MasterSidious Posted October 28, 2003 Share Posted October 28, 2003 Ok, so its all good as far as the vehicles go, but... Let's get to the point, am I the only one who want a HUGE CTF map where there's every kind of vehicle, and the map is actually big enough to put them to use. We're talking BIG here I'm thinking about making a huge map like this when I get JA, any ideas, questions, comments? I'm thinking about like a BIG map with everything where u can use it. Thanks in advance Link to comment Share on other sites More sharing options...
Rankith Posted October 28, 2003 Share Posted October 28, 2003 Actually I was thinking of trying something like that when I finish my current project. I agree that it would be lots of fun!!! FPS might be bad though. Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted October 28, 2003 Share Posted October 28, 2003 working on it for some time now my map is so friggn huge you can even goto hyperspace in it Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted October 28, 2003 Share Posted October 28, 2003 im working on a huge ctf map, its got all the vehicles and more, turbolasers on top of each base, etc, designed for a war with tons of players, here is a link: http://forums.massassi.net/html/Forum5/HTML/010507.html in its early stages, tell me more about what you would like to see in it. Link to comment Share on other sites More sharing options...
MasterSidious Posted October 29, 2003 Author Share Posted October 29, 2003 Actually my bro was thinking of something very much like this only make a bunch of caves (instead of bedrooms) where you can find a whole bay full of ships and speeders ect. and with the rancors also in the caves. ALso turbo lasers, we don't have it yet, how flexible are they, horizantal ,v ertical or both Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted October 29, 2003 Share Posted October 29, 2003 the turbos have a 360 degree rotational axis on both planes (it can shoot everywhere), and they are automatically controlled. Link to comment Share on other sites More sharing options...
MasterSidious Posted October 30, 2003 Author Share Posted October 30, 2003 So you can shoot literally anywhere? Automatically controled, what do ya mean by that? Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted November 3, 2003 Share Posted November 3, 2003 the turbolasers are not controlled by you, they are automatic, like those computerized turrets in sp. and will automatically shoot at the opposing team. Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted November 3, 2003 Share Posted November 3, 2003 i could post some screenies up, if i knew how.. anyone know how to put up screens? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted November 3, 2003 Share Posted November 3, 2003 go to http://www.angelfire.com upload it, then do this on the forum "" Dont put the " marks... Should work. Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted November 3, 2003 Share Posted November 3, 2003 just check out this forum topic for some old screenies, ill post some new ones very soon. http://forums.massassi.net/html/Forum5/HTML/010507.html Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted November 5, 2003 Share Posted November 5, 2003 Okay! the new screenies are up, with screenies of the turbolasers too! check out the link i posted. Link to comment Share on other sites More sharing options...
wedge2211 Posted November 5, 2003 Share Posted November 5, 2003 Read through the Massassi thread. I'm with gothicX. It could be LOADS of fun to play, but a big, open space just isn't INTERESTING. Add obstacles for the vehicles, vary the terrain, dunes, hills, mountains, canyons, yes plains, but not plain plains, add in trees/rocks/varied textures/streams/lakes/buildings/whatever. For a good overview of how to make sweet terrain, check rgoer's thread (read down a bit, he posts a tutorial on EasyGen terrains). Link to comment Share on other sites More sharing options...
GothiX Posted November 5, 2003 Share Posted November 5, 2003 You beat me to it, Wedge. Link to comment Share on other sites More sharing options...
MasterSidious Posted November 6, 2003 Author Share Posted November 6, 2003 Looked at the pics which are very cool. Didn't really see where a flag could go but ya, that's really sweet. Plenty of vehicles Where is the hard work though, you could litteraly get lost in the middle of that is you just ejected out of a flyable vehilce though Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted November 6, 2003 Share Posted November 6, 2003 im one step ahead of ya.. thats part of the gameplay.. its meant to be played with teams, so your team members will have to go and pick you up with the shuttle, whith air support giving cover fire, im gonna make the shuttle so that 3 people can be in it at once. Link to comment Share on other sites More sharing options...
lauser Posted November 10, 2003 Share Posted November 10, 2003 Yeah I'm making an ALL IN ONE MAP and I started to make it quite large. So big in fact is was 1/4 the size of the WORLD!! Which case the world as you might know is 65, 500 cubic units for JA. First compile I had an error that said VIS had gone beyond the limits of the editor. So I guess there is a size limit to any map. My map is now 1/2 the original size and has 2000 brushes. I'm only about a third of the way done too. It takes 4.5 minutes to run on foot all the way around my map. I think it takes 20 seconds or less by swoop bike once around. I'm happy that you can make such big maps in JA. My question is---> Is there a size limit? Or did I do something wrong? Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted November 12, 2003 Share Posted November 12, 2003 mines way bigger than that. it takes like 1.2 min to only drive across the level on a swoop, not around it. it takes up the entire grid in radiant Link to comment Share on other sites More sharing options...
Business_Eskimo Posted November 13, 2003 Share Posted November 13, 2003 I sure hope you are using fog Link to comment Share on other sites More sharing options...
WadeV1589 Posted November 13, 2003 Share Posted November 13, 2003 If you really are making huge maps then vis data is going to become quite irrelevant if they're almost entirely open. So select a regular brush then press N. Type in a key of _blocksize and a value of "16384 16384 16384" (I hesitate to say just set it to "0", oh and don't type the quotation marks). And if you're not using fog type a key of distancecull and a value that is just plain huge, bigger than the distance between two corners that are opposite each other and the furthest apart from each other so you can see the entire map when you're flying around at high speed which is essential - kotor_flight_school annoys me for 2 reasons, 1 the distancecull is way too low, 2 the map is so small for flying it hurts. Oh you may want to type the key _gridsize with a value of "128 128 256" and the key _lightmapscale with the value "3" as well to cut down the lighting stage of compile. Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted November 13, 2003 Share Posted November 13, 2003 what is the purpose of creating this big brush? and what is the purpose of the _gridsize? Link to comment Share on other sites More sharing options...
ondrahosek Posted November 13, 2003 Share Posted November 13, 2003 Don't ask me, but the compilation of my big fat map got radically faster!!! You da man, Wade! Link to comment Share on other sites More sharing options...
GothiX Posted November 13, 2003 Share Posted November 13, 2003 It makes you see the entire map. Link to comment Share on other sites More sharing options...
WadeV1589 Posted November 13, 2003 Share Posted November 13, 2003 lol Gothix he said what's the purpose of _gridsize not distancecull _gridsize - dynamic lighting of in-game entities such as the player model, it takes averages of the surrounding lighting and applies them to a grid, if you have a small gridsize your player will seem to take on the surrounding lighting much more accurately but at the expense of compile speed and most people won't notice the suttle changes anyway. distancecull - what Gothix said, lets you see further before the map is culled. _blocksize - you know that stage of compile labelled "vis"? Well it works on nice principles called leafs, nodes and portals...all structural brushes create more vis data (to keep it simple) but on top of that the map is sliced up to create basic vis data in blocks. blocksize makes these blocks bigger which cuts down vis data. Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted November 13, 2003 Share Posted November 13, 2003 i already did the distancecull, a loong time ago, but with the _blocksize, do i just create a random brush in the exact center of my level and do that? _gridsize, what would be a good value for it, if my map is the size of the entire gtkradiant grid?(my lighting process currently takes forever, never been able to complete it cuz its too long) Link to comment Share on other sites More sharing options...
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