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goober   Posted 19th Jan 2006 1:16am
L4Y Member
Post 1750 / 265

Ive started a new map, its called Tubular Tension. Heres some RED screenshots. What do you think?



oh, and heres the stats on it so far,
Adding brush: 64/64
Cleaning final geometry...
Building rooms...
Fixing up texture uvs for ps2...
Had to add 0 faces to fix ps2 tiling.
Fixing any t-joints...
Fixed 15 t-joints.
Checking for holes...
Found 0 holes
Brushes: 64
Portals: 0
Rooms: 11
Faces: 2532/10500
Face Vertices: 10846/50400
Vertices: 2897/13650
Rays recast: 2/4117

Timings:

Booleans: 4.482 s
Removing Bogus Solids: 1.159 s
Room creation: 1.307 s
Other: 0.826 s
Total time: 7.774 s
Creating Packfile...
File List:
C:gamesRedFactionuser_mapsmultidm-tubulartension.rfl
C:gamesRedFactionuser_mapstexturespls_goob_greeplastic1.tga
C:gamesRedFactionuser_mapstexturespls_goob_blueplastic.tga
C:gamesRedFactionuser_mapstexturespls_goob_greeplastic.tga
C:gamesRedFactionuser_mapstexturespls_goob_yellplastic.tga
C:gamesRedFactionuser_mapstexturespls_goob_redplastic.tga
C:gamesRedFactionuser_mapstexturesgoob_clothladder.tga
C:gamesRedFactionuser_mapstexturesgoob_clothnet.tga
C:gamesRedFactionuser_mapstexturespls_goob_blueplastic1.tga
9 files.
Writing header...
Writing files...
Adding C:gamesRedFactionuser_mapsmultidm-tubulartension.rfl
Adding C:gamesRedFactionuser_mapstexturespls_goob_greeplastic1.tga
Adding C:gamesRedFactionuser_mapstexturespls_goob_blueplastic.tga
Adding C:gamesRedFactionuser_mapstexturespls_goob_greeplastic.tga
Adding C:gamesRedFactionuser_mapstexturespls_goob_yellplastic.tga
Adding C:gamesRedFactionuser_mapstexturespls_goob_redplastic.tga
Adding C:gamesRedFactionuser_mapstexturesgoob_clothladder.tga
Adding C:gamesRedFactionuser_mapstexturesgoob_clothnet.tga
Adding C:gamesRedFactionuser_mapstexturespls_goob_blueplastic1.tga
Packfile size:
4716544 bytes
Done!



ill still have to add quite a few more tunels and probably a few more rooms, im also thinking of building a lobby.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 Modified Jan 19th, 01:18am by goober
pking   Posted 19th Jan 2006 2:10am
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Post 112 / 146

thatd be an awesome close range map itd be so cool to be like going arohnd in pipes then ya get into massive gun fights when hiding in a tube. reminds me of the mc donalds park near me except if i went on it now id break it
I Have been a bad boy and gotton Tu'ed    
Molodiets   Posted 19th Jan 2006 3:27am
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Post 917 / 2687

It looks like nothing!
What does it represent?
How the hell did you choose your texture.

To me it seems teribly ugly. Just worth you first maps. if it stays in that state, expect the same kind of review.
spoilsport    Modified Jan 19th, 03:28am by Molodiets
pking   Posted 19th Jan 2006 3:53am
L4Y Member
Post 113 / 146

Quoting molodiets
It looks like nothing!
What does it represent?
How the hell did you choose your texture.

To me it seems teribly ugly. Just worth you first maps. if it stays in that state, expect the same kind of review.


You have to use your imagination
I Have been a bad boy and gotton Tu'ed    
goober   Posted 19th Jan 2006 10:15am
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Post 1752 / 265

there used to be a "Store" close to me called Totally Tubular, it was like a huge version of McDolalds playplaces. thats what im basing it off of. it will be alot bigger with more things in it too. its ment to be a very close combat arena
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
pking   Posted 19th Jan 2006 10:43am
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Post 117 / 146

Quoting goober
there used to be a "Store" close to me called Totally Tubular, it was like a huge version of McDolalds playplaces. thats what im basing it off of. it will be alot bigger with more things in it too. its ment to be a very close combat arena

yer i had this massive fun place when i was small and it was at the top of myers and it was so fun thats what this place reminds me of exccept there was a big tree and at the top of it was omit of the window and it scared me cause it was really dark lol
I Have been a bad boy and gotton Tu'ed    
goober   Posted 19th Jan 2006 11:19am
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Post 1757 / 265

i just built quite a bit more, ill post some screenshots when i get home from school!
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 



Mostertman    Posted 19th Jan 2006 11:57am
Post 995 / 2820
Honnest:

I don't like the level very much from what i see from it now.

I can't see much more than just a bunch of tubes. Not much detail in there, and there isn't much detail you can put into sliding tubes either, so I guess it might be an bad idea.

Go ahead and try to proove me wrong but from what i see here, Its not going to be something I like.
   Modified Jan 19th, 11:58am by Mostertman
mad_ferrit   Posted 19th Jan 2006 1:05pm
L4Y Member
Post 1197 / 1510

Quoting Goober
New Map, What Do You Think?

I think you should have posted this in the RF Pimp My map Thread

*Begins rant*
Why do people release everything they make in RED??? If only you could see how many *.rfl's I have in my multi folder and indeed all the ones that have passed through the recycle bin. But I release only maps that I am happy with, hence why AATW2 has had over 220 downloads this year!!! You have to go back to April 2005 to find a map that's had that many downloads. Sad isn't it? But that's because people release maps that aren't even good enough to hit the recycle bin. A Shift+Delete to bypass it and permenantly nuke it is a better plan

I have said it for ages and ages, and even got myself into trouble for doing so on numerous occasions, but there is a direct correlation between time, effort and thought put into a map and the number of downloads / server time that they get.

