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Map: Pillars Of DOOM 0.3.1

PostPosted: 18 Apr 2013, 16:29
by Jamestonjes
next will be affinitys spawns weapons and cover

Pillars of DOOM0.0.3.zip
POD 0.0.3
(465.66 KiB) Downloaded 382 times

Pillars of DOOM0.2.1.ZIP
PoD v0.2.1
(3.11 MiB) Downloaded 379 times

PoD03.zip
Pod0.3
(3.58 MiB) Downloaded 359 times

PoD03_1.zip
POD 0.3.1 latest
(1.45 MiB) Downloaded 365 times

Re: my first proper map...

PostPosted: 18 Apr 2013, 19:42
by ballist1c
Hi, this is a great idea and all, but please do not create a thread for something that hasn't been created yet.
Once it is ready to show us, then create a thread, with download link/screenies/etc. Whatever you need advice about, please ask here; you will reach more people here than on Blaze servers for sure. :)

Re: my first proper map...

PostPosted: 18 Apr 2013, 19:55
by Jamestonjes
Oh sorry about that Basically I just wanted to ask about how to place doors and flags and triggers and get general ideas for that theme thank you.

Re: my first proper map...

PostPosted: 18 Apr 2013, 22:04
by Ulukai
Jamestonjes {l Wrote}:Oh sorry about that Basically I just wanted to ask about how to place doors and flags and triggers and get general ideas for that theme thank you.

Flags are affinities, not entities. You can select the mode which you want to appear them in with the number buttons and the scroll wheel of the mouse. Don't forget to define a team too.
Doors are mapmodels, place a trigger entity and link them together with the L button.

I have to agree with Ballisitc: I was kind of dissapointed that there was no map preview or download link included. Usually those get posted here and we provide feedback... For all other mapping related questions, there is a seperate sticky thread: viewtopic.php?f=73&t=1255 Please ask all mapping related questions there and open a new thread if you want feedback for your finished work so we can keep the forum clean and organised ;). Thank you.

Re: my first proper map...

PostPosted: 19 Apr 2013, 13:07
by Jamestonjes
Oh now I noticed I had a bad name haha, sorry, thanks for the advice but I can only play on weekends so sadly no map yet and was planning to start it online

Re: my first proper map...

PostPosted: 19 Apr 2013, 13:20
by Ulukai
Funny, it sounds like you want to make the map in 1 night :) Making a decent playing and equally good looking map is a process of several weeks usually (or even a couple of months), or a at least couple of days if you can work on it non-stop...

Re: my first proper map...

PostPosted: 19 Apr 2013, 15:04
by Jamestonjes
Yeah I kind of thought as much, that's one reason I wanted to do it online (and for advice) with other people, will probably make a Ice/water/snow covered city where water is an instant kill (possibly even having alot of mist) but as I'm a beginner/noob at map editing a big map may be too ambitious as I won't know where to put what (in terms of textures and lighting and stuff)

Re: my first proper map...

PostPosted: 19 Apr 2013, 15:23
by Ulukai
Jamestonjes {l Wrote}:Yeah I kind of thought as much, that's one reason I wanted to do it online (and for advice) with other people, will probably make a Ice/water/snow covered city where water is an instant kill (possibly even having alot of mist) but as I'm a beginner/noob at map editing a big map may be too ambitious as I won't know where to put what (in terms of textures and lighting and stuff)

It's very nice to hear that you are inspired by the game and want to make you own work, I strongly encourage that. Let me give you some advice: start an empty map and experiment with the editor forst. Learn how to make basic geometry shapes, explore the textures and add some lighting, playerstarts, weapons, affinities and maybe some particles. Just for experimenting, not with the intention of making a playable map. You'll learn your own limitations and those of the engine, and then you'll be able to make a clearer picture of what exactly it is you want to make and how you want to do that. ;)

Re: my first proper map...

PostPosted: 19 Apr 2013, 17:04
by Jamestonjes
Sorry ive taken so long to reply (i was roaming and had 1 bar) I've already done basic geometry, by trying to make a tower infiltration map for gauntlet but I gave up not knowing how to place a door or flag or anything (besides the items in the menu) I think I'll make a smallish 2-4 player map of a house and yard first then expand it from there. w
What do I type/where do I go for particles
(and also trees)
p.s. Sorry for wasting your time :)

Re: my first proper map...

PostPosted: 19 Apr 2013, 23:26
by Ulukai
Jamestonjes {l Wrote}:Sorry ive taken so long to reply (i was roaming and had 1 bar) I've already done basic geometry, by trying to make a tower infiltration map for gauntlet but I gave up not knowing how to place a door or flag or anything (besides the items in the menu) I think I'll make a smallish 2-4 player map of a house and yard first then expand it from there. w
What do I type/where do I go for particles
(and also trees)
p.s. Sorry for wasting your time :)

Pls take your questions to the mapping thread, i'll answer them there. It'll be easier for other users with the same question to find them there...

Re: my first proper map...

PostPosted: 20 Apr 2013, 02:35
by greaserpirate
Hey, sorry I didn't reply to this sooner, and sorry it seems like nobody's been able to help you out yet. Mapping is pretty complicated, and the best way to learn really is experience.

