Topic: lade-wswca1 - [Beta]
This project is now finished. Visit ladelulaku.com for further details.
Last edited by Ladelulaku (2008-10-13 16:10)
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This project is now finished. Visit ladelulaku.com for further details.
Last edited by Ladelulaku (2008-10-13 16:10)
hmm
you are not the 1st mapper who tried a ca map. The other mappers stopped their projects, cause they found out, that ca maps are much more complicated to map then other maps you know?
Maybe think about, why the old ra3 maps are not played very much in warsow and why everibody still plays wca1 and try again =/
Well it could still turn into a regular dm/tdm map, that's not out of the question. I have no intention of canceling this project.
Everybody still plays wca1 because it's the only really good map for ca in Warsow. That's why I'm looking for feedback to make this map at least as good as wca1. ![]()
i sorta liked running around it, not played it vs other players yet tho. any servers having this map in rotation ? anyway, good work, first map, not bad at all, i just hope u don't keep the bathroom theme
gj dude
No server running it atm. There is however navigation files for bots so you can play against them. ![]()
The bathroom theme is purely placeholder.
It's going to be an egyptian-tomb-esque level eventually.
I think in ca maps u should be able to keep atleast 1,2k speed up, and thats hard atleast for me if the paths are so narrow and have lots of pilars and whatnot to get stuck in. Also roof should be higher from the ground. There wont be nice air frags if the enemy bounces back to ground from the roof every time u bounce him to air. Ofc these are just my opinions about ca maps, and maybe other ppl have very different view.
Ladelulaku, scale ur map harcore!
the most important thing in a ca map is, that it has to be possible, to change your position rapidly very fast imo ![]()
Last edited by Gubelfax (2007-07-18 17:53)
I think in ca maps u should be able to keep atleast 1,2k speed up, and thats hard atleast for me if the paths are so narrow and have lots of pilars and whatnot to get stuck in. Also roof should be higher from the ground. There wont be nice air frags if the enemy bounces back to ground from the roof every time u bounce him to air. Ofc these are just my opinions about ca maps, and maybe other ppl have very different view.
Scale is the main thing I'm looking into tweaking right now, so this is great feedback. You actually confirm some thoughts I've had myself about the roof height etc. I'm going to tweak the scale a bit and work on the placement of the pillars. I still want some chokepoints though, where you might get slowed down if you're not careful.
yea and add sum "ramps". ur screenshot show a very linear mapstyle where u can hardly make sum nice ramp slides or whatever. but i guess ur map is in an very early stage and u will add this kind of stuff anyways
. go on mate & gl
yea and add sum "ramps". ur screenshot show a very linear mapstyle where u can hardly make sum nice ramp slides or whatever. but i guess ur map is in an very early stage and u will add this kind of stuff anyways
. go on mate & gl
Yeah ramps and fun stuff like that is coming. I have some ideas that might make it to v0.3.
Hint: v0.2 released, check original post. ![]()
after testing it etc etc. I have some f33dback *omgz!*
http://users.pandora.be/dubster/darkwave/wswca1v2.JPG
so what I think you should do is put walls there or glasswalls, on the higher part of the map(where I'm standing = higher part of the map xD).
That way campers still have a use for their EB on the lower part of the map and it wont turn into a camperfest. I hope you understand a little bit what I'm trying to say xD
PS: nice map
Last edited by Darkwave (2007-07-31 16:07)
omg texturez pleaz
is this on any server??
Last edited by phonix^1 (2007-07-31 16:10)
omg texturez pleaz
is this on any server??
no not yet I think becoz its still in an early stage
Working on textures atm. I recently did a format C: so I've been busy reinstalling stuff and just generally getting everything to work (Raid arrays are the work of the devil)
I'm not going to go crazy with the detail quite yet, but the next release will look conciderably better. The layout is not going to change much from this point, but I still have some ideas i'd like to try.
Last edited by Ladelulaku (2007-08-01 13:57)
after testing it etc etc. I have some f33dback *omgz!*
http://users.pandora.be/dubster/darkwave/wswca1v2.JPG
so what I think you should do is put walls there or glasswalls, on the higher part of the map(where I'm standing = higher part of the map xD).
That way campers still have a use for their EB on the lower part of the map and it wont turn into a camperfest. I hope you understand a little bit what I'm trying to say xD
PS: nice map
Hmm... Interesting observation. I'll have to give that a thought. Glass walls are out of the questions though. Would kind of ruin the theme of the map. ![]()
PS: thanks. \o/
Version 0.3 released! See the original post for more info/screenshots/download etc. \o/
k I just tested it with 4 people. There are to many edges, make it smoother to maintain the speed (yeah I know, this is hard
). More sideramps. I know its build, but I hope it will not be this bright in end release ![]()
Last edited by Darkwave (2007-08-19 16:06)
i think this map needs:
-ambient 30 or smth
-less bright lights
-more tricking possibilities, because atm you always need rj's to get anywhere (maybe jumppads are an idea too)
-a textureset that has some more variety, because wall/floor/ceiling seem to blend with eachother atm
i like the overall of the map and think it looks very promising, and that's why i take the time to write these critiques ![]()
keep up the good work
k I just tested it with 4 people. There are to many edges, make it smoother to maintain the speed (yeah I know, this is hard
). More sideramps. I know its build, but I hope it will not be this bright in end release
Any specific edges that are causing trouble? Screenshots or demos would be helpfull.
Personaly I'm not seeing anything specific that slows me down, then offcourse I've been jumping arround this map for ages and know it a bit too well.
Yeah don't worry about the lighting, I just threw a bunch of point lights randomly all over the place for this version.
i think this map needs:
-ambient 30 or smth
-less bright lights
-more tricking possibilities, because atm you always need rj's to get anywhere (maybe jumppads are an idea too)
-a textureset that has some more variety, because wall/floor/ceiling seem to blend with eachother atmi like the overall of the map and think it looks very promising, and that's why i take the time to write these critiques
keep up the good work
Indeed it's rather blocky and simplistic at the moment. Ramps and ledges and trick related stuff like that is going to be my main priority for v0.4. I'm trying to avoid using jumppads though because I'm afraid they might "ruin" the theme, but you never know...
I'm not entirely sure what to do about the texturing. I want things to mostly be made out of large stone blocks, because that's basicly what pyramids and such are made of. But as you said, simply having stone textures all over the place makes everything blend together. I'm hoping some neat lighting tricks can help differentiate the surfaces from eachother a bit more. And when I get to the point where I'm starting to add more fine detail to the level this aspect is probably going to improve significantly aswell.
I'm almost regretting not simply going with a finished texture set made by someone else, but it's going to be way more satisfying in the end when I can say I created everything myself. ![]()
maybe marmor?
Are you still working on this map?
We play it often on lan, it's awsome
we often play 1 vs 2 in CA, and it 's one of the few maps where the guy who is alone has a chance to win a round or two ![]()
Last edited by The_Archdude (2007-10-04 10:10)
you are not the 1st mapper who tried a ca map. The other mappers stopped their projects, cause they found out, that ca maps are much more complicated to map then other maps you know?
I wouldn't say they are more complicated. Not easier either.
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