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Post subject: My first map: Bukkake Ville!
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hey guys. is this place still active? :p
I made my first mohaa map! learned mapping from toptiger ages ago... remember him? pipeline, railway assault, bombed village, i know him personally and alpha/beta tested all his maps. anyway, I never actually got around to making a serious map myself.
so not long ago i got curious if I still knew how to make a map... and i didn't have a clue! but thanks to this site i shortly learned all the needed tools and tricks to make a functioning and bug-free map. no scripting, oh no, just mapping. so only deathmatch it is.
ladies and gentlemen, i present to you: bukkake ville! you figure out how i got to that oddly inspired title.
anyway, everything is caulked like it should, it's got exactly the right amount of detail and vis, and just the right ambientlight for a nightly feel.
compiled with -vis and -final lighting. closed skybox, no leaks.
it's not a big map, but it's very closely packed with lots of different spots so it supports up to 18 players. i think i've used every inch of real estate to the fullest, making it mainly close combat. and so it's probably more suited for default than it is for realism.
you can download my map here:
mirror 1: http://www.aww-kittah-aww.com/up/files/2969/mohaa/user-saaaimen.zip
mirror 2: http://dl.dropbox.com/u/4193009/user-saaaimen.pk3
with thanks to moffenmoller, he helped me alpha/beta test it. still if you find any bugs at all let me know.
also, there are some secret (nonsolid) passages, props if you can find em without going into spec
here are some screenshots to give you an idea:
   
  
   
reference to the loading screen: http://www.fat-pie.com/supermario.htm
hope you guys are still alive!
cheers,
simon (b[!]ertje)
Last edited by saaaimen on Sat Jun 26, 2010 3:21 am; edited 1 time in total |
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Sun Jun 20, 2010 2:23 am |
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| nice map,,for the first time,,cool |
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Sun Jun 20, 2010 1:22 pm |
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Cool! Very well done for a first map, and for an x-th map too  _________________
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Sun Jun 20, 2010 5:44 pm |
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thanks. found one texture bug at the mg42 (due to compiling), so i'll have to look into that. will test with detailing some extra stuff.
also the bazooka ammo at the 'cellar' sticks through the shelves.
and i was also thinking of adding a smoke plume fx in the bunker, coming out of that standing piece of pipe or whatever it is. is there maybe a tutorial explaining how? |
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Mon Jun 21, 2010 3:31 am |
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| Do you think you could upload it to the medal of honor filefront? I'm having trouble with both of your links because, unfortunately, due to my internet connection 1 in every 4 websites or so i cannot acces withought waiting for several days of loading to occur. (thank goodness .map isn't one of those sites) |
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Tue Jun 22, 2010 11:35 pm |
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| 1215drew wrote: | | Do you think you could upload it to the medal of honor filefront? I'm having trouble with both of your links because, unfortunately, due to my internet connection 1 in every 4 websites or so i cannot acces withought waiting for several days of loading to occur. (thank goodness .map isn't one of those sites) |
maybe i can email it to you?
btw i've updated the map, will upload asap. doing a fullvis compile now since fast vis seemed bug free. though full vis with 0 blocksize seems to take forever |
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Fri Jun 25, 2010 2:02 am |
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yeah that would work. ive update my profile but for times sake here it is 1215drew@gmail.com (no spam please ) |
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Fri Jun 25, 2010 7:49 am |
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* updated! * same links as original post
http://dl.dropbox.com/u/4193009/user-saaaimen.pk3
http://www.aww-kittah-aww.com/up/files/2969/mohaa/user-saaaimen.zip
a few extra screens ...


it's a fast vis compile this time so let me know if the performance is still acceptable. i know full vis improves fps a lot but it's not a big map so it shouldn't be much of a problem.
i know of a few minor shadow bugs which can be resolved with -bounce 0, but that makes my static lamp models turn dark making them require more light sources around them. (or is there a fix for this?). this compile is with -bounce 2, which luckily didn't give me any bugs. but mostly radiosity is painting black spots all over at random, and detailing some walls seems to reduce the bugs (up to this point). i'd rather turn off radiosity per recommendation but it makes the static models look lousy. thoughts? |
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Sat Jun 26, 2010 3:17 am |
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Lol? I'm surprised radiosity actually does anything. I never noticed its effects.
Oh, and cool map! It's nice to see someone still mapping, 8 years since the game's been out.  _________________ Admin
Honour guide me.
here's my stuff - inequation.org | here's where I work - thefarm51.com |
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Wed Jun 30, 2010 2:13 am |
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| Rookie One.pl wrote: | Lol? I'm surprised radiosity actually does anything. I never noticed its effects.
Oh, and cool map! It's nice to see someone still mapping, 8 years since the game's been out.  |
thanks! and yeah, it's most noticable with lamps and stuff, you usually just place a light entity under a hanglamp for example, and without radiosity the lamp model itself will be very dark, since the light source is casting a shadow on the lamp model. and so it's fixed by placing 8 less intense lightsources closely around the lamp model. |
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Wed Jun 30, 2010 8:53 am |
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