[Map] Pumpstation 1.4

Re: [Map] Pumpstation 1.3

Postby Ulukai » 07 Jun 2012, 10:52

I'm glad this map has got some love from the community and the creator as v1.0 was a really good start but now it is really solid. I will upload it soon to my server The Killing Ground, probably tomorrow eve. You can then vote for it when you have downloaded the map in your own maps folder already.
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Re: [Map] Pumpstation 1.3

Postby 4rson » 07 Jun 2012, 12:57

Thanks Ulukai!
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Re: [Map] Pumpstation 1.3

Postby D.A.M.I.E.N. » 07 Jun 2012, 16:00

Thank you Ulukai. Just be sure that you are downloaded the latest version. I added wrong waypoint file into version 1.3, now it is fixed. And also I added to the map some additional small "clips" and "noclips" for better gameplay. This should be a final version. (v1.3b)
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Re: [Map] Pumpstation 1.3

Postby 4rson » 07 Jun 2012, 16:11

Dratz, thanks for the layout suggestion. However, with the corrected way-points, the bots seem to be able to score without any further changes needed, and we don't want to leave too many hiding places available for flag carriers in the red base.
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Re: [Map] Pumpstation 1.3

Postby Dratz-_C » 08 Jun 2012, 03:01

4rson, the second reason for the back way to the red basket/goal is that there is a back way to the blue basket/goal. This is a team play balance matter. A goal keeper can stand in front of the blue basket and intercept a bank shot from the center platform. As well, a goal keeper in front of the red basket can intercept a bank shot from the center platform. However, in the red base all the keeper has to do is stand there, but in the blue base the keeper must guard against direct shots and also back way runs. Screenshots are included below
The red base in 1.3b. Notice that you can pass behind the keeper but your runner still has to end up in front of the stationary keeper.
pumpstation_1-3b_bomberball_red.png
The blue base in 1.3b. In this base there is a way for your runner to score without opposition if the keeper does not move to adjust.
pumpstation_1-3b_bomberball_blue.png
I was thinking that, for balance, the red base goal keeper should have to guard against back runs. Pictures are below.
pumpstation_1-3-2_bomberball_red1.png
pumpstation_1-3-2_bomberball_red2.png
I think that my red back run path is small enough to balance against the blue back run path aside the orange water tanks which can likewise act as cover. Pictures of this comparison are below and I tossed in another angle to show more of my detail work.
pumpstation_1-3-2_red_collage.jpg

D.A.M.I.E.N., I like your clipping changes in 1.3b. I had noticed that area underneath the platform with the bracing that was rather dubious for hiding but thought it might have been intentional. I'll look for any remaining texture alignment problems in your version, if that is indeed the one most folks think you should use, and post screenshots of them as you have requested. Thanks for taking a look at my detail work although I notice that there was only 1 download of my pumpstation edit 1-3-2 in the post above at the end of page 1, so unless of course you have played it on a server together, transfering the file in that fashion, perhaps you and others may want to try it out, as well. As a sidenote, through this process I have learned how to use the editor better. I have also been using a mouse that clicks a random number of times when I press the left mouse button and when I try to hold the button down, which has had a very slowing effect on my mapping, and all the rest of my computer use, including posting. I will have to get a replacement. The thing is, I also want to get a music microphone so I can record my acoustic guitar in my room on which I have come up with a song for Red Eclipse. I can only buy 1 of these items in the near future because I am going to return to college after my summer break. I should probably buy the mouse. I'll post again in 24-48 hours.
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Re: [Map] Pumpstation 1.3

Postby Ulukai » 08 Jun 2012, 09:09

Map v1.3b uploaded to server. You're welcome guys, thanks for the map :) I have put this map as the default map, that mean that when the server is empty, it will fall back to this map.
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Re: [Map] Pumpstation 1.3

Postby Dratz-_C » 11 Jun 2012, 05:55

As promised, here are some ideas to clean up some of the texturing. Take a look at the pictures and let me know if you want elaboration. Picture 1 shows what I think should be done with the columns and intercolumn supports.
pumpstation_1-3-3_1j.jpg
Picture 2 shows a few options for column shape and texture alignment and scale convention (and the supports convention from picture 1), though I recommend the convention shown in picture 1.
pumpstation_1-3-3_2j.jpg
Picture 3 is an in-game shot of picture 1.
pumpstation_1-3-3_3j.jpg

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Re: [Map] Pumpstation 1.3

Postby qreeves » 28 Jul 2012, 06:39

I reviewed this map for inclusion in the game, and unfortunately it wasn't of the required quality level yet.

