Can anyone please beta test this map??
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Can anyone please beta test this map??
Hey.
After some time in mapping purgatory, I've made a new map. It doesnt have much issues from what I can gather, but ppl recommended that I ask for beta testers.
Can anyone please check this map?
All criticism welcome.
(btw, the idea behind the map was that you can use stealth and hide behind the pillars before killing ppl)
After some time in mapping purgatory, I've made a new map. It doesnt have much issues from what I can gather, but ppl recommended that I ask for beta testers.
Can anyone please check this map?
All criticism welcome.
(btw, the idea behind the map was that you can use stealth and hide behind the pillars before killing ppl)
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Re: Can anyone please beta test this map??
Tested it... the first beginner map from you that looks at least decent and plays ok ...But bots have no reason to walk between the pillars.
My suggestion, add a health pack in each crosspoint. and don't forget to hit the path rebuild.

afterwards ...right click on the 3D window and hit show path ...that way you can see if paths are build and if they are red or blue ...if the inventory and start points are all connected with blue lines the path works.
My suggestion, add a health pack in each crosspoint. and don't forget to hit the path rebuild.

afterwards ...right click on the 3D window and hit show path ...that way you can see if paths are build and if they are red or blue ...if the inventory and start points are all connected with blue lines the path works.
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Re: Can anyone please beta test this map??
Here's beta 2...bot pathing is solved. Any more issues?
Auto merged new post submitted 2 minutes later

Auto merged new post submitted 2 minutes later
thank you! you're da bestpapercoffee wrote: ↑Sat Feb 18, 2023 2:43 pm Tested it... the first beginner map from you that looks at least decent and plays ok ...But bots have no reason to walk between the pillars.
My suggestion, add a health pack in each crosspoint. and don't forget to hit the path rebuild.
afterwards ...right click on the 3D window and hit show path ...that way you can see if paths are build and if they are red or blue ...if the inventory and start points are all connected with blue lines the path works.

