


Downloads:
| Author | Comment | ||
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acc |
First Kingpin map |
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Holà! I'm designing a medium DeathMatch map (it was meant to be single player but all of a sudden... I changed my mind). Anyway, I wish I'll be able to
upload a "beta" version in a week or so. I need lot of help to playtest the stuff (because I rarely play online and never played Kingpin over the
Internet at all: feedbacks, bugs report, suggestions or anything is helpful). Here are a few work-in-progress screenshots. Thanks for your attention.
Laaaaaater! Peace.
![]() ![]() ![]() Downloads:
Last Edited By: acc 01/08/09 12:13:36.
Edited 2 times.
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cujo |
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cool map nice work
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NeWVitaChick |
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Ditto! Cool map.
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acc |
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Thanks a lot. Here comes the "beta" version: download here (RAR File, 2Mb) (edit: huge thanks to Mr. Damage for noticing the directory naming bug -- got a very funny excuse about this but *cough* -- fixed)
Last Edited By: acc
12/23/08 02:50:28.
Edited 1 times.
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cujo |
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ok went though the map the layout is really good i like all area's around the map and all nice hidden
places the textures on map are really good didn't see any map bugs this good kingpin map
Last Edited By: cujo
12/23/08 13:18:36.
Edited 7 times.
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cujo |
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o the flares are about 1Grid off place them right up against the lights that way when player walk up under them they don't see light flowting in the air
below the light
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acc |
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Thanks for the advices Cujo; I'll see what I can do about that. But there's a part of your explanation I don't understand: VIS used to report the
infamous leaf portals saw into leaf warning (in fast mode, not in full) but nothing else, so if you could tell me where you found the 5 leaks spots, I would be
very thankful. BSP processing didn't report any error regarding mixed face contents either, so if it's just a few material type missing, I'm
working on a tool to do it for me (I'm kinda lazy… sort of). Also, I'm not sure to understand the Half-Life conversion map stuff (I mean… it's
build from scratch so… ^^)
Anyway, for now, I'm trying to reduce Portalclusters and Numportals, it's gonna take a while, but it is working rather well for now: Portalclusters are now 941 and Numportals are 3042 (respectively 2058 and 6667 before) (I should have dropped that single player map before thinking I could turn it into a deathmatch level -_-) Light flares are now closer to source light and set their values to the ones you suggested. I'm working on the outside lighting (I was using a hardware trick to increase gamma correction because I wasn't able to see the textures correctly in GTKRadiant, I turned it off and realized how dark the map really is). As for the ladders shafts, I'm planning heavy modifications over those areas because it's rather hard to get down there (plus I need a connection with the upper floor of the office building). I might modify the tree texture, but as I wish to create a new environmental sky, I leave it for later. Muchas gracias again for the feedbacks. Expect an updated version in a week or so. |
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cujo |
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mostly around the top sky above the rocks/fences and in bottom you have alpha bush or grate in between the walls
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kp4everadmin |
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Hi acc,
This is a good looking map. I pretty much agree with what Cujo has said so far but i'll put it all here in this reply anyways. There are a couple of issues with the pak file. It looks like you made a mistake in the name of the texture folder cholos_metals. It should be clled cholos_metal. Because it's named wronlgy the two textures in that folder don't show up in game. I'm pretty sure the kraze bot route files go into a folder called kingpin/kraze/routes and the bot config file goes into kingpin/kraze/bots. I have created a zip file for your beta map containing all the files, putting the bot files i nthe correct folder and renaming the metal texture folder. You can download it from here. As Cujo says you need to add juniors to your map. Each light should have a Junior associated with it. It needs a light value and a colour (or it wont work). Create a junior brush, press N to bring up the Entity window, fill in the values you want (I usually make the light value 100 more that the associated light's value) then press K to bring up the colour menu and slect your colour. You sky light vlue is curretnly set to 50 but I would try it with values from 150 - 300+ to see how it looks. This is your first map for KP right? but hHave you done mapping for other games like the Quake series or HalfLife? You can tell that this map started out as a singleplayer map but now it is DM I suggest you get rid of all the doors that you have to open. Either remove then entirely or have them as open. Doors are not good in DM as they slow down the gameplay. For the doors that are locked you can add a trigger multiple and the door locked sound - world/doors/dr_locked The areas where the ladders are need to be lighter so that you can see them better. Is there any reason why you used custom funcs? The default ones are availble in textures/common. You have 8 player spawns but try and add more up to 16. I think you can add another shotty to this map and you dont need the pistol in the map as you spawn with it. Generally I add 2 ammos for each weapon I include in my maps. You could also add more pistol mods (especially the magnum mod) and the item_pack and item_adrenaline. You could add ambient sounds to the map such as world/amb_wind and world/city etc. If you stand by the door in the room with the rocklet launcher and look towards the truck and the big tunnel the rspeeds get to around 1700. Maybe try and extend the wall in front of the truck or something like that to lower the rspeeds? The map is still missing a texture - textures/null. Thtas all I can think of right now. Hope it helps. Mr D
Last Edited By: kp4everadmin
12/27/08 00:01:57.
