Seeing this idea was liked more then the other i spent my thanksgiving evening wired on redbull mapping.. ::Yawn:: almost 6am i'm gonna be so pwned at work in a few hours
heres the screen shots of what i came up with.
I still have a few things left I want to do, like decorate it a bit more. and work in some good ambiance sounds and such. but i'm pretty happy with the layout
the holes block the ball but not the player. but if a player goes in with the ball it'll recent and the player will fall and gib (well thats with or without ball ;P )
a few fun angles to play on etc.
post comments suggestions, rants, questions etc...
Lighting needs some adjusting. It's hard to see the beams covering the pit. I'd like to see them a little better. The goals are way too bright. I hate playing goalie on DB-Cube because the goal lighting is way too bright. Yours is the same way. It's ok if this area is a little brighter, but don't make it soo bright it washes the colors out.
I don't like the long fall in the pit. I would suggest putting something ineteresting down there. A underground area filled with dark water with grates that go under the foor. Use the default x-falling zone to kill the player when he hits bottom(deathball has a bug with physics volumes - pain causing). A shorter player reset would play better.
I would put blocking volumes in for your lights that are in the wall. It will play better not having spammy wall bounces off the lights.
Some very nice work. I think it will be a lot of fun to play.
is it only the goal lighting that looks to bright? I like the somewhat darkness of the map and was hoping it wasnt too dark. but thought might need to get a lil brighter... the beams I put on unlit because in order to get them light most of the walls aroudn it inadvertently got brightneed up too much and it looked funny.
yeah the long drop is a tad dark and annoying. perhapse an underground cavern would be a nice treat for the poor sap falling to his doom. if i can keep the file size down i'll make somthing up. I dunno how to do water yet. i'll hit up some pages and research.
glad you mentioned those. I was debating that, but left em not blocked due to the volly possibilities it opened. atleast the 6 that are facing the 'rink' and not the ones on the ceiling..
Use special lighting to get the beams brighter without lighting the surrounding walls. I use special lighting and spot lights a lot to get the look I want. UDN has info on both.
Look at other maps and see how they did things. You can pick up a lot. For the water, find a couple of maps that has something similar to what you want. Figure out how they did it, then make your own based on what you learned.
By the way, I hope you find my comments helpful. I glad you started mapping and I think you have some good ideas. I hate to be one of only a few people that point out things I don't like on someones map. I only want to help and I hope it comes across as that. Keep up the good work.
Yeah No prob twig, glad you gave me the advice.. I added to it and like it even MORE now. its fun to die just to see a little detail to the map thats not on the playing field. I fixed the lightings, although i didn't ad blockers to the lights yet - still havnt been able to really test the map with more then 2 people to see how it runs. but look wise i'm pretty satisfied now.
new screen of the underground (tho the lighting is a little changed since this screen to a more brighter firey look)
The level looks much nicer now, good work. I particularly liked the way you had the Ravage model at the bottom, making it seem like a giant beast. However, I do have a couple of critical points.
Visually, the only thing that I think needs changing is the central light on the ball spawn. I found that when I jumped up sometimes the ball would blend with the floor, though this is only minor especially since we have a new ball on the way. The one major gameplay flaw I found was that I could score goals from my own half if I was standing close to the halfway line (just behind it in my own half) and shot at the opposite goals. It would be more ideal if you brought the team half DB volumes to the central line about two units apart, this allows both teams to be able to score by shooting straight off the spawn so no one team has an advantage over the other.
Other than that, it's looking very good I look forward to the Final release.
Ahh, yeah that center light is a big bright, the funny thing is i don't think there is even a light there :< its the ball spawn glow making it bright. i'll prolly hafta make that texture special lit so its not so bright. or change the texture.
I think i might have put the lines back a tad so you can score from the face off. somthing i've always enjoyed. maybe I should leave that to servers discretion, but you know. i'm a pub player only ;P and must force my gamestyle on the world! ok maybe not.
thnx. i'll make some adjustments in hopefully what will be the final along with bot nodes.. etc.
Hold off on blocking the lights for now. See how it plays.
Textures- I think your map looks better with BarrensArchitexture-epic>Base>Texture bas-lp-floortile2 (main floor) and BarrensArchitexture>Base>Texture bas08BA (Goal Floor). I spent a couple of hour but could not find a good texture for your Pbox/goal lines. See Picture. The lines are ugly but if you find someting that works, I think you map will look better. These textures, in my opinion, go bettter with your walls.
Problem - I didn't find a good texture to work for your lines and the lighting. Maybe grates. Or find a texture and use special lighting to get the right look. Anyhow, miter the corners.
Goals - Texture the post in a smaller scale. I would suggest BarrensArchitexture>base>Texture base01BO (to match the wall) A small scale should make it stand out but also compliment the wall.