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Re: Can anyone please beta test this map??
It's possible that the paths are only one-way. Best to use Buggie's MapChecker and sektor's MapGarbage and PathsChecker to get the full picture as it were (and/or use 469 Editor which will show directional arrows from pathnodes so one can check the direction of connection(s)).papercoffee wrote: ↑Sat Feb 18, 2023 2:43 pm ...if the inventory and start points are all connected with blue lines the path works.
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Re: Can anyone please beta test this map??
Not bad, the main thing is not facing weapons when you spawn being that every side looks the same it's hard to spot a weapon fast enough since the map is small.
I think I would put two player starts in each corner facing the weapons. Like one playerstart on two sides of the outer sides of the corner pillar, facing the weapons.
Put a shield and shield belt in place of two heaths in the center to attract bots that way.
There is one playerstart with a pathnode next to it, the playerstart IS a pathnode already, so you can delete that pathnode.
For mapping purposes, see if you can make a basement for a map with two floors, punch holes in the floor to drop down fast, and stairs on each side of the 4 walls, going down.
I think I would put two player starts in each corner facing the weapons. Like one playerstart on two sides of the outer sides of the corner pillar, facing the weapons.
Put a shield and shield belt in place of two heaths in the center to attract bots that way.
There is one playerstart with a pathnode next to it, the playerstart IS a pathnode already, so you can delete that pathnode.
For mapping purposes, see if you can make a basement for a map with two floors, punch holes in the floor to drop down fast, and stairs on each side of the 4 walls, going down.
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Re: Can anyone please beta test this map??
Everything was fine on my side. I would however in your place; experiment a bit with substracting some rooms from the side walls. Maybe a tunnel connecting them.
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Re: Can anyone please beta test this map??
Nice, I'll definitely do that! btw, should I add the basement in this map or in a new one?Red_Fist wrote: ↑Sat Feb 18, 2023 8:46 pm Not bad, the main thing is not facing weapons when you spawn being that every side looks the same it's hard to spot a weapon fast enough since the map is small.
I think I would put two player starts in each corner facing the weapons. Like one playerstart on two sides of the outer sides of the corner pillar, facing the weapons.
Put a shield and shield belt in place of two heaths in the center to attract bots that way.
There is one playerstart with a pathnode next to it, the playerstart IS a pathnode already, so you can delete that pathnode.
For mapping purposes, see if you can make a basement for a map with two floors, punch holes in the floor to drop down fast, and stairs on each side of the 4 walls, going down.
Auto merged new post submitted 2 minutes later
Thanks a lot, should definitely try thatmakemeunreal wrote: ↑Sat Feb 18, 2023 8:59 pm Everything was fine on my side. I would however in your place; experiment a bit with substracting some rooms from the side walls. Maybe a tunnel connecting them.
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Re: Can anyone please beta test this map??
Ya, this map, put another cube just like you have underneath, then have stairs to go down for each wall. and punch some holes in the floor to also drop down. That way players can track you but come back another way, but the one being tracked could also get away fast.
Be a pretty wicked DM.
If you put stairs, you will need to subtract a space for stairs.then calculate how many steps and how high each step is to match both floors.
I am thinking just 32 units below this current floor for the basement cube.
Be a pretty wicked DM.
If you put stairs, you will need to subtract a space for stairs.then calculate how many steps and how high each step is to match both floors.
I am thinking just 32 units below this current floor for the basement cube.
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Re: Can anyone please beta test this map??
This is what I was thinking after playing your map.
See if they pop up from the steps then blast them, OR the other guy drops down before he is shot.
Be a good simple dm man. a rocking DM !!
As for the holes you could subtract chunk away half of a pilla inside corners, like a pill capsule shape, instead of taking up walking space, floor space, but still have holes. put player starts
See if they pop up from the steps then blast them, OR the other guy drops down before he is shot.
Be a good simple dm man. a rocking DM !!
As for the holes you could subtract chunk away half of a pilla inside corners, like a pill capsule shape, instead of taking up walking space, floor space, but still have holes. put player starts
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Re: Can anyone please beta test this map??
Yo...
This piece to me looks usable.
I flushed out all useless data, map has 112 Specs and I was playing it probably more than 20 times, two times defeated against Xan and Tamerlane, not bad from my point. I'm talking about a map-file so called "DM-Diablo-GothicMatrix_rS112.unr", and which looks like here - no hidden data, no debris,
It doesn't show any visual issues, it renders fast, paths-net has no junks, actors are cleaned by useless data, all it's normal. Yeah, solids are semi-solid - Why solids here ? - I must ask... All PrePivot useless floating numbers have been eliminated from brushes, all BSP can be re-build normally X times without a single problem. To not forget -> it doesn't do any "BSPCut" - proof below...
- and yes, to me it's ready and it doesn't need any future bugs added.
It turns out in being mainly perfect (by checking with 2023 probing tools) - and, I think it's no longer a "Beta", it's better than majority of stock maps - lol, Epic...
This piece to me looks usable.
I flushed out all useless data, map has 112 Specs and I was playing it probably more than 20 times, two times defeated against Xan and Tamerlane, not bad from my point. I'm talking about a map-file so called "DM-Diablo-GothicMatrix_rS112.unr", and which looks like here - no hidden data, no debris,
in a sum of 311184 bytes - Faster download in servers and a real DeathMatch.
It doesn't show any visual issues, it renders fast, paths-net has no junks, actors are cleaned by useless data, all it's normal. Yeah, solids are semi-solid - Why solids here ? - I must ask... All PrePivot useless floating numbers have been eliminated from brushes, all BSP can be re-build normally X times without a single problem. To not forget -> it doesn't do any "BSPCut" - proof below...

It turns out in being mainly perfect (by checking with 2023 probing tools) - and, I think it's no longer a "Beta", it's better than majority of stock maps - lol, Epic...
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