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Massive Airship (work in progress)

by Titanic12ship on 05/13/2008 00:53, 24 messages, last message: 06/02/2008 05:42, 7239 views, last view: 05/05/2024 07:20

Hello all, I am now working on a huge airship on Sauerbraten. It all started a while ago when I wanted to make a plane in Sauer. This idea got twisted, and I ended up making something more like an airship. Now I am working on it a lot, and it looks a ton more like an airship than a plane.

The airship will have at least 4 floors and will include two pool rooms, a snack room, a control room, an engine room, two or more indoor decks, lots of stairs, many cabins, a large seating area, a few suites, and more. An outdoor deck will surround the whole thing. There will also be two wings which will have seats. Most this is already made.

I am planning to release a W.I.P. of this map within the next month or two, depending on how far I get. Below is a link to its page on my website, which has screenshots of it. Please give your thoughts on this level.

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#5: Re: ..

by Oh No Ghost! on 05/13/2008 05:56, refers to #4

thats "a map with 4 memorable, interesting rooms", my numpad is broken for some reason.

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#6: ..

by Acord on 05/13/2008 08:14

Keep practicing - try to make some more interesting level geometry. I'd advise you to make a very small map, no more than two or three rooms, and add as much detail and make them as interesting as you possibly can.

Right now, you need to build your technical skills.

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#7: Re: ..

by Quin on 05/13/2008 08:36, refers to #6

And by far, a decent map is characterized by painstaking texturing and lighting tweaking until it looks "perfect".

Currently, I couldn't even be bothered to look at the maps because there's nothing to catch my eye and go "Oooh, must see this piece of 'art'!"

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#8: ..

by SanHolo on 05/13/2008 11:19

But we have to say that he's indeed making progress. Now if you only finally would fix the spelling error in the <title> of your website... ;)

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#9: Errmm...

by Zoozie on 05/13/2008 23:56

from the looks of ur map ur new..
what i want to say is similar to what accord said:
"I'd advise you to make a very small map, no more than two or three rooms, and add as much detail and make them as interesting as you possibly can."
-acord

i agree with him strongly.. my first map was a pirate ship and i made it really huge... the problem with this is that....


IT SUCKED!

and cus of my experiences with that i suggest u make like a couple rooms maybe as a staff area and pump as much frigging detail as you can into them... use lights, textures... anything!

THIS HAS BEEN A PUBLIC SERVICE ANNOUNCEMENT FROM: ZoOzIe


P.s. on the slanted front of the ship, dont make glass walls becus until u can bent the glass itself it makes the entir thing look like a piece of crap

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#10: kind of decent... :|

by L. Tempris on 05/22/2008 17:11

I would play it but there is one, no more like... alot of probs...

first, choose some textures that complement each other K? Especially the pool room. Like what they said 3-4 rooms and build opon it. I myself am working on somewhat the same thing called SkyShip. I've built it over a period of 5 months now. Adding alittle at a time. Ill go ahead and do my own thread of my map. Or should I do It with the left overs from this one?

IDK but do what they said. But Ill make an "industrialized" type of map first...

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#11: Re: kind of decent... :|

by Titanic12ship on 05/23/2008 03:25, refers to #10

Thats good to know, someone else is making an airship. I have been working on my airship for a few months now. Anyway, in the pool room, I know the tile texture doesn't compliment the other textures, but I don't think there are any metal pools. Pools usually have tiles.

I will probably be submitting a W.I.P of this map anywhere from a few days to a couple weeks. Be on the lookout for this.

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#12: W.I.P release soon!

by Titanic12ship on 05/25/2008 23:11

Ok, a W.I.P. of this map is coming VERY soon, probably within the next 3 or 4 days. Be on the lookout!!

I know everyone wants me to add lots of detail, but one, it will take a very, very long time, and two, the level will probably run at 2 fps if I do.

Also, I just began work on a theater complex on one of the lower decks. There will be ticket booths, a few movie rooms, restrooms, and maybe a snack booth.

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#13: Occlusion/PVS Culling

by Osbios on 05/26/2008 00:23

I only get a low frame rate from the outside. Inside I have ~70 FPS.

System: Athlon XP 2400+, 768MiB Ram, GeForce FX 5500

I think its just slow for users with old gfx cards without support for Occlusion Culling.

In the CVS version (aka next release) is PVS Culling. Its software Culling. It just needs a CPU intensive precalculation like the lightmap.