For making flags, type /newent affinity 1 or /newent affinity 2. The number after indicates the team the player will be on (same for playerstarts). you can also edit this number by selecting the affinity, holding 1, and scrolling the mouse wheel.

Making doors is more complicated, so for a beginning map maker I'd suggest making open doorways.


In any case, It's probably easier to show you things in coopedit.

I'm usually free most of the time (this week I don't have school), so if you want to schedule an editing session, I'm down.

Sorry if we haven't been too helpful, I just hope we can make ourselves a more inviting community than Quadropolis at least.

Re: HELP: my first proper map...

PostPosted: 20 May 2013, 15:52
by Jamestonjes
Greaser what name did you suggest for indoor arena? And should I post the alphas/betas every once in a while or only a close to complete one?

Re: HELP: my first proper map...

PostPosted: 21 May 2013, 01:44
by greaserpirate
Jamestonjes {l Wrote}:Greaser what name did you suggest for indoor arena? And should I post the alphas/betas every once in a while or only a close to complete one?


I think it was something along the lines of "Pillars of Doom".

It all depends on what you want the theme to be.. if you want to do it Ballistic-style and make it all evil and stanic, you could go with something evil-sounding, or you could go with an 'Aztec' and/or cave theme and throw the word "temple" or "chamber" in there, or you would use high-tech textures and use the words "core" or "furnace". (Personally I like the abandoned temple idea, it would add some much-needed variety and we have the somewhat neglected Stone/Ares textures to do it)

Re: Map Coming soon(sorry no image/map until Friday/Sunday)

PostPosted: 21 May 2013, 04:15
by quintux_v
Jamestonjes {l Wrote}:And should I post the alphas/betas every once in a while or only a close to complete one?


Focus more on completing your map.

This one goes not just for mods, but for anything:

Do not release screenshots, etc. until they are at least up to par with other good maps.
Do this test: compare a screenshot of your map with the ones for the maps on the main Sauerbraten page .
If your screenshot is the ugliest, throw the map away and start again. No one wants a map that goes backward in quality.


http://cube.wikispaces.com/How+not+to+start+a+mod

Re: Map Coming soon(sorry no image/map until Friday/Sunday)

PostPosted: 21 May 2013, 04:41
by ballist1c
quintux_v {l Wrote}:Do this test: compare a screenshot of your map with the ones for the maps on the main Sauerbraten page .
If your screenshot is the ugliest, throw the map away and start again. No one wants a map that goes backward in quality.



I disagree with this part; this is the bad side of Cube 2 communities rearing it's ugly head.
It's discouraging and untrue. The layout of a map might be amazing but by this idiotic test the author would throw it away.
HOWEVER, i think that some people do visuals better than others, and that any map can be improved upon its visuals, to an extent.

also where the hell is this map again?

Re: Map Coming soon(sorry no image/map until Friday/Sunday)

PostPosted: 21 May 2013, 05:07
by quintux_v
ballist1c {l Wrote}:I disagree with this part; this is the bad side of Cube 2 communities rearing it's ugly head.
It's discouraging and untrue. The layout of a map might be amazing but by this idiotic test the author would throw it away.


Alright, discard everything that I said in that post. I forgot this is Red Eclipse, where most projects tend to succeed quite nicely. I come from a place... where I've seen virtually nothing thrive. Poster always had a decent plan laid out, maybe got 1/3 of the way done, and then... just disappeared. Project's dead. Later, a new project pops up to take the old one's place. Repeat.

As for that quote, I should've been more specific, I was pushing more for the timing of the screenshots, not necessarily the quality of the map.

ballist1c {l Wrote}:also where the hell is this map again?

That's what I was wondering, as well.

Re: Map: Pillars Of DOOM 0.0.2

PostPosted: 01 Jun 2013, 08:04
by Jamestonjes
Today I'm going to fix a few errors I noticed last week and try to make the top bit have more natural terrain, some grass possibly, and trees

Re: Map: Pillars Of DOOM 0.1

PostPosted: 09 Jun 2013, 12:23
by Jamestonjes
to who ever is downloading this 0.1 is now out

Re: Map: Pillars Of DOOM 0.1

PostPosted: 09 Jun 2013, 18:02
by ballist1c
no pics no clicks

Re: Map: Pillars Of DOOM 0.1

PostPosted: 09 Jun 2013, 18:06
by Jamestonjes
Can't believe I forgot that. I'll get one next weekend (I can't now)

Re: Map: Pillars Of DOOM 0.1

PostPosted: 16 Jun 2013, 18:35
by Jamestonjes
well
Extra lighting
Extra texturing
Extra geometry
Extra weapons
Extra blue spawns
version 0.2.1

Re: Map: Pillars Of DOOM 0.2.1

PostPosted: 17 Jun 2013, 16:51
by Jamestonjes
oops I put an old picture in too

deleted

Re: Map: Pillars Of DOOM 0.2.1

PostPosted: 18 Aug 2013, 12:36
by Jamestonjes
Changes
Added geometry
Changed texturing
removed Kappa and sigma bases
removed roof portal place
took my time

Re: Map: Pillars Of DOOM 0.3.1

PostPosted: 25 Aug 2013, 11:23
by Jamestonjes
Changes
downed lighting accuracy
added texturing
added extra paths
removed bad weapon placement
added some lighting
added some more pushers