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Offline Latino210

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Map finished!
« on: January 16, 2012, 12:23:26 am »

I just finished my first map. Any comment and testing help would be appreciated. It's a small map appropriate for any Eastern or Western urban/suburban area, with a lot of brutal close quarter fighting. Any alien with short ranged or hand to hand weapon would be very appropriate here.

I added some textures made by me (the signs) and some metal textures taken from the free site www.texturemate.com. Must I upload the textures, too?

The compiled .bsp is here. http://www.freefilehosting.net/mastermap2

Offline H-Hour

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Re: Map finished!
« Reply #1 on: January 16, 2012, 07:37:18 am »
Cool! Yes, we will need the textures as well to see them in-game.

Just took a quick look. I think you want your info_player_start entities to be info_human_start. The info_player_start are only used for multiplayer so you need two sets with different teams. The info_human_start is where there player will start when playing in campaign/skirmish mode.

Offline Mattn

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Re: Map finished!
« Reply #2 on: January 16, 2012, 07:47:57 am »
post some screenshots please.

Offline ShipIt

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Re: Map finished!
« Reply #3 on: January 16, 2012, 08:25:42 am »
^^ you guys are too fast for me.

Nice to see somebody else is challenging Radiant, too. Welcome back.

You are on a good way with your map. As people love pics in threads i made one of your your map.  Hopefully this is ok for you.



Two things you might want to take a close look at :

a) As far as I know having walkable terrain below zero may cause errors in pathfinding. You can change this easily this way :
   by setting the grid to 64 (<7>) - hit <shift>+<h> - selecting the whole map - shifting it up one level. After this using -> 'Tools' -> 'one level up' will change the levelflags accordingly.

b) All starting positions should fit into grid 32 (<6>). If they do not, the game will refuse to place the actors. Also, to make it playable in scirmish-mode you will have to use 'info_human_start' instead of info_player_start. Those are used for multiplayer.

If you post an updated map, I will further investigate and come up with some suggestions how you can improve it.
« Last Edit: January 16, 2012, 09:20:27 am by ShipIt »

Offline Mattn

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Re: Map finished!
« Reply #4 on: January 16, 2012, 08:52:44 am »
@ShipIt: thanks for the screenshot.

@Latino210: you got the dimensions right (which if often the hardest part) - keep on going, we really need new maps.

Offline Latino210

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Re: Map finished!
« Reply #5 on: January 16, 2012, 11:39:59 am »
Thanks for the screenshot and for the advice. I will post the textures later.

Quote
a) As far as I know having walkable terrain below zero may cause errors in pathfinding. You can change this easily this way :
   by setting the grid to 64 (<7>) - hit <shift>+<h> - selecting the whole map - shifting it up one level. After this using -> 'Tools' -> 'one level up' will change the levelflags accordingly.
OK, I will do that.

Quote
b) All starting positions should fit into grid 32 (<6>). If they do not, the game will refuse to place the actors. Also, to make it playable in scirmish-mode you will have to use 'info_human_start' instead of info_player_start. Those are used for multiplayer.
Stupid mistake on my part. Correcting now. I will post the updated map later.

Offline Latino210

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Re: Map finished!
« Reply #6 on: January 17, 2012, 12:51:24 am »
Here are the signs. I found them to be useful and pretty. I made them myself in five minutes.

Offline Latino210

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Re: Map finished!
« Reply #7 on: January 17, 2012, 12:53:45 am »
I have taken these textures from texturemate.com. I think I should add a disclaimer, but I do not know how.

I have corrected the map. Do you think it can be included in the next upgrade? I do not want to spend much more time on it, I already have a bigger project in my mind! I l have learned a lot of useful skills with this simple map, now I am ready for something bigger.
« Last Edit: January 17, 2012, 01:28:38 am by Latino210 »

Offline Kildor

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Re: Map finished!
« Reply #8 on: January 17, 2012, 05:49:46 am »
We try to no use textures with readable texts — because it is impossible to translate they.

Offline ShipIt

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Re: Map finished!
« Reply #9 on: January 17, 2012, 07:36:13 am »
I do not want to spend much more time on it, ...

This is not the way you should think about it, imho.

You had a problem with testing your map ingame. Could you solve this or do you need further help ?

Also please make sure you attached the right map.

Offline Mattn

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Re: Map finished!
« Reply #10 on: January 17, 2012, 07:54:31 am »
before we can include it, the remaining glitches must be fixed and we have to know the licenses of your own textures. we either need "gpl 2 or later" or "cc-by 3" to include them in the game.

i also don't think that texturemate is using a compatible license and i think we will have to replace the textures you used from them.
« Last Edit: January 18, 2012, 09:08:28 am by Mattn »

Offline Mattn

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Re: Map finished!
« Reply #11 on: January 17, 2012, 07:58:03 am »
i just saw that we linked texturemate.com in our art section. sorry for this - i've removed the link there.

Offline Latino210

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Re: Map finished!
« Reply #12 on: January 17, 2012, 11:18:23 pm »
So, is this your final word? Texturemate is a no-no? Where can I find some good textures, then? Those included with the radiant are a bit... limited...

Offline Kildor

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Re: Map finished!
« Reply #13 on: January 18, 2012, 04:20:40 am »
Creative Commons License, CC BY 3.0 is no good for us?

Offline Mattn

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Re: Map finished!
« Reply #14 on: January 18, 2012, 09:07:55 am »
So, is this your final word? Texturemate is a no-no? Where can I find some good textures, then? Those included with the radiant are a bit... limited...

yes - we can't use them. check e.g. out http://opengameart.org

http://www.photos-public-domain.com/
http://www.burningwell.org/gallery2/v/textures/