  • Frame rate drops in many areas. Probably still a bit too open for the level of detail included.
  • Over-use of clip material in unnatural locations.
  • Ladders are difficult to manoeuvre on, possibly due to the lack of a thick clip on the geometry (bots also get stuck).
  • Affinities are placed in odd locations.
  • Possibly too many reflection planes (see the "rp: X" stat in the bottom right in edit-mode).
  • There are still some inescapable areas leading only to death.
  • Still quite dark and hard to navigate in certain areas.
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Re: [Map] Pumpstation 1.3

Postby qreeves » 07 Aug 2012, 11:17

Feedback, as requested.
Attachments
screenshot.0014.png
screenshot.0013.png
screenshot.0012.png
screenshot.0011.png
screenshot.0010.png
screenshot.0009.png
screenshot.0008.png
screenshot.0007.png
screenshot.0006.png
screenshot.0005.png
screenshot.0004.png
screenshot.0003.png
screenshot.0001.png
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Re: [Map] Pumpstation 1.3

Postby D.A.M.I.E.N. » 08 Aug 2012, 01:03

Thank you for the helpful screenshots.

screenshot one:
Light entity is moved now more up to fix this wrong displayed shadows (its directions) and added "skylight". Also increased ambient color.

screenshot two:
Position of the flag fixed.

screnshot three:
As explained on screenshot, I made the stairs less steep and enlarged space for turn.

scr. 4:
I tried to decrease number of triangles under water, so I hope it helped some at this location.

scr. 5:
Rocket now allowed also for dtf, ctf and bb.

scr. 6:
From view from side of the map is possible to see that weapons are in different heights. From bird's-eye view it looks more clustered though. But the plasma looked harder to pick up for alpha team, so I moved a bit its position and added one grenade closer to alpha, since omega had grenades a little closer.

scr. 7:
Error messages in .cfg file has been corrected.

scr. 8:
Into this area is basically no reason to jump in. Maybe just to hide. But to avoid it, below is deathwater. And in the middle is platform and there a small ladder leading out of it. So it is still possible to climb out by using of this platform and a little of parkour. The 4 reflection planes are indeed strange when they are not showed. But behind the wall, in the room is a small pool on the floor, so maybe it count also that. I don't know.

scr. 9:
Decreased load on engine by removing two planes. Better framerate is notable and also the area there is now better accessible and without any deathclip as it was before.

scr. 10:
It's there for smoother passing lenghtwise at this pipe and I used it just for a small geometry of the sticks. Without it, a player could stuck a bit there. So I just removed the big part of unused no-clip.

scr. 11:
This area was indeed easier to score bomber-ball. So I have created new, a bit narrower entrance at both sides and edited a little the floor there. (with reedited wapoints) See new screenshot.

scr. 12:
I have added red lightning effect like a force shield where the area is clipped.

scr. 13:
Yeah, bots will not jump in tube gladly.. , unfortunately. :) I have put it on the floor beside. About the flags.. some are also in different heights, so they seems to be (while trying to reach them from both bases) balanced for alpha and omega, but I have added one more flag in one position, more in the middle of the map, since they are placed mostly closer to sides of the map on its certain positions.

So after these changes, here is the polished version.
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Re: [Map] Pumpstation 1.3

Postby raiden » 08 Aug 2012, 01:43

This map seems to be a difficult birth like my one. Nice to see that many people try to help out. I will try the new version tomorrow, thanks.
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Re: [Map] Pumpstation 1.3

Postby qreeves » 08 Aug 2012, 05:51

I've put this in the SVN repository for public review as of r3827. I've tweaked the map a bit before putting it in there, reduced the lightmap count from 13 to 5. If you make future revisions of this map please base it on the one in the repository.

