New Map: CoD 1: jm_noobschoice
Moderator: Core Staff
New Map: CoD 1: jm_noobschoice
hi, this is my first map
download it here: http://rapidshare.com/files/10150886/jm_noobschoice.pk3 <-- updated version
hope u like it
codeaddiction
download it here: http://rapidshare.com/files/10150886/jm_noobschoice.pk3 <-- updated version
hope u like it
codeaddiction
Last edited by alex-d on January 4th, 2007, 10:57 am, edited 2 times in total.
Downloading now, will let you know what I think
Watch this before posting a question: http://www.albinoblacksheep.com/flash/posting.php
the name doesnt fit at all the difficulty of this map I must say. Not a bad map, I would consider the map to be in the hard section of jump maps. I like the classical feel of the map tho, also, those moving platforms are really hard. Maybe slow them down and smooth them up a bit? I could see some clogging in servers at the beggening of the map (hard jump, small space). Also, try adding a skybox with some worldspawn, gives a more profesional look to the map. All in all its a not bad map with a hard difficulty:7/10
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
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sorry my english is not the best, i hope i unterstand what u mean
by smoothing them up u mean i should let them move parallel? if yes, i like it how it is, makes jumping a lil bit harderthose moving platforms are really hard. Maybe slow them down and smooth them up a bit?
should i replicate the beginning? i was already thinking about this, coz of too many selfish kiddies out thereI could see some clogging in servers at the beggening of the map (hard jump, small space).
do u mean i should set some more spawnpoints?Also, try adding a skybox with some worldspawn, gives a more profesional look to the map.
Not very original, mapping kinda typical for a beginner making a jump map. I did find it quite difficult, but i haven't jumped in weeks so i'm a bit rusty. The whole map is full bright which suggests no skybox/map isn't sealed, and means no proper lighting/shadows.
It's not bad at all for a first map, but some of the ideas are just overused, too many maps use them. eg: the moving platforms which seem to be in every other map since i made jm_motion
Try to think of more original ideas, avoid floating platforms and make a skybox next time.
edit: sorry forgot to refresh didn't see what you wrote:
It's not bad at all for a first map, but some of the ideas are just overused, too many maps use them. eg: the moving platforms which seem to be in every other map since i made jm_motion
Try to think of more original ideas, avoid floating platforms and make a skybox next time.
edit: sorry forgot to refresh didn't see what you wrote:
Adding worldspawn values aren't gonna make a difference in this map as it is completely indoors. The main thing is you make the map completely sealed, so it makes a cell. Then you will need to add lights, and this makes it more realistic and easier on the eye.do u mean i should set some more spawnpoints?
Last edited by Luke on January 3rd, 2007, 11:19 pm, edited 1 time in total.
Watch this before posting a question: http://www.albinoblacksheep.com/flash/posting.php
What I ment by slowing down and smoothing up the platforms was instead of
do:
Also, Do Not, ever ever ever use simple names as above. (platform1)
This causes conflicting with other maps which already use the same targetname. To be sure you will not conflict, make the targetname have the name of your map infront: jm_noobschoice_platform1
Errors and unwanted things happen when you get conflicting.
Btw, the above is from your script.
Code: Select all
platform1()
{
platform = getent ("platform1","targetname");
while(1)
{
platform moveY (-210,2,0,0);
platform waittill ("movedone");
platform moveY (210,2,0,0);
platform waittill ("movedone");
}
}
Code: Select all
platform1()
{
platform = getent ("platform1","targetname");
while(1)
{
platform moveY (-210,3,1,1);
platform waittill ("movedone");
platform moveY (210,3,1,1);
platform waittill ("movedone");
}
}
This causes conflicting with other maps which already use the same targetname. To be sure you will not conflict, make the targetname have the name of your map infront: jm_noobschoice_platform1
Errors and unwanted things happen when you get conflicting.
Btw, the above is from your script.
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
i used the moving platforms only coz i like them, u need to time the jumps
i made a skybox and its sealed, but a wall is touching the skybox is this causing problems?
edit:
@nightmare: so u mean the platform should accelerate (1 second) and stop (1 second)
isnt this making the jump a lot easier?
thanks for the tip with the names, didnt know that conflicts with other maps are possible
i made a skybox and its sealed, but a wall is touching the skybox is this causing problems?
edit:
@nightmare: so u mean the platform should accelerate (1 second) and stop (1 second)
isnt this making the jump a lot easier?
thanks for the tip with the names, didnt know that conflicts with other maps are possible
the script that I edited will make it have a smoother stop and a smoother start, it will not stop abrutply like it does right now.
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
i made the skybox a lil bigger now, and edited the script to:
looks better now, but its really making the jumps a lot easier, so i think ill set it back to -,2,0,0
now i only got to put lights into the map
i think ill leave the first room how it is, and make my next map better, so blockers cant block that easy
edit:
i added a light in the spawnroom, and didnt see any difference to the rooms without light, i set light [100] is that to much?
Code: Select all
platform4()
{
platform = getent ("jm_noobschoice_platform4","targetname");
while(1)
{
platform moveY (210,2,0.5,0.5);
platform waittill ("movedone");
platform moveY (-210,2,0.5,0.5);
platform waittill ("movedone");
}
}
now i only got to put lights into the map
i think ill leave the first room how it is, and make my next map better, so blockers cant block that easy
edit:
i added a light in the spawnroom, and didnt see any difference to the rooms without light, i set light [100] is that to much?
-
- Core Staff
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World spawn effects indoors as well as out. A map can be made with no lights what so ever, if the worldspawn is correct, buildings will be lit upLuke wrote:Adding worldspawn values aren't gonna make a difference in this map as it is completely indoors. The main thing is you make the map completely sealed, so it makes a cell. Then you will need to add lights, and this makes it more realistic and easier on the eye.
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PWNED LUKE
lol, got alittle excited there
lol, got alittle excited there
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
I think it depends how the map is designed..if u were to put a skybox around the map in question, the enclosed rooms inside it would remain dark would they not?
And worldspawn is meant to be used in conjunction with sky textures, not wood and concrete, but yea they would still work.
/unprawned
/kill nightmare
/mute drofder
And worldspawn is meant to be used in conjunction with sky textures, not wood and concrete, but yea they would still work.
/unprawned
/kill nightmare
/mute drofder
Watch this before posting a question: http://www.albinoblacksheep.com/flash/posting.php
/god
no even if the building was completely closed there would still be shadows and light, thats why you can never have a perfectly dark room unless you have a worldspawn with no light.
no even if the building was completely closed there would still be shadows and light, thats why you can never have a perfectly dark room unless you have a worldspawn with no light.
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
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- Core Staff
- Posts: 13313
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Very tricky subject, so to make it simple, worldspawn affects all the brushes on the map, it affects shadows and lights and lots more.
I am not sure about the "enclosed box" being lit up by worldspawn, cba to test, but in CoD2 at least, I am sure this is untrue...
Imagine a room with a very small window. The window will let in sunlight (or light from a source), that light will be enough to light the entire room. So basically, a room does not need a "light" only a worldspawn and a window
I am not sure about the "enclosed box" being lit up by worldspawn, cba to test, but in CoD2 at least, I am sure this is untrue...
Imagine a room with a very small window. The window will let in sunlight (or light from a source), that light will be enough to light the entire room. So basically, a room does not need a "light" only a worldspawn and a window
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