[WIP] Joust

Discussion in 'WIP (Work in Progress)' started by phantombadger, Nov 1, 2008.

  1. phantombadger

    phantombadger L2: Junior Member

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    I am working on this map as a starter map. its simple in design but complex in its competitive stance. currently the wall design is adapted to TF2 and directly ported with exact dimensions from UT. ( yes its another UT port). I plan on making an areana, CTF, and CP versions of this map. Possibly expanding it from its origins; we will see. Pics are below.
     
  2. phantombadger

    phantombadger L2: Junior Member

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    Ran into an issue with my sky box. it doesnt seem to be updating the upscaled skybox.

    What i did in order:
    built map w/o sky
    Built 2d skybox around map; txtr-tools/toolsskybox
    put in Sky cam @0,0,0; was in the map so i moved the whole map.
    Copied skybox,walls scaled to 1/16 placed over skycam. added ground txtr
    set sky to Goldrush
    ran preview, the sky showed as the default sky w/ my lvl on the bottom( where the cam was when i created it)
    Deleted all sky boxes and cam. rebuilt w/o lvl skybox.
    preview was of the 3d scaled skybox but stretched to the max ranges.
    built a lvl skybox. loaded no change.
    deleted skyboxes, rebuilt skybox,3dskybox and skycam. no change

    does anyone know whats going on? and how to fix it?
     
  3. MangyCarface

    aa MangyCarface Mapper

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    Couple starter tips:
    -Better to create from scratch than to port; this will also help you learn faster
    -Concentrate on 1 gametype. The three are completely different, and require different mechanics to balance. CTF is the easiest to do. Spreading yourself thin for a first map is not a good idea.
    -Looks like you're starting with a big box. Not a good idea, for compiling reasons and more. Instead of using playerclips, delete that big box, and texture the playerclip brushes as skybox. Seal everything as you go along.
     
  4. phantombadger

    phantombadger L2: Junior Member

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    And porting a simple map like this is rather easy. all the design was done for me, the map layout and other design features are already worked out. if i start from scratch then I have work out where i want everything and build with various gameplay styles in mind. then run multiple tests to work out the bugs. now granted I only started with the blue print but if you understand joust at all its a greatly competitive map.


    changing the game modes on this map really isnt that hard.

    And yes the sky box is a little big and might be part of my skybox issue. I originally had the no clip as the sky but it looked cheesy when you fired a rocket at it. this way i keep simplicity with a flow of good design. its like adding a splash sound when walking on water, without it the water is just clear dirt(cheesy).