One thing I'm still not entirely happy about is the use of clip around the top of the map, it blocks the player from getting on top of the buildings but gives no valid reason why. I know this is done quite a bit throughout Red Eclipse, but it "feels" a bit more obvious in this map for some reason.
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Re: [Map] Pumpstation 1.3

Postby 4rson » 08 Aug 2012, 17:31

Thanks for keeping going with this map Damien. The version in the SVN looks much better now. I will update the version on the frogteam3 server in a couple of days if nobody makes a request for any more changes.
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Re: [Map] Pumpstation 1.3

Postby D.A.M.I.E.N. » 08 Aug 2012, 17:42

qreeves {l Wrote}:One thing I'm still not entirely happy about is the use of clip around the top of the map, it blocks the player from getting on top of the buildings but gives no valid reason why. I know this is done quite a bit throughout Red Eclipse, but it "feels" a bit more obvious in this map for some reason.



Okay, so I have removed the clip around to let players jump on the buildings. It's more natural and better for jetpack too. And I got feedback that it should be clipped well now.
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Re: [Map] Pumpstation 1.3

Postby 4rson » 08 Aug 2012, 18:03

I'm really not sure about the clip removal in its current state because it allows a too easy route around the edge of the map. Perhaps it would be better to add fencing to the top of some of the buildings to indicate that they are inaccessible.
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Re: [Map] Pumpstation 1.3

Postby D.A.M.I.E.N. » 08 Aug 2012, 18:57

Fence on buildings? Weird. The clip allows moving on top of the buildings but I wouldn't say that too easy. I have added already fence on wall at omega base and one where is the sewer, it would look perhaps kinda different and strange have it all around. I agree that it could be indicated as unaccessible area but I'm not sure about making another fence. It's already at alpha base and seems that the buildings where you can get are kinda high, accessible rather just with jetpack mutator.
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Re: [Map] Pumpstation 1.3

Postby D.A.M.I.E.N. » 08 Aug 2012, 21:14

This is I think possible arrangement that could more determine unaccessible areas (simple geometry on building on left side and fence at alpha base). Now which arrangement is better, with or without it?
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Re: [Map] Pumpstation 1.3

Postby 4rson » 08 Aug 2012, 22:26

That looks better in my view. Nice work.
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Re: [Map] Pumpstation 1.3

Postby qreeves » 09 Aug 2012, 05:12

4rson {l Wrote}:That looks better in my view. Nice work.

+1
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Re: [Map] Pumpstation 1.4

Postby D.A.M.I.E.N. » 09 Aug 2012, 08:55

I like it too! :)
Since there has been quite a lot of corrections after v1.3b and now the map got better functionality,
appearance and performance, I marked this latest version as 1.4. Thanks for your feedback about this map. Files to
download from the first post has been updated of course.
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Re: [Map] Pumpstation 1.4

Postby wowie » 09 Aug 2012, 16:53

This map keeps getting better and better.
I lost the game.
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Re: [Map] Pumpstation 1.4

Postby 4rson » 09 Aug 2012, 17:28

One minor correction needed. You missed a clip in the bottom left gap in the new section next to the red base. You can end up out of the map by crawling through it.
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Re: [Map] Pumpstation 1.4

Postby D.A.M.I.E.N. » 09 Aug 2012, 17:40

Ah, really. I overlooked to fill one gap by a clip. But in svn it's already fixed by Quin. Check out the svn version.
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Re: [Map] Pumpstation 1.4

Postby raiden » 10 Aug 2012, 13:08

The new version is much better than before I think. Many details (sounds also) where you look, no deadlocks anymore, everything is better passable. Thats only a superficial statement by me, without the deeper look into the editor or diverse gamemodes, but this is definitely a nice map. Also good: consideration between details and framerates :p ;) .
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Re: [Map] Pumpstation 1.4

Postby Ulukai » 10 Aug 2012, 14:59

I agree, this map has become fantastic. DAMIEN and 4rson are both great mappers and with Quin pushing them some more it really rocks now.. :) It will be a popular map in v1.3 imo.
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