Edited 2 times.
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acc |
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Thanks a lot Mr D. I must have been completely drunk when I made the PAK file
The texture folder name bug is fixed (if you re-download the file, it should work). I though main\ pak files are always parsed by the engine when running a mod, so if I run Kraze bots, the files contained in main\ pak archive should be read too… So it shouldn't be a problem I guess, any problem to make it run? (EDIT: "shouldn't", not "should"... at least, I guess...) I'll try to remove the doors, but I'm experiencing high r_speeds with inside areas and hint brush doesn't really help here (I wish r_showtris was there ^^). But completely agree, I will remove those doors and try to find a workaround (I could certainly replace lot of stuff with textures) I did a bit of mapping for lots of FPS (powered by the Doom, Build and Quakes Engine, except for Quake III Arena, they were always single player levels, that's why…) There's no particular reason about the func textures, just to make me feel at home ^^ 1700 r_speeds ? Ho God… I have a huge problem with this for now (go to the outside fence, at the end of the tunnel and then, watch the stairs to the door -drumroll- 6000 wpoly ^^… I really need to take care of this) So, still to do : Light and Juniors Remove doors Removing ladder shafts, replacing with something different Add 8 extra player spawns Lots of items to add Ambient sound New sky environment Hint brushs (By the way, congratulations for your Kingpin Forever Website, keep it up ^^)
Last Edited By: acc
12/28/08 14:09:37.
Edited 1 times.
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acc |
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My bad, Mr. Damage: I just had a try and you were right. Kraze Bots do not check files stored in PAK archives. So this release (which is more a proof of
advancement than a release) is organized following the zip file you did.
Since previous release, bunch of stuffs has been modified, removed and added, but not everything's done yet (need two more start point, VIS optimizations and… well, those ladders ^^). But it's getting close. Link to beta2 updated on first post (you can also try here - 2.5mb) Again, thanks for your time and feedbacks. And happy new year too. Laaaaater. Peace. |
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kp4everadmin |
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Hi,
The map is looking better Just a few things You can use light bulbs in the areas with the ladders to light them. It still seems a little dark to me outside. You could maybe put lights over the doorways to lighten it. Also you could put a light on the wall in the corner of the two buildings near the barrel as its particulalry dark there. Also on the wall of the building behind the trailer with the container on it. If you plan to use a custom sky there is a way to make it downloadable from servers (normally KP doesnt allow custom skies or sounds to be downloded from servers when playing online). You can get the tutorial from here Hope this helps Mr D |
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acc |
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Thanks a lot for the trick. I put the wav files there, with little chance, Kingpin might try to download those files too. Anyway, here's the third version of the map (2.6Mb). And because I'm in a hurry,
I'm out ^^; Laaaaaaater. Peace.
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cujo |
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C:\Program Files\Kingpin\kprad>kpbsp c:\Progra~1\kingpin\main/maps/dm_banr.map
---- qbsp3 ---- entering c:\Progra~1\kingpin\main/maps/dm_banr.map Entity 0, Brush 1470: mixed face contents Entity 0, Brush 1472: mixed face contents Entity 0, Brush 1474: mixed face contents Entity 0, Brush 1475: mixed face contents Entity 0, Brush 1476: mixed face contents 0...1...2...3...4...5...6...7...8...9... (3) **** leaked **** Writing c:\Progra~1\kingpin\main/maps/dm_banr.bsp 8 seconds elapsed **** leaked **** it leaking mostly in bottom area's |
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acc |
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"dm_banr.map" ? Anyway, there's really something weird there: check out the full log... I'm using the compilation tools provided with the Kingpin CD. |
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kp4everadmin |
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Hi,
If you give me a link to the map file I will see if I can fix the leaks. Mr D |
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acc |
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Thanks for the help, but I'm "super busy" for now so I won't be able to check it out for a while... anyway, the source map is included with
the BSP (in maps/).
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kp4everadmin |
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But the one you are having problems compiling is newer version right?
Or is it the last one you posted a download link for? Mr D |
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cujo |
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From what I can see he got alpha brush in between basements walls on outside under bottom guess were cut the map from cs map. outside were rockstone is around
the gate there leak at to by sky's
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Sam Owens |
Congrats on your map | ||
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It is an accomplishment. Sorry you didn't make it SP they are more fun to play but take more time.
Sam |
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