Map Ideas for Red Thunder :D

Started by Red_Thunder, April 21, 2003, 07:17:28 PM

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FBG

taht guest post was me. Im completly ditch the proportions of the photos, mainly because i'd started before sadako had posted them still its making for quick learning. I have to say though that making it roughly the same size will work much better than a larger map, though you may be pushed to fit anything extra in than whats allready there. Definately think you should put in a balcony of sorts somewhere. and maybe replace the toilets with a underground one. Maybe link a vent through from the tracks or something.


Heres some usefull tit bits ive picked up.
http://countermap.counter-strike.net/Tutor...torial.php?id=4

when viewing in counterstrike in the console type
gl_wireframe 2
** this will show you what CS is rendering from where you stand. I'll post the tutorial on how it works on this. Obviously the less you can see wireframe the better. It will also help point out flaws in your map. I.e. if its rendering everything then it means you've got gaps in your map.
http://countermap.counter-strike.net/Tutor...torial.php?id=2

r_speeds 1
** this is the key to a smoothly run map. The 123 wpoly number is information your interested in. It shows you the number of polys being rendered. For a crappy machine(i forget the spec) you want less than 600.
currently im running at about 120 from any point in my map.

developer 1
** i forget what this does but its in this bound script from the above source page
bind p "developer 1;r_speeds 1"
bind o "gl_wireframe 2"
glwireframe also has mode 1 which just shows you wireframe of the scene. THeres also another r_drawmode which reverses the draw order so you see furthest stuff away on top of closest stuff. Good for something i guess. THeres also a mode for complete flat shaded mode, with alternating colours for each adjacent face.

Well i hope that comes in handy, start using them now because you'll hit trouble if you dont soon. remember that a map will work even if you have holes in it. So use the gl_wireframe 2 to make sure your map is properly working.//
-=[dMw]=- Flibber Meister

Red_Thunder

ermm you mapping this aswell ? because it will be stupid both hmapping this....

cause ive started already , and i didnt know you mapped ...

Dan
Red Thunder

Dr Sadako

Quote... and maybe replace the toilets with a underground one.

The toilets IS an underground one :D
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Doorman

Quoteermm you mapping this aswell ? because it will be stupid both hmapping this....

cause ive started already , and i didnt know you mapped ...

Dan
Red Thunder

It's a competition for the first/best then. :D










     

Red_Thunder

well if its like that
theres no point /me shakes fist at intruder !!!!
[if he is ]

:(

damn

well it is 2v1 i spose

Dan
Red Thunder

smite

There is nothing wrong with a little competition

It will be good to see a few different styles of the same initial design. Go guys.

Red_Thunder

nah , because it would suck if everyone liked one map more than the other.

so ....

 :roll:

Dan
Red Thunder

SLoWHaND

Quote

r_speeds 1
** this is the key to a smoothly run map. The 123 wpoly number is information your interested in. It shows you the number of polys being rendered. For a crappy machine(i forget the spec) you want less than 600.
currently im running at about 120 from any point in my map.


I dont think r_speeds are worth worrying about to much that piccy I posted earlier max,s at around 600 polys from the its worst view angle and its absolutly full of arches.
Most ppl these days have a PC that is capable of running more complex type maps.

SLoWHaND :wink:
[SIGPIC][/SIGPIC]

TeaLeaf

I second the idea of puttin gin a mezzanine floor or balcony.  I would probably also try to add a few vent shafts across the internal roof space, just to give some more traverse possibilities and also some snipe points (via some grill on side and/or floor of vents at various points).

That then brings in the possibilities of allowing an exit to the roof, through which Ts could snipe to protect a planted bomb on the tracks, or CTs snipe in order to prevent bomb being plated.  

As for sewers - I would suggest an exit onto the start of the train track on each platform - that way you get even more possibilities of defence or attack.

And finally........it would be really cool to allow the Ts/CTs and small track cart (like in the old black & white films) that they could escape on just prior to the bomb exploding?

The train yard itself should have girders across it and more venting ducts, these can tie up with the ones on the inside of the station building.

Include a litter bin or two in the station building that allow a CT/T to open the front and get into (crouching), from which they can snipe out of the 'eye level litter flap'.

And don't forget to include a BIG roll of Duck tape - so we can tape that whinging bar steward JB to the bomb and then detonate it  :wink:

TL.  8)
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

JB


 
 

albert

Quotehttp://www.glastonburyfestivals.co.uk/INFO/siteplan.html
there you go, a glatonbury map ready made.

Yeah but the round will be up once you have queued for 2 hours to get into the camp site and walked for 4 miles from your car in the blazing heat, drank 10 Stellas and caught a cold once the rain has started and won't be stopping for 3 days!  :lol:  And I haven't even mentioned the huge piles of ***** in the chemical loos  :twisted:  Done Glasto, Done Reading, Done V, done about 10 others and the best IMHO opinion without a doubt was T in the Park back in bonnie Scotland.
Cheers, Bert

Red_Thunder

intresting points TL  , we'll try and sort something out :D


Dan
Red Thunder

suicidal_monkey

yeah - if you're near london have a look at victoria station. It has a raised floor (mezzanine?) Scale-wise it's probably a bit too big and open but it'd make for another good idea-creator ;)

or, if you feel brave some of the new(er) tube stations on the southern end of the jubilee line. Some incredible architecture there ;)

Remember that although looks are important in custom maps, your map will not get far unless it makes for good playability. Enough routes for both teams but without getting so complex that it confuses everyone. I think dust2 is a good example of a well laid out de_ map myself, although it is not very picturesque and could do with much more detail and cover/camoflage.
[SIGPIC].[/SIGPIC]

FBG

red_thunder, im happy to contribute to your map. Mapping is something i started at work but the machine sucked so when you brought the subject up i thought it would be a good time to start again. I figure youve got a lot more experience so i'll happily contribute in other ways. I also have in mind an alternative map.

There also the fact that its much easier to create something when theres a need, so sadakos effort in getting photos meant it was worth taking it further.

I recon you should continue with this map for use on meathook. Im just going to use it to learn the problems of map making. i.e. getting the proportions right.

which reminds me, of the tutorials i have noted some common units.


person= 72 tall 32 wide/deep
wall in a room. 16 deep by 128 tall and ?? long.
(personally i think 128 is a first floor height. so a ceiling would be slightly lower. unless including vents in the room)

door = 4 deep 64 wide and 96 tall

hallway, 96 units wide.

just some units given in a tutorial i read.
-=[dMw]=- Flibber Meister

Red_Thunder

if u get msn , ill have a chat with you ,

king_hemeroid_i@hotmail.com

Cheers

Dan
Red Thunder

p.s  i have experince yes , but i dont bother with all this unit stuff alot of the time, so if your good with that then we'd have a good 3 ppl setup for the map :)

Im have  troubles with proportion its one of the hardest parts ;)