Keeper volume - it's no longer used so you can get rid of it.
Cams - use some static cams. Use the DB-cameraScript actor > place it where you want and it will act as a stationary camera. (no track) I perfer to view matches from stationary cameras than from tracked cameras most of the time.
You have 5 triggers for each side bar on the goals. You only need one. Adjust the collision height under collision and place it half way up the side post.
Bot paths - add them and shoot spots.
Lighting - Set the ball spawn BCastshadow=True under display (turns off it's light).
The two lights out from your goal past the Pbox. Raise them to the same level as the light actors for your lights on the side of the goal. Move them to be just outside the Pbox (grid on 16 - one major grid box) directly in front of the light. Change light brightness to 100. Duplicate and do the other goal.
Duplicate these two lights. Move them to the two center lights and move them in towards the ball spawn (grid on 16 - 6 major grids and 3 small from the existing light actor). Now each major wall light should have two light actors. One close and one further out with less brightness.
Each half now has a dark spot in the center of the half. Duplicate one of the above lights. Change brighness to 48, radius to 64, and move the light to the center of the team half. Lower the light (grid on 16 - 3 major and 1 and a half space grids. above the floor). Duplicate and do the other half.
Rebuild changed lighting and play the map to check. Tweek as needed.
Your bottom area also needs adjusting for lighting. But first see below.
Bottom area. Neat how you did it but there is a better way. Get rid of the complicated subtract. Replace it with a simple cube subtract. Lower the bottom vertexes of your pit side subracts. redo the other stuff and use terrain for your floor. The terrain will look much better. You can add much more detail and smoother ground.
Suggestion for the bottom area. I think the fire wall thing is neat. However, maybe a prision look might work better. Make the fire wall part a door way with bars and put a dark hallway behind it. Use torches on the walls for light. Maybe do one of the wall fire parts like above and leave the other as is.
Zone portal the bottom area (better perforamce)
Get rid of the blocking volume and let the ball fall into the bottom area.
Overal - I like the map. I hope the above helps you polish it up a bit.
Pbox/goal lines are ugly. I like the main floor texture because it goes with your walls. The pbox floor I think goes well also (same texure as the walls without the brick look), but you could use that texture for your lines and use the main floor texture again inside the pbox. My other idea would be to use grates for the lines. Most textures a tried looked ugly with the lighting. I like your maps lighting so if you find a good texture but looks ugly with the current lighting, try special light. Play around, you'll come up with something good. The lighting has also been adjusted in the screenshot.
The dark center is a shade brighter in game. Enough not to look like a black spot but still dark.
Last edited by Twigstir on 01-12-2003 19:29, edited 1 time in total.
I first tried to do terrain but I cannot for the life of me figure out how to add a terrain brush or whatever. I've looked at some sights about it and every one suggest i used the subtractor which i ended up doing, but i looked at some other DM maps that had terrain and it had some white mesh which the terrain editing tool actually worked on, and I couldn't select it or copy it, so i dunno how to make it appear.
I'm not sure how zone portals work. i'll hafta read a little about it i guess.
I'll check those textures out tonight when i get home.
which blocking volumes? the side? or the goals? I put the blocking volume in just because the ball resets once it hits the xfalling volume, and it was semi annoying hearing ball reset in the middle of the announcer calling the goal. and in replays it would jump back to the center on reset.
I like the idea of one jail door. I thought the duel fire doors looked a little odd. but the dead demon took all my focus anyway hehe.
Change your x-falling zone to a physics volume. Set pain causing to true/ damage per sec = 100. (if you use an x- falling zone: that red line in the editor is a default one. Alt-conrtol-drag to select the whole map and lower it until the red line is where you want the reset/player death. The default x-falling zone is not bugged by deathball as far a I know. I'd use a physics volume. Don't set the bdestructive to true and the ball won't reset.
I look for a tutorial on terrain and zone portals. Not hard once you do it.
ahh I just saw the image now, your right those textures look very good. it gave me an idea for the goal lines, perhapse change the brushes to subtractors and make them indend slightly into the ground for a more 3 look, with maybe dirt for the lines and just throw some blockers in them so its still flat and doenst effect game play.
about the ball resetting, I hafta keep it so it resets it so people who get boosted down the hole holding the ball don't take it past the blocker and get it stuck down there. right now it atleast resets pretty fast.
do you know of any place i can check that'll help me with the terrain editing?
Inphidel wrote:
about the ball resetting, I hafta keep it so it resets it so people who get boosted down the hole holding the ball don't take it past the blocker and get it stuck down there. right now it atleast resets pretty fast.
I see. In that case I would try the default x-falling zone. I believe it's not bugged with deathball. The x-falling zone you used is.