So you still can build some more detail if you find the time and the joy. :]

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#14: slow ?

by ACCESS{-}DENIED on 05/26/2008 01:23

the 5500 supports Occlusion Culling
the issue is that it just DON\'T have the RAW MHz to render stuff fast

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#15: ..

by Osbios on 05/26/2008 02:15

I know that the 5500 has Occlusion Culling. And thats the reason why I get a good frame rate INSIDE the ship.

My point is that other users with a card that dosn't support Occlusion Culling can get good frame rate with the PVS Culling.

And that even with more details.

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#16: W.I.P. has arrived!!

by Titanic12ship on 05/28/2008 01:19

Ok, Massive Airship Alpha has arrived!! You can download it from either of the links below:

http://e.macsrule.googlepages.com/massiveairship

http://www.quadropolis.us/node/1339

Please comment on it!

Enjoy!!

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#17: Message censored by administrator

by ACCESS{-}DENIED on 05/28/2008 02:44

#18: ..

by LordVeXoR on 05/31/2008 20:45

Um mate...

I don't want to be rude to you, but I can not think of another way to say this.

You should refrain from posting this kind of stuff on quad when it is so unrefined. =(

You may have something here, but I would take the people's advice.

Just build up you skills a little more and then make a really great map. =D

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#19: Re: W.I.P release soon!

by demosthenes on 06/01/2008 06:29, refers to #12

Bigger isn't better.

Make a small map. Tiny, in fact. Pour detail into it. Spend months on it. When you think it's beautiful, come and ask for feedback on it. Then use the feedback to make it better.

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#20: Re: W.I.P release soon!

by MovingTarget on 06/01/2008 14:59, refers to #19

Problem is, I tried that, and my tiny map got seven comments, and three of them were by me! I tried to make it better, but then no one left any more comments! So I figured I'd stick with other stuff.

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#21: Re: W.I.P release soon!

by demosthenes on 06/01/2008 16:49, refers to #20

Ironically, that was my experience, though I believe it was also partially my fault: the map was suitable for 2, and if you really stretched, four players.

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#22: Just what I keep telling him ...

by MeatROme on 06/02/2008 04:28

Well - there's a couple of aspects to this.
For one thing - you can't be sure of responses to your work on quadropolis .. it all depends on who's looking at the time .. and what they're looking for ;-)
Another item to ponder is the form of presentation .. sadly (IMHO) it seems to work well to be grandiose and over-enthusiastic in your statements and also if you spruce up your screenshot with some funky font overlay and such ... which (of course) has absolutely nothing to do with the playability/quality of your map ..

On the other hand - the suggestions is absolutely valid in itself - it just doesn't necessarily imply that this smaller map a lot of us are urging Titantic12ship to try PRIOR to taking on some megalomaniac project .. it doesn't imply that map should be published on quadropolis at all, or if it is that it will automatically do well.
BUT ...
But it is a sincere attempt to allow him to evolve (more quickly) into a really good mapper.
If you've never done a small map and really finished it up - with all the icky details and finetuning - you never will know the difference between a finished map and some sketchy bit of hapazard mapping.
There are a number of issues to address when finishing up a map .. a lot of them are quite intangible and even weather-beaten mapping veterans might have trouble communicating about them .. some things are just learnable by the experience itself.

So our suggestion is just that:
Do one piece of work RIGHT!

A small project is definitely easier to get finished than terrain covering 10+ square-kilometers (or dozens of acres for you non - metric-system people).

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#23: Re: Just what I keep telling him ...

by SheeEttin on 06/02/2008 04:41, refers to #22

Small is definitely easier... I'm working on building a map from another game (you'll see it on Quadropolis when it's done), and it's a pretty big one. It's taking quite a while, especially the "natural" geometry.

Seriously, try a house or a city block. THEN think about making something big.

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#24: First Map Layout

by MeatROme on 06/02/2008 05:42, refers to #23

Hmm .. okay - that /sounds/ small .. but I'd not consider them ideal either TBH.

My suggestion would be to try for a pure and simple "arena" ..
.. this gives a lot more freedom in regard to geometry than trying to model something we all know what it should look like from real life ;-)
Also - in an arena you can start experimenting with pathways .. something most budding mappers seriously underestimate or maybe even don't care about.

IMO it is _vitally_ important for a map to have good "flow" ... so a player can just keep running and running .. never needs to backtrack out of a dead-end or get's caught in a room full of boxes where no path has been cleared for passage.

The most basic "arena" is a square .. but I /do think/ we've all seen enough of those - a bit more elaborate at least, is what I think Titanic12ship should go for.
Take "douze" for example .. or "curvedm" .. or "metl3" ... well, about any map on the first tab of the "load map" GUI inside the game ;-)

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