DB-Parthenon beta
Moderators: Jay2k1, DavidM, The_One
Scotteh, the tutorial http://forums.gameservers.net/showthrea ... eadid=9214
Let me know if you need clarification. I'm not good at wording such things.
Let me know if you need clarification. I'm not good at wording such things.
thx twig
edit: got it working now, but i get an error now with my map, says im missing a sound file for faceoff...even tho i didn't use any thing from it, gg. so now i have to redo everything that i've done so far.
edit: got it working now, but i get an error now with my map, says im missing a sound file for faceoff...even tho i didn't use any thing from it, gg. so now i have to redo everything that i've done so far.
Last edited by Scotteh on 24-12-2003 04:28, edited 1 time in total.
http://www.giber.net/scott/DB-parthenonbeta2.zip
new wall texture, replaced windows with bars, added alpha layer to radar, changed lighting (still not done, so any suggestions would be great on this part), started work on islands outside building.
new wall texture, replaced windows with bars, added alpha layer to radar, changed lighting (still not done, so any suggestions would be great on this part), started work on islands outside building.
haha, chill chill mayor, i even mentinoed the fps. tho i worded it as framerate. my comp aint top of the line so when i design i'm always calculating this fps worry. on small cube i get a woopin 20 average framerate. and thats about as the average for every map i play unfortunately. tho i've managed to get a few more frames by taknig off my gun from the screen and such.
i think twigs maps brings some new things to the table. even if its just a little longer its bringnig the same fun of the map and feel to a different style of play.. and most importantly a little variety in games.
we're all on the same team here boys. we want deathball to be better and we're doing what we can to make it that way. so gg all of us - lets not fight. everyones got good valid points
::takes out a big bowl of hugs and kisses::
merry cmas
i think twigs maps brings some new things to the table. even if its just a little longer its bringnig the same fun of the map and feel to a different style of play.. and most importantly a little variety in games.
we're all on the same team here boys. we want deathball to be better and we're doing what we can to make it that way. so gg all of us - lets not fight. everyones got good valid points
::takes out a big bowl of hugs and kisses::
merry cmas

lol
ok here we go i just checked it out first off it looks alot better
some things i'd suggest
#1 windows need some kinda frame outline or somthing or atleast the inner texture of them shuold be somethign similar but darker and soid to ad some contrast so its less like a hole cut outa cheese with bars
#2 windows over goals look kinad funny cuz they go all the way up to the angled ceiling unlike the ones on the side. i'd just make them match the side windows with the curve at the top.
#3 i like the torches in the corner it fills up the walla little and make it look more pleaseing, but equally makes me wonder what kinda freaks would put all those torches in the room -and- the ceiling lanterns.. (ceilings are tough to decorate :O)
thats all i got for you now! i like it, can't wait to play it!
ok here we go i just checked it out first off it looks alot better
some things i'd suggest
#1 windows need some kinda frame outline or somthing or atleast the inner texture of them shuold be somethign similar but darker and soid to ad some contrast so its less like a hole cut outa cheese with bars

#2 windows over goals look kinad funny cuz they go all the way up to the angled ceiling unlike the ones on the side. i'd just make them match the side windows with the curve at the top.
#3 i like the torches in the corner it fills up the walla little and make it look more pleaseing, but equally makes me wonder what kinda freaks would put all those torches in the room -and- the ceiling lanterns.. (ceilings are tough to decorate :O)
thats all i got for you now! i like it, can't wait to play it!
I took a look at the Beta2 version of the map...
First of all, the FPS dropped dramatically now, but it is still playable... I didn't really understand why it dropped, since u haven't added much detail, so I opened it up in the Editor to check the things... So, here are some of the stuffs I noticed...
*Imho, there are way too many Lighting Emmiters in the Skybox... I think u could remove some.
*Inphidel talked about the Windows at the Goals... I agree with that. It should look like the same as the others.
*The lighting is better now, althought it got a bit darker, but its no problem, since the maps world is dark. The Lanterns or whaterver they are, on the ceiling (which give red and blue light) still give that, light outta nowhere" feeling... should fix that imo...
*I see, u added a terrain mointain... But I only saw that in the Editor... I think this makes FPS fall dramatically, but I'm not a scientist. Imho, u should take that out, and make some static mesh mountains... And u should make them viewable, coz u don't see this one during the game.
*The bars, are good. Would be good if u add some Triggers, and give a Post hit sound so, when they get hit, u hear that sound. Would be nice.
Overall, the map is in good progress. And I think that small Terrainedited mountain should be removed... But in the end, the map will be nice
keep up the good work m8!
First of all, the FPS dropped dramatically now, but it is still playable... I didn't really understand why it dropped, since u haven't added much detail, so I opened it up in the Editor to check the things... So, here are some of the stuffs I noticed...
*Imho, there are way too many Lighting Emmiters in the Skybox... I think u could remove some.
*Inphidel talked about the Windows at the Goals... I agree with that. It should look like the same as the others.
*The lighting is better now, althought it got a bit darker, but its no problem, since the maps world is dark. The Lanterns or whaterver they are, on the ceiling (which give red and blue light) still give that, light outta nowhere" feeling... should fix that imo...
*I see, u added a terrain mointain... But I only saw that in the Editor... I think this makes FPS fall dramatically, but I'm not a scientist. Imho, u should take that out, and make some static mesh mountains... And u should make them viewable, coz u don't see this one during the game.
*The bars, are good. Would be good if u add some Triggers, and give a Post hit sound so, when they get hit, u hear that sound. Would be nice.
Overall, the map is in good progress. And I think that small Terrainedited mountain should be removed... But in the end, the map will be nice

You can use a sky ring for the mountains. Epic has a few, you'll have to search for them. Citadel has one but won't fit your map. I made one for Sunset.
256x256 terrain is way to high. (that's the FPS drop)
I was thinking the windows over the goals should be like the others but cut the bottom half. Same shape, half as tall by cutting the bottom making it higher up on the wall.
The keeper volume can go. I don't think they will ever go back to it.
I'd add the penalty player start incase they do put that in like they say, even though it's lame.
Your goal volume is too close. Move it back 40 units (5 big grids with the grid set at 1) from the wall (front of the goal). Otherwise you can get own goals and goals that are not goals.
The center chalk line does't fit your pbox lines.
Your pbox and goal zone should have locationpriority numbers. pbox=1, goal=2.
You should name all your zones also. Put your map name in the zone info actor for it's name.
I still prefer a couple of static cams. A mix of static cams and tracked cams I think works best for spectators.
If you want that many lightning emitters. Mix it up. some normal, some high, some super high. Should help FPS.
Looking good, I enjoyed playing it.
256x256 terrain is way to high. (that's the FPS drop)
I was thinking the windows over the goals should be like the others but cut the bottom half. Same shape, half as tall by cutting the bottom making it higher up on the wall.
The keeper volume can go. I don't think they will ever go back to it.
I'd add the penalty player start incase they do put that in like they say, even though it's lame.
Your goal volume is too close. Move it back 40 units (5 big grids with the grid set at 1) from the wall (front of the goal). Otherwise you can get own goals and goals that are not goals.
The center chalk line does't fit your pbox lines.
Your pbox and goal zone should have locationpriority numbers. pbox=1, goal=2.
You should name all your zones also. Put your map name in the zone info actor for it's name.
I still prefer a couple of static cams. A mix of static cams and tracked cams I think works best for spectators.
If you want that many lightning emitters. Mix it up. some normal, some high, some super high. Should help FPS.
Looking good, I enjoyed playing it.
Last edited by Twigstir on 25-12-2003 20:00, edited 1 time in total.