- Apr 26, 2015
- 954
- 186
OkayAnd if such a thing does happen, that staff member will be demoted and severely punished. And you (and your map) will be fine.
OkayAnd if such a thing does happen, that staff member will be demoted and severely punished. And you (and your map) will be fine.
OkayThe 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, well I know what I need to work on. So I am going to work on it later today.I guess we can now focus on the map at hand now.
OkayLet 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.)
Okayfyi 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.
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.
OkayDitto, 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.
The assets it uses so widely are pretty hefty in filesize.No, I think the reason why its a small file is because it's a small map
OkayThe assets it uses so widely are pretty hefty in filesize.
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.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.
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 eitherI 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.