YSMi"]http://imgur.com/a/1YSMi[/URL]
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