View unanswered posts | View active topics It is currently Sat Jan 18, 2020 12:39 am



Reply to topic  [ 29 posts ]  Go to page 1, 2  Next
 PhloCTF1 by Jim 'Phlogiston' Pollen [ALPHA] 
Author Message

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
Post PhloCTF1 by Jim 'Phlogiston' Pollen [ALPHA]
4v4 CTF - 'Flags for the Flag God'

jim.pollen@gmail.com

Alpha 4 :: http://www.mediafire.com/?b8dkex7a6drf2c3


Last edited by phlogiston on Mon Jun 25, 2012 8:15 pm, edited 11 times in total.



Mon May 14, 2012 7:52 pm
Profile

Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: QLDM1 by PoLLeNSKi
Good luck then =)


Tue May 22, 2012 9:12 pm
Profile

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
Post Re: QLDM1 by PoLLeNSKi
Thank you - I'm just reaquainting myself with radiant in the upcoming weeks - been using Source SDK for the past few months xD


Wed May 30, 2012 12:49 pm
Profile

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
Post Re: QLDM1 by PoLLeNSKi
Image
I'm incredibly daunted to see people who managed more than just a box room in the first hours of the comp...


Last edited by phlogiston on Mon Jun 04, 2012 2:44 pm, edited 1 time in total.



Mon Jun 04, 2012 11:20 am
Profile

Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: QLDM1 by PoLLeNSKi
Haha. Keep going man. :mrgreen:

_________________
Portfolio
Twitter


Mon Jun 04, 2012 12:47 pm
Profile WWW

Joined: Sat Jan 21, 2012 11:25 am
Posts: 41
Location: Czech Republic
Post Re: QLDM1 by PoLLeNSKi
Hmm. Cool GLHF text in brushes :lol:

Just change the large image to a thumbnail using thumb...

_________________
The hell good boy
Image
It's nice to meet you!


Mon Jun 04, 2012 12:49 pm
Profile WWW

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
Post Re: QLDM1 by PoLLeNSKi
CZghost wrote:
Just change the large image to a thumbnail using thumb...
Fixed :)

Also just realised I should be using caulk not nodraw... too much time with Source SDK xD


Mon Jun 04, 2012 2:50 pm
Profile

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
Post Re: QLDM1 by PoLLeNSKi
Image

The room now has some entrances and the starting of some features


Tue Jun 05, 2012 1:16 pm
Profile

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
Post Re: QLDM1 by PoLLeNSKi
Image

A night of freestyle mapping with multiple cups of coffee and I have a walkway to nowhere and some vaguely interlinked areas


Wed Jun 06, 2012 12:25 pm
Profile

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
Post Re: QLDM1 by PoLLeNSKi
Image

Have switched my design to a CTF map since I'd been testing all the routes to and from the MH spawn which made it into a nice flag area. So I've then added a couple of routes into a mid-area-to-be in the top left, then I've roughly placed some various items and weapons.


Wed Jun 06, 2012 5:23 pm
Profile

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
Post Re: QLCTF1 by Jim 'Phlogiston' Pollen
Image
Tidied up the brushes in the base as well as rejigged the flag room a little, copied it over and lined them up for making a mid area. Approximately a 15 second cap time...

Note to self: do not do a full compile with sky shaders illuminating the whole map and no ceilings added


Fri Jun 08, 2012 11:09 pm
Profile

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
Post Re: QLCTF1 by Jim 'Phlogiston' Pollen
Not even an alpha version, but a badly lit, barely textured, incomplete run around copy of the base area so far: http://www.mediafire.com/?1bvk1gawcqylce1

- Still to add either a staircase or a jump pad upto the gantry above RA


Sat Jun 09, 2012 7:42 pm
Profile

Joined: Sat May 08, 2010 8:24 pm
Posts: 24
Post Re: QLCTF1 by Jim 'Phlogiston' Pollen
Mapping without a decent plan sketched down beforehand can put you at a disadvantage over other mappers... which is part of the reason why some of these guys can map so quickly as you noticed. The map does feel a little directionless as a result - not saying it can't be a success, but it'll take you a whole lot more time and trouble trying to figure out what can and can't work while you're blocking out the map.

Imo, one thing you should reconsider is your scaling. Platforms and walls are way too thin. Generally, 32 units should be the minimum for most of your structural work and platforms. Width of doorways and platforms about 128-160 units minimum. Try enlargen some of the tight areas a little, especially the flag area - the floor the flag is on is a busy area so should have some room to maneuver on. The map could do with being a little more vertical too and jumppads etc to help navigate the map quicker.

It's good to see more of the QL crowd mapping though, keep it up!


Sat Jun 09, 2012 11:15 pm
Profile

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
Post Re: QLCTF1 by Jim 'Phlogiston' Pollen
^^ All fair comments muff. I particularly agree with the wall thickness, which is partially due to a lack of experience but also because the gridlines disappear after about 15minutes of using radiant, only reappearing while clipping. Normally I carry on regardless which is why the earlier screens have got completely different sized walls throughout, but it has meant that some of the clipping has been a right pain to do which slows everything down a ton.

I'll make a backup and see if I can feasibly resize all my walling to your 32 recommendation :)

Ty for the input


Sun Jun 10, 2012 1:05 pm
Profile

Joined: Sat May 08, 2010 8:24 pm
Posts: 24
Post Re: QLCTF1 by Jim 'Phlogiston' Pollen
That's odd. What version of Radiant are you using? If it's 1.5.0 then I'd recommend changing to either 1.4.0 or the new 1.6.2 and seeing whether it still happens... http://icculus.org/gtkradiant/


Sun Jun 10, 2012 1:39 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 29 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by Vjacheslav Trushkin for Free Forums/DivisionCore.