Funhouse .map file

Have questions about CoD/UO mapping that aren't covered in the tutorials section? Post here!

Moderator: Core Staff

Post Reply
|-ERS-|Pvt.^Dwarf
CJ Wannabe
CJ Wannabe
Posts: 31
Joined: June 25th, 2005, 11:21 pm

Funhouse .map file

Post by |-ERS-|Pvt.^Dwarf » September 17th, 2005, 1:26 pm

Well here is the .map file for my map Funhouse, I never really got around to finishing it because I started a new job and have very little time to do it. Feel free to do whatever you want to this map. Even if you dont want to use this map you should check out the new kind of panzer jump at the end of the map.

http://rapidshare.de/files/5201711/funh ... s.map.html

User avatar
MuRpHy*
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 2159
Joined: May 10th, 2005, 11:02 pm
Location: Tha A.T.L Baby ;)

Post by MuRpHy* » September 17th, 2005, 2:27 pm

very nice :) the textures are nice
Image
Image

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Post by Drofder2004 » September 17th, 2005, 2:59 pm

Looking good, but it is a very gppd example of how your map should not be made.
(This not meant to offend you, I am just using your map as the example)

I'll explain why.

I have seen these problems on several maps I have helped in. Here are the biggest common problems.

No caulk.

I took a quick look at the floor.

You have 182 brushes for the large grass floor. Each brush has six sides.
Thats 1092 sides. The player can only see 1 of each side of the brush.
So, the player can see 182 and the player cannot see 910.

and that is only the floor. So, you can imagine the amount of textures that have to be loaded by each player for no reason.

Arbituary angles.
Anything that is not made at an angle of 0/45/90/135/180/etc is a potential screw up for you map. Use these carefully (this will be changed in cod2).

Detail Brushes.
You have quite a lot of small brushes (for example, when you spell out words likes "nades" and "novice", and also stairs). These should be made "detail" brushes. Simply select the brushes and right click then click "make detail". Or alternatively select the brushes and press CTRL+Shift+D.

Entities(models).
You have a lot of health packs and nades, when you only need 1. Entities such as health and ammo can be made to "respawn". Heres how.
Make the health pack or nade then click n to open the entities window.
At the top you willse a button next to erspawn... click it.
then type in
Key - wait
value - # (change # for seconds to wait to respawn)

This way, you have less models, which will help out those with lower fps.

Rotation.
You have used the rotation tool to rotate things (e.g your main doors).
Do not use the rotate (causes same problems as the arbituary angles).
Use the clipper tool.

How.
If you want to make a door at this angle //
Then draw out a box that the door can "fit" into [ ]
Then press "x" to turn on clipper, and click on brush where you want to start cuttin from.
Then click where you want to end cutting. [/]
Do the same again to make the shape of your door. [//]
Then simply select the parts that you cut, and delete them. So you only have the door.

Caulk as Clips.
Basically, people keep getting advice to use caulk as a solid invisble wall.. Well, it works but is not correct.
Use the clip or playerclip.
They can be found in the common textures and are a red colour.
(common/clip and common/clipplayer)

Skybox.
The skybox needs to be made from caulk (like everything else), and it also has to be mitred.
Mitred joints are when jonits are at 45 degrees.
Image
I think a tutorial needs to be made.

Although to be fair, this is no where near the worst skybox I have seen. Infact, from some of the jump maps I have looked into, this one is probably the best :?

Everyone who maps or plans to map should use these as tips. Even jm_denmark had most of these problems.
The thing is, it took 2 days to fix it :(
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

Luke
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 1774
Joined: May 31st, 2005, 12:42 am
Location: Cornwall, UK

Post by Luke » September 17th, 2005, 11:28 pm

lol, i did pretty much everything wrong in my first maps then, and u pointed out the detail brushes, and the mitre joints which i didnt do, so i think i got that down now..didnt know about the solid invisible wall thing, i thought caulk or no draw was ok, but i guess those clip textures are there for a reason..glad u pointed out the respawn thing for health packs too, as i didnt put in a value, which must explain why it wasnt working....i dont use caulk on everything, but all the walls, floors, ceilings, or any large brushes really :)

Post Reply

Who is online

Users browsing this forum: Semrush [Bot] and 3 guests