With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
For all you mappers out there!

Moderators: Pardner, Joe Kari, TheDoctor, Breli

new dm and br map Ghost Town

Postby !NuB!Donut » Tue Jun 07, 2011 10:22 pm

So I have finished my newest map called Ghost Town. Maybe you have already tested the beta on Terra Nova. I wanted to release the map last Saturday but a power-cut had a lot of my work destroyed so it took a bit longer.
Here are some screenshots of the map:

Image

Image Image
Image Image

And of cause the download link: Download

I hope you like my newest map. Feel free to post your suggestions and feedback below.
Last edited by !NuB!Donut on Wed Jun 08, 2011 2:10 pm, edited 1 time in total.
User avatar
!NuB!Donut
SG Team
 
Posts: 150
Joined: Wed Mar 10, 2010 8:57 pm
Location: Germany



Re: new dm and br map Ghost Town

Postby TheDoctor » Wed Jun 08, 2011 12:57 am

!NuB!Donut wrote:So I have finished my newest map called Ghost Town.
Thanks to /dev/random, the map is already playable at Terra Nova.
User avatar
TheDoctor
Smokin' Amigo!
 
Posts: 766
Joined: Sun Jun 06, 2010 3:31 am



Postby MsH » Wed Jun 08, 2011 3:48 pm

Looks nice, I was waiting that someone make ghost town map.

I tried to play this but it dont work..
Im using SG 1.0, is this the problem?
User avatar
MsH
Gunslinger
 
Posts: 145
Joined: Sun Jun 06, 2010 8:44 pm



Postby HighSteric » Wed Jun 08, 2011 5:05 pm

Yes, you have to use beta version
User avatar
HighSteric
Jeuxlinux Admin
 
Posts: 24
Joined: Sat May 28, 2011 6:59 pm
Location: Lithuania



Postby ReD NeCKersoN » Tue Jun 14, 2011 1:39 am

Congratulations. This is your best work so far, in my opinion.
Patch mesh is ok for the underground tunnels, but I can see it from above ground in certain places with r_showtris 1. That's a pretty big fps hit. (I made the same error with columns in Coyote Bluff.)
Did you try any hint brushes? Or is what I'm seeing only "natural" vis blocking?
I love the corn field with scarecrow, & the cow models are fun to shoot. I'm a big fan of steaming cow pies too.
Is it my imagination, or does this map need a bit more money lying about for deathmatch? Or perhaps you might increase the dollar amounts for the limited pickups?
I'd like to see the .map file someday if you ever wish to send it to me.

Good work. Simple, yet decorative & unique. 8)
Image
User avatar
ReD NeCKersoN
SG Team
 
Posts: 3245
Joined: Wed Mar 27, 2002 6:22 am
Location: VA, USA



Postby !NuB!Donut » Wed Jun 15, 2011 12:41 am

Did you try any hint brushes?

Yes I did :D

Or perhaps you might increase the dollar amounts for the limited pickups

The placed pickups are just set that the bots move, but maybe you are right and i should place some for normal players too.

I'd like to see the .map file someday if you ever wish to send it to me

I send you a PM
User avatar
!NuB!Donut
SG Team
 
Posts: 150
Joined: Wed Mar 10, 2010 8:57 pm
Location: Germany



Postby Joe Kari » Wed Jun 15, 2011 7:14 pm

Good job ;)
User avatar
Joe Kari
SG Team
 
Posts: 878
Joined: Sun Sep 16, 2007 8:44 pm
Location: France



Ghost Town Excellent

Postby Camcidgos » Fri Jun 17, 2011 1:56 pm

Just got done playing a round in Ghost Town map and it is very awesome. Great Map.
Camcidgos
Drifter
 
Posts: 13
Joined: Wed Jul 08, 2009 10:05 pm



Postby Harlock » Sat Jun 18, 2011 11:20 am

Nice looking map, although like san cuchillo it's nearly unplayable for me because in some places it lags horribly. Also, some textures are missing and some doors seem not to be working as they should, especially in the big stone house across the church, where you should be supposed to get on the balcony but the door can not be opened.
Harlock
Drifter
 
Posts: 13
Joined: Tue Sep 22, 2009 4:56 pm



Postby Biondo » Mon Jun 20, 2011 7:09 am

Great map, sure! Not only nice textures and fun surprises, but really enjoyable in game. Congrats Donut and Muffin.
User avatar
Biondo
SG Website Designer
 
Posts: 533
Joined: Thu Oct 15, 2009 4:35 pm



Postby Pardner » Mon Jun 20, 2011 2:24 pm

Harlock wrote:Also, some textures are missing and some doors seem not to be working as they should, especially in the big stone house across the church, where you should be supposed to get on the balcony but the door can not be opened.


Make sure you are using the newest version of SG:
viewtopic.php?t=2079
User avatar
Pardner
SG Team
 
Posts: 1786
Joined: Fri Nov 18, 2005 5:48 am
Location: MD, USA



Postby Pardner » Mon Jul 04, 2011 11:07 pm

Pardner wrote:
Harlock wrote:Also, some textures are missing and some doors seem not to be working as they should, especially in the big stone house across the church, where you should be supposed to get on the balcony but the door can not be opened.


Make sure you are using the newest version of SG:
viewtopic.php?t=2079


OK I was wrong, I finally got around to playing this map (my PC was down). I too had the missing texture issue. To fix it, I had to install Donut's Station map available on Moddb.

Another issue, I found some small Z-fighting is your ground brushes:
Image


***EDIT: fixed missing textures
User avatar
Pardner
SG Team
 
Posts: 1786
Joined: Fri Nov 18, 2005 5:48 am
Location: MD, USA



Postby ZaPaTaSG » Tue Sep 13, 2011 6:57 pm

*LAME* clan tries to use it in our weekly DM-games on terra nova. All running fine and wonderfull. Congrats for that map, incredible job! 8O
In game: *LAME*ZaPaTa

http://www.lame-clan.tk/
(mind the hyphen!)
User avatar
ZaPaTaSG
Drifter
 
Posts: 13
Joined: Fri Nov 12, 2010 1:27 pm



Postby !NuB!Donut » Tue Sep 13, 2011 8:29 pm

thank you a lot :D
Actually muffin and me plan to improve the map by placing some trees and bushes. But only testing will show if it affect the game play on a positive way.
User avatar
!NuB!Donut
SG Team
 
Posts: 150
Joined: Wed Mar 10, 2010 8:57 pm
Location: Germany




Return to Level Editing

Show Sidebar
Show Sidebar

User Control Panel