Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846912 views, last view: 12/09/2021 04:08 |
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Welcome to the map editing saloon:
here u can post ur screens, maps, comments, questions and answers about mapediting, and meet other ppl for coop-sessions online :)
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#35: sense of scale |
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by jape
on 02/05/2002 00:08
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I want to play around with using cube to get a feeling for the space in a
room that I have a floorplan for.
Does anyone have an idea as to "how
big" a cube is? I know it's all
relative, but to me a cube looks
like it's about 6 inches.
Any thoughts?
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#36: "KO Corral" is ready... |
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by nilfilter
on 02/05/2002 01:16
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...the first 3D-game map I ever did...
Hi,
I'm not sure if its name is utterly funny or rather mindbogglingly stupid, but it suits my battle name (Wyatt Arp).
Screenshots & map are here:
http://www.yalgs.net/_xfiles/cube/ko1.jpg
http://www.yalgs.net/_xfiles/cube/ko2.jpg
http://www.yalgs.net/_xfiles/cube/ko3.jpg
http://www.yalgs.net/_xfiles/cube/ko2.cgz
All feedback is welcome!
Cheers
@pushplayer:
Played Castle Keep today, very nice!
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#37: Re: "KO Corral" is ready... |
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by rickclark
on 02/05/2002 03:50, refers to #36
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Looks cool. I'll give it a try.
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#38: Re: "KO Corral" is ready... |
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by pushplay
on 02/05/2002 06:24, refers to #36
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> Does anyone have an idea as to "how
>big" a cube is? I know it's all
>relative, but to me a cube looks
>llike it's about 6 inches
I think the smallest space a player can fit through is 3 cubes wide and 5 cubes high. That orc guy is a little short and pretty wide, so I would guess a cube is about a foot from that.
I gave KO a spin. It's pretty good for 1 on 1. I like how there are a few high places you can rocket jump to. I personally found the place where you can walk on the sky a little odd, but that may be just me. Anyways, I played it 1 on 1 and enjoyed it, and that's all that really matters.
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#39: Re: "KO Corral" is ready... |
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by nilfilter
on 02/05/2002 15:00, refers to #38
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@rickclark & pushplay:
thx for trying it out.
> I personally found the place where you can walk on the sky a little odd,...
I experimented with a grid, but I finally left it as it is now since I was somewhat fond of the "pseudo-danger" of falling down.
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#40: cube size |
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by Aardappel
on 02/05/2002 17:33
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most FPS game don't have a fixed correlation with real world sizes, because you get different scales depending on wether you use the player height as standard, or the "feel" you get from moving/looking.
For the former I would estimate a cube is about 1.5 feet (since the player is 4.1 units high), but for the latter it feels more like 1 foot or even less.
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#41: New Map!!! |
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by SirLiveAlot
on 02/05/2002 18:53
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I made a new map it is call gateway it is at
http://www27.brinkster.com/bfiles/
Tell me what you think.
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#42: Savemap |
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by kbx
on 02/05/2002 18:58
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To save a map, in console type /savemap name and it will save it as name.cgz
np. :)
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#43: Castle Keep Sniper Edition |
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by rickclark
on 02/06/2002 00:43
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I have done a remake of PushPlay's nice Castle Keep (with his permission) and made it into a sniper map, Castle Keep Sniper Edition. At the usual place:
http://www.teamdeim.com/rclark/cube.html
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#44: Re: "KO Corral" is ready... |
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by rickclark
on 02/06/2002 00:46, refers to #36
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Cool map. I ran around the edge sniping at the monsters, then I would run through the middle chaingunning. Loads of fun.
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#45: Re: New Map!!! |
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by rickclark
on 02/06/2002 00:48, refers to #41
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It plays well and I love the different levels. I really hosed those badguys down with the CG in the dark alley. :)
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#46: Whee. |
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by kbx
on 02/07/2002 04:43
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I finished my first 3d map, EVER! :)
Try it out, tell me how much it sucks(haha)
www.planetquake.com/nsitc/cube/pedo.zip
actually it's fun, not great looking or anything but I like it. Please tell me what you think. :)
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#47: Fusion |
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by pushplay
on 02/07/2002 05:43
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It's new map time for me as well. This one's called Fusion and can be downloaded for the low low price of only 7,243 bytes. Damn these maps are small.
http://plaza.v-wave.com/pushplay/cube/fusion.zip
Pedo is a good map too by the way, way better than the name implies.
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#48: Re: Whee. |
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by nilfilter
on 02/07/2002 05:45, refers to #46
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I really like its spacious architecture, I bet it'll be big fun to play online with 4+ players. Took me a while to find the teleporter ;-)
Personally I'd prefer a little more eye-candy, just a few more textures.
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#49: Re: Whee. |
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by kbx
on 02/07/2002 13:15, refers to #48
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Yeah, Pedo was my first Cube map, at first it was just a big cube and some walls, but I added a lot of stuff in it.
Hmm, more textures.. Gonna try that, I'm gonna go fix the small bugs in the map and upload it again first tho. :)
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#50: Pedo Revision 1 |
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by kbx
on 02/07/2002 15:24
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w00t. It's done. Revision 1 of my map Pedo.
You can grab it at:
http://www.planetquake.com/nsitc/cube/pedor1.zip
If you find any bugs or have any comments please post it here.
(I deleted the old Pedo.zip).
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#51: H.M.S. Pushplay |
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by pushplay (on a different computer)
on 02/08/2002 06:35
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I was screwing around and what I ended up with was actually a pretty good map. It\\\'s a love letter to myself. I made it pretty fast, but I still think it\\\'s fun for a 1 on 1 duel. This will be my last release for a while.
http://plaza.v-wave.com/pushplay/cube/hms.zip
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#52: new large map ready: "checkmate" |
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by nilfilter
on 02/08/2002 20:41
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it's a 256x256 with lots of buildings and open space, and possibly some performance issues. Would be great if somebody gave me a few optimization tips.
http://www.yalgs.net/_xfiles/cube/2-cmate1.jpg
http://www.yalgs.net/_xfiles/cube/2-cmate2.jpg
http://www.yalgs.net/_xfiles/cube/2-cmate3.jpg
http://www.yalgs.net/_xfiles/cube/cmate.cgz
Thx & cheers
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#53: Re: new large map ready: "checkmate" |
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by pushplay
on 02/09/2002 09:48, refers to #52
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Optimization. In general, an fps game becomes bogged down when it needs to draw triangles faster than it can compute them. Triangles are how surfaces are conveyed. Triangle heavy objects are anything that is small, intricate, or sloped. In cube, this means arches, corners, or just having a whole bunch of stuff on screen. So a particularly complex room souldn't be visable from a distance, or else the contents of that room in addition to everything else you see need to be drawn, which can overwhelm a computer. Generally this means complex rooms, simplistic outdoors, walls and corners.
Your map isn't all that bad polygon wise. The wvt reached some levels I'd never seen before, but I'm not sure what it represents.
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#54: Re: new large map ready: "checkmate" |
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by nilfilter
on 02/09/2002 14:10, refers to #53
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Thx, pushplay.
I added the large solid brick cube and the 45°-wall behind which I made all solid (see 2-cmate1.jpg) to reduce the wvt from 18500 (!) to some 10000.
I still get some 13000 wvt in the building with table and seats, when standing left of those viewing the other large building diagonally opposite.
What I don't understand is the 13000 wvt are not reduced even when vis blockers are between the two buildings.
Damn, creating this map took me quite some time, and I fear it won't be playable online with more than a handful of players...
Cheers
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