So think about that when you next upload a map... Is it really worthwhile? Are you 100% happy with it? Will other people like it enough to play it over the many "good" custom maps out there. If the answer to any of the above questions is "No" then what is the point of releasing it.

Just because I learnt how to bend a pipe today doesn't mean I have to make and release a map that comprises of bent pipes. You make things in RED to learn and practice to use the editor effectively. Not everything you make has to go on the RF update
*Ends rant*

MY RF MAPS    Modified Jan 19th, 01:15pm by mad_ferrit
goober   Posted 19th Jan 2006 7:26pm
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Post 1759 / 265

Quoting mad_ferrit

Just because I learnt how to bend a pipe today doesn't mean I have to make and release a map that comprises of bent pipes. You make things in RED to learn and practice to use the editor effectively. Not everything you make has to go on the RF update
*Ends rant*



umm, ive knows how to bend a pipe since a few weeks after i learned to map...

and, yea, i forgot all about the RF pimp my map.

but, i dont release near everything i make in RED, alot are just tests (that dont get released) but, im making this map for a good gameplay-colorfull-nice little DM map.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
mad_ferrit   Posted 19th Jan 2006 10:35pm
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Post 1200 / 1510

My comments were not just directed at you Goober, and the pipe-bending was merely an example
MY RF MAPS    
ExoStatic   Posted 19th Jan 2006 10:48pm
L4Y Member
Post 684 / 875

Quoting mad_ferrit
My comments were not just directed at you Goober, and the pipe-bending was merely an example



Hey, did you know, I can bend spoons?

Hmm the map looks plain, and the texture on that room needs UV Unwrapping
Back in RF... getting back into the swing of things!    
Vidi44   Posted 19th Jan 2006 11:22pm
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Post 532 / 668

Well, aside from loading it as a massive (IMHO) png file (where a jpeg would have worked), I like the map. It seems like something fun to play for DM. The only problem is that are you sure you want to use those textures? Plastic textures like this aren't really what one thinks of when they think of "RF" (when I think of RF textures, I think of dirty metal textures and the textures used to make the airlock in SP and Blasted Canyon in MP).

Now, taking the color and type of textures aside, the map would be a very good map to frag in. Of course, you'd have to expand it more so it isn't just (what seems to be, at least in the picture I looked at) a series of ladders connecting what is basically a series of tubes. Of course, adding some flat, semi-open areas would work (you could throw in walls so that it isn't entirely open, but leave an easy path, not a maze. The entire map, with its 3D-ness, would be a good enough maze already, so if you do do the open spaces idea, make it simple(r)).

Further, try maybe connecting the top and bottom via a push/fall region (on one side of the map is a push region to shove you up to the top of the map. On the other side is a fall region where you can fall to the bottom. Of course, if you're doing this, have every level (floor) of the map that is adjacent to the push/fall region open to it so that you can fall from any floor, or be pushed up from any floor (end result is same, unless, for fun, you throw a ladder on the fall region, so players can control where they land at, or how far they fall. If doing this, make it a wide tube, so players can easily opt to fall straight down).

An example of this is like an elevator. You can get on or off at any floor. However, I suggest that for your level, you can get "on" the "elevator" at any level, but can only get off (at least on the push side) at the top floor (for the fall side, you might want a ladder to make it more interesting (instead of "hey, he fell in the hole. I'll just run down and meet him there, then shove a fusion in his face", you get "where's he going to come out at? I don't know! <fusion hits face>arg!").

Hopefully I was clear in my suggestion. If not, I'm sure your map will be spiffy (although the texturing confuses me, which may help make it a good map).

As far as MF's rant, I sort of agree. However, a lot of times good maps are never released because the mapper doesn't like how they are. I suggest that sometime in the future, NCF (or another site admin) searches through the RF downloads section and re-"uploads" (just re-posts) the maps with the least number of downloads. Thus, if a map is not downloaded because no one noticed it, it will be noticed now. However, if a map is not downloaded because it was Censored , mappers can learn what to avoid, and prevent future mapping failures.

Also, MF is denied access to HIC when its released (almost done! Sure, I should be working on my SPMC map, but HIC was close enough to finishing that I decided to update it. Its being tested now and once the testing is complete, it'll be uploaded. Yay!). Lol MF, just kidding (you're one of my favorite reviewers because you're not afraid to tell it like it is to the mapper).
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 
mad_ferrit   Posted 20th Jan 2006 1:17am
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Post 1201 / 1510

Sorry for being ignorant... what's HIC?
MY RF MAPS    
goober   Posted 20th Jan 2006 2:20am
L4Y Member
Post 1762 / 265

Thanks for the sugestions vidi

do you have any texture suggestions? ill consider what you said. ive build at least 2x as much as is in them screenshots... ill post some screenshots when i build a bit more... and, like i said im considering making a lobby, or 2. that would be the flat "open" spaces. of course it wont just be a big square room.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
Ninja~   Posted 20th Jan 2006 2:27am
L4Y Member
Post 151 / 644

Quoting goober
Ive started a new map, its called Tubular Tension. Heres some RED screenshots. What do you think?


I like the name but the map looks all the same and its too big, you would need 6 players at least other wise you would be running around in there more often than not
   
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