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i would like to apply as betamapper (suprise!)


Theothesnopp

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hello ive just finished a Small map with the saintlucia assets, i dont know if this is good enough for beta mapper position

since ive seen better stuff made with thiefs den assets, or even doom assets only.

but maybe it helps if i tell you that the only thing ive modded for (before darkmod)

is oblivion, wich only uses objects and no brushes.

ive been fooling around with radiant for about 3 weeks, and when the saintlucia came out

i decided to make something working and here it is.

 

http://www.2shared.com/file/4186616/f515344a/MyMap.html

 

i would be very glad if you told me what you think.

there ar alot of bugs like some patches are to thin so some part of them get invisible and such.

but i hope it doesnt spoil the fun :]

and i hope you enjoy this small map as much as i enjoyed making it.

the max loot is 700 also :).

 

thanks also for thoose who helped me on the forum :].

ok now i think ive got nothing more to say ^_^

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I checked the map in radiant. I see you did use some visportals but most of them don't work, the visportal face should be surrounded by solid brushes only to work. Use r_showportals 1 to test visportals

 

there ar alot of bugs like some patches are to thin so some part of them get invisible and such.

 

About patches, patches don't have a thickness, they are transparent from one side (that side should never face the player).

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Duh, thanks. It's pretty obscure, but I should've found that (needless to say I'm not very far in notpron).

 

Hard to get a good feel for it, as my framerate is about 1-2 FPS, but it looks like a nice and interesting start. Good luck with optimization! ^_^

 

yeah i i realized its very laggy yes :/

its hard to find any good places to set visportals :/

but thanks :blush:

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I checked the map in radiant. I see you did use some visportals but most of them don't work, the visportal face should be surrounded by solid brushes only to work.

 

 

 

About patches, patches don't have a thickness, they are transparent from one side (that side should never face the player).

 

 

then its weird why do some parts become invisible, since they looked alright for a wile ago and then they after a while went invisible ?

 

sorry for bad english :/

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then its weird why do some parts become invisible, since they looked alright for a wile ago and then they after a while went invisible ?

 

sorry for bad english :/

 

I assume you mean they went invisible after looking at it from a different angle? If so, try selecting a patch in the editor and invert a few times (patch->matrix->inv), you'll see what I mean.

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Theothesnapp : This is excellent! Lots of rough edges but the mission design is clearly very good indeed and that's what matters. Sorting out the flaws can be learnt but good imagination and inventiveness maybe not so you seem to have what's important to make good missions.

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Theothesnapp : This is excellent! Lots of rough edges but the mission design is clearly very good indeed and that's what matters. Sorting out the flaws can be learnt but good imagination and inventiveness maybe not so you seem to have what's important to make good missions.

 

 

Thank you!!!

i got better critisism than expected, this just makes me wanna do more thanks alot.

yes i need to learn alot still but if i may say so myself im kind of happy with my work.

thanks for keeping me inspired :]

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I also like those shots, they show some very cool detail work and creativity!

 

You'll need to try to learn how the editor works to make the areas have better performance, so that you can build some areas in such a way that will work better for making good use of visportals. Once you get a good blend of creativity and also working with the limits and practical structure, you'll be able to make GREAT playable maps!

shadowdark50.gif keep50.gif
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I also like those shots, they show some very cool detail work and creativity!

 

You'll need to try to learn how the editor works to make the areas have better performance, so that you can build some areas in such a way that will work better for making good use of visportals. Once you get a good blend of creativity and also working with the limits and practical structure, you'll be able to make GREAT playable maps!

 

 

thanks for your post :]!

 

yes thats what im taing on now.

im making a city built up to be able to use more visportals so its like a test :]

 

i tried to read through the vispotal guide in the wiki,

but i only remember 5% of what ive read.

so im trying to figure out most :]

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A few things to note:

  • Pics 4,8 & 9, that torch if you go to entity editor ("N") and put on noshadows 1, that will get rid of that shadow ring. It doesn't look that realistic, and is kind of distracting.
  • It looks like you have no ambient_world light. Read this article on virtual darkness. Once you get a feel for ambient lighting, it will REALLY make a difference. Its best to try and avoid areas of the map that are pitch black, for both playability and visual effect.

Now for what I liked :-D

  • Nice detail work, the object placement, the missing boards, that busted door.
  • I like the crumbly and missing bricks look. And the first pic, the rocky ceiling with the ivy.
  • Thats some pretty good patch work with the dirt floor rock.

A very good start sir :rolleyes:

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happycheeze.deviantart.com

 

Moddb

 

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A few things to note:
  • Pics 4,8 & 9, that torch if you go to entity editor ("N") and put on noshadows 1, that will get rid of that shadow ring. It doesn't look that realistic, and is kind of distracting.
  • It looks like you have no ambient_world light. Read this article on virtual darkness. Once you get a feel for ambient lighting, it will REALLY make a difference. Its best to try and avoid areas of the map that are pitch black, for both playability and visual effect.

Now for what I liked :-D

  • Nice detail work, the object placement, the missing boards, that busted door.
  • I like the crumbly and missing bricks look. And the first pic, the rocky ceiling with the ivy.
  • Thats some pretty good patch work with the dirt floor rock.

A very good start sir :rolleyes:

 

 

i have ambient light :o

 

its set to

 

r:5

g:3

b:10 (bluish darknes looks the most awesome)

 

if you take a look at shoot0008 you can se the door slightly,

so its not really pitch black but its not 100% visible

 

but the cast shadows makes things look more dark.

so i should look more at those :)

 

thanks for the post really :):) !

i im gonna look at thoose torches

 

edit: patch dirt rock floor?

my english suck sry -_-

Edited by Theothesnopp
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As I said before when helping you fix it, the map looks very good :)

 

 

yaay thanks :] thanx fo the help to :o

im right now as i said a while ago, making a city map but im out of ideas so everything is going very slow right now :/.

 

right now its more like a castle map or something :)

well i will post it here once finished :D

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