KotH Ceasefire [Deleted]

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
And if such a thing does happen, that staff member will be demoted and severely punished. And you (and your map) will be fine.
Okay
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
The situations in which we'd take down a map for plagiarisation are pretty rare: only if they had the exact same layout, and we were sure it was deliberate not accidental. For example, there's another Frontline Trench map - Trenchfoot - by a staff member! And we know you didnt steal anything from that, so we're not going to punish you.

Trust us, we've been doing this for a while.
Okay
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I guess we can now focus on the map at hand now.
Okay, well I know what I need to work on. So I am going to work on it later today.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Let me just make it clear that maps are more than "ideas".I get that having a map be like D-day or WW1 trench warfare sounds great, but instead of making the whole map based around that one concept, you should really focus on creating unique spaces with their own narratives. In fact, a map doesn't even need a narrative until you're artpassing.

Another key thing to keep in mind is that technical prowess (understanding of the editor, ability to create decent brushwork) is extremely important, and it's a good idea to get a grasp on these things before you try developing a large scale project.

I hope this helps.

(When I say narrative, by the way, I mean like, where the map actually takes place, what either team is trying to accomplish.)
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Let me just make it clear that maps are more than "ideas".I get that having a map be like D-day or WW1 trench warfare sounds great, but instead of making the whole map based around that one concept, you should really focus on creating unique spaces with their own narratives. In fact, a map doesn't even need a narrative until you're artpassing.

Another key thing to keep in mind is that technical prowess (understanding of the editor, ability to create decent brushwork) is extremely important, and it's a good idea to get a grasp on these things before you try developing a large scale project.

I hope this helps.

(When I say narrative, by the way, I mean like, where the map actually takes place, what either team is trying to accomplish.)
Okay
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Should I just scrap the map and restart on the map?
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
fyi using ratings instead of posts for thanking/understanding etc. reduces a lot of visual clutter in the long run. It isn't necessary nor should you be forced to, but it's good practice.

This has nothing to do with the topic, thought I wanted to clear up my mind.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
fyi using ratings instead of posts for thanking/understanding etc. reduces a lot of visual clutter in the long run. It isn't necessary nor should you be forced to, but it's good practice.

This has nothing to do with the topic, thought I wanted to clear up my mind.
Okay
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
fyi using ratings instead of posts for thanking/understanding etc. reduces a lot of visual clutter in the long run. It isn't necessary nor should you be forced to, but it's good practice.

This has nothing to do with the topic, thought I wanted to clear up my mind.

Ditto, try and minimise unnecessary posts in threads if you can help it.

In regards to scrapping the map, if you feel it's necessary, go ahead. I myself would certainly spend some time trying to learn to be able to produce clean, well proportioned geometry instead of going right back into mapping.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Ditto, try and minimise unnecessary posts in threads if you can help it.

In regards to scrapping the map, if you feel it's necessary, go ahead. I myself would certainly spend some time trying to learn to be able to produce clean, well proportioned geometry instead of going right back into mapping.
Okay
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
I noticed the map has relatively low file size considering the custom content. Has the custom content been paked and tested to work on sv_pure 2? While as a lot of people have the assets, the servers don't, so problems incur.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
No, I think the reason why its a small file is because it's a small map
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
For comparison, my Frontline map is about the same in file size without paking custom content, about 70-100 paked and around 20 repacked with custom content.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
I tested the map with sv_pure 2. TF2 crashed, which AFAIK is a sign of the content not being packed.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
For comparison, my Frontline map is about the same in file size without paking custom content, about 70-100 paked and around 20 repacked with custom content.
I tend not to repack my maps because I keep forgetting and I really only do it if I think my map is done. I update my map so much I don't think it's good to repack it ever time. It just annoying to keep doing it for each update.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
If you use a lot of packed custom content, it's highly recommended you repack your map every time. It should just be a part of the standard release protocol, along with cubemaps, screenshots, and packing. Cubemaps are of course usually optional, but there's a point where it is a necessity alongside everything else.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
I tend not to repack my maps because I keep forgetting and I really only do it if I think my map is done. I update my map so much I don't think it's good to repack it ever time. It just annoying to keep doing it for each update.
Submitting a map over 50 MB to the pool not repacked risks the map not getting tested. And not paking custom content to the bsp causes client- and serverside issues. -> wont get tested either
 
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