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20 Brush duel map.


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Posted

So after searching for more mapping inspiration, I came across an old map challenge posting for a 20 collide-able brush map (not including skies or things like triggers). Since all of my previous mapping designs have included far more then 20 structural brushes I decided to test and see if I could create a functioning map with 20 or less. While it's presently designed as a 1v1 duel map, it is large enough for up to a 2v2 match.

Simple geometric shapes were used in the design, focusing primarily on hexagons and octagons, it also features a few trapezoids to round out the ramps. There is a falling trigger set beneath the main portion, for those that decide to commit suicide  :P.

Over all design sits at 26 brushes (18 structural, 6 sky, and 2 trigger areas), and while not exactly what I'd initially envisioned, working within my self imposed limits forced me to think in perspective about form and function, and in this case I went with the "less is more" philosophy. I do hope you'll enjoy this and I will release it as soon as I figure how to get the duel spawning to work right. (devmapping the level with just duel spawns gives me a "no spawnpoint in map" error lol.)


DUEL_20_zpswmbupjam.jpg

DUEL_20a_zpslhsn34uo.jpg

Langerd, Syko, Daedra and 6 others like this

Check out some of my previous works:
JK Hub - [Editor: Zero Raven]

Posted

That looks great :D Someone should definitely start up another 20 brush map challenge :) It's something that people can do pretty quickly which is ideal for most here, or you can spend a bit longer exploring different ideas if you really wanted to!

Posted

loving it !

anything you oculd do about those blocky shadows ?

maybe change the lightmap scale ?

I'm sure ramping the LMS could alter the shadows, but given the more blocky nature of the map itself, wouldn't the blocky shadows fit better?

Check out some of my previous works:
JK Hub - [Editor: Zero Raven]

Posted

So after searching for more mapping inspiration, I came across an old map challenge posting for a 20 collide-able brush map (not including skies or things like triggers). Since all of my previous mapping designs have included far more then 20 structural brushes I decided to test and see if I could create a functioning map with 20 or less. While it's presently designed as a 1v1 duel map, it is large enough for up to a 2v2 match.

 

Simple geometric shapes were used in the design, focusing primarily on hexagons and octagons, it also features a few trapezoids to round out the ramps. There is a falling trigger set beneath the main portion, for those that decide to commit suicide  :P.

 

Over all design sits at 26 brushes (18 structural, 6 sky, and 2 trigger areas), and while not exactly what I'd initially envisioned, working within my self imposed limits forced me to think in perspective about form and function, and in this case I went with the "less is more" philosophy. I do hope you'll enjoy this and I will release it as soon as I figure how to get the duel spawning to work right. (devmapping the level with just duel spawns gives me a "no spawnpoint in map" error lol.)

 

 

DUEL_20_zpswmbupjam.jpg

 

DUEL_20a_zpslhsn34uo.jpg

 

 

Saw that skybox, instantly thought:

 

HelicarrierConceptRender1-AvengersBTS.pn

Posted

I'm sure ramping the LMS could alter the shadows, but given the more blocky nature of the map itself, wouldn't the blocky shadows fit better?

that's exactly why I think these pixelated shadows don't look too great - they need to be higher in resolution as you got a vermy exact geometric layout and your entire map is made of exact shapes - and those low precision low res shadows just don't match that "mathematical theme"

Posted

loving it !

anything you oculd do about those blocky shadows ?

maybe change the lightmap scale ?

 

_lightmapscale 0.125 FTW.

Posted

So creative, i like it. Too bad it's not made by me because it looks like some of my sketches. 

I'd love to see it as a download. Great job.

Posted

If anyone can give me a tut on how to set up a duel map i'll gladly finalize and release.

 

 

All you need to do is place two info_player_duel on opposite sides of the map. For powerduel, include 2 info_player_duel2 and 1 info_player_duel1.

 

To ensure FFA compatability should someone choose to run the map that way, place info_player_deathmatch all over the place.

 

Finally a .arena file is needed to show properly in the menus, you can find these packaged with the default maps or use one from a downloaded duel map, as a basis for yours. They are fairly self explainatory.

Posted

All you need to do is place two info_player_duel on opposite sides of the map. For powerduel, include 2 info_player_duel2 and 1 info_player_duel1.

 

To ensure FFA compatability should someone choose to run the map that way, place info_player_deathmatch all over the place.

 

Finally a .arena file is needed to show properly in the menus, you can find these packaged with the default maps or use one from a downloaded duel map, as a basis for yours. They are fairly self explainatory.

See there is my issue. I normally test maps using the devmap command BEFORE packing. However when I run the level in devmap, with just info_player_duel, it gives me the "no spawnpoint on map error"

Check out some of my previous works:
JK Hub - [Editor: Zero Raven]

Posted

Maybe the gamemode is set differently and it tries to load it up as FFA/TFFA, and can't find any proper spawn point for that mode.

Posted

See there is my issue. I normally test maps using the devmap command BEFORE packing. However when I run the level in devmap, with just info_player_duel, it gives me the "no spawnpoint on map error"

That won't be an issue if you want duel mode only. But to allow devmapping to FFA mode (set other modes using g_gamemode) you should include info_player_deathmatch, as I mentioned already

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