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Two mapping problems.

Posted: 21 Jul 2012, 06:47
by FrivolousSam
So, I'm like halfway through recreating Q3DM6 "Campgrounds" in Shootmania when I decide to address the issue of spawn points and it seems you cannot place spawn points undergorund. This is a problem because the whole map is underground, so I tried to work around it by placing a spawn on the surface and walling it in with a hole to drop down into the arena. Problem is, this gives you the mortar weapon and stops you from being able to jump, which causes further problems because the map it quite platform-ey.

Also, lighting is an issue, because when I rendered the shadows all of a sudden most of the area was pitch black.

Re: Two mapping problems.

Posted: 21 Jul 2012, 13:12
by TMarc
did you add any blocks that have lights? or put the whole map deeper in the underground, but add more holes.

Re: Two mapping problems.

Posted: 21 Jul 2012, 14:45
by FrivolousSam
The only blocks that have lights are the cave ones that are incompatible with the blocks that I am building the map out of, but I managed to fix the lighting problem by adding in skylights.

Finished the map layout, all I need now is to find someone with mad maniascript skills to see if they can put in a bunch of underground spawns and disable the mortar, or maybe write a custom melee game mode for this map though that would be less efficient. Compiling shadows atm and will upload the map when I can, it actually turned out pretty nice.

Re: Two mapping problems.

Posted: 21 Jul 2012, 15:03
by FrivolousSam
And here is the complete version, took me a while to find another host, sendspace appears to have died

http://www.filedropper.com/dm6map

Re: Two mapping problems.

Posted: 21 Jul 2012, 20:59
by kalstrams
Just build a hill, and make an underground in the hill. In that case you'll get your spawns at the same level.

Re: Two mapping problems.

Posted: 22 Jul 2012, 03:19
by FrivolousSam
kalstrams wrote:Just build a hill, and make an underground in the hill. In that case you'll get your spawns at the same level.
That's what I did, the elevation doesn't stop any underground entrance block from switching you into mortar mode. Most of the level is above 0,0,0

Re: Two mapping problems.

Posted: 22 Jul 2012, 03:53
by kalstrams
Indeed, this games gives you things to scratch your head. Especially when it comes to indoor environments

Re: Two mapping problems.

Posted: 22 Jul 2012, 10:10
by TMarc
Yeah, I also think indoor - or better say underground - is just a gimmick but not the principal blocks to use.

Re: Two mapping problems.

Posted: 22 Jul 2012, 10:49
by FrivolousSam
TMarc wrote:Yeah, I also think indoor - or better say underground - is just a gimmick but not the principal blocks to use.
That's an unnecessary limitation for map designers though :(

Also, video of the map here. http://www.youtube.com/watch?v=60abHFvqdzU

Re: Two mapping problems.

Posted: 22 Jul 2012, 22:58
by volum
Cool map, what program did you use to place those platform blocks and bridges underground?
I couldnt do it with TMunlimiter