New Maps for the mapcyclevote

like jump? feel bored with algiers?
just know a nice map and nobody wanna listen?
post it here!

Re: New Maps for the mapcyclevote

Postby Pirat » 01.04.12

.
Be greeted, Miezis!

As you might have noticed, a few days ago I was busy
preparing a little kinda "xmas present" (yeah, didn't
finish it in time, sorryyyyy! :-}: testing maps to make the
gaming experience on DSWP even better for all my
miezis here (including me |-) and the other miezis
out there. :-)


What have I done?

I downloaded and tested roughly 246 maps (ARGH!).

I did not test all maps evenly thoroughly, but at least we
now already got a few nice new (as in: not on dswp.de
before) maps on our server.

All tests were first performed on my local machine, so that
I could not fuck up a real DSWP server (with 1 exception,
where I loaded a map on TS which used to work, but
after installing 10 gazillion new custom map, stopped to
work).
After the tests were positive, I did some "Real Life" testing
on our usually less frequented TS server -- suprisingly,
testing custom maps on it made it quite popular, so that I
couldn't always continue testing, as people sometimes
refused to vote for the next map to be tested (and I didn't
want to kick them all (with exceptions, though |-).

How did I (usually) test the maps?

1. See if spawn points look okay in TDM and bomb mode
(kill myself a few times in both red and blue team and see
where I respawned or where the corpses lied, respectively).

2. See if bomb mode works (place bomb on at least one
of the bomb spots, then defuse it).

3. Run around and shoot each other with two clients (local
server) or test it on TS with cookie, extreeme and others.


Which maps did I install?

I'm gonna list only the maps that seemed to work. If there
is the keyword "NOTE" or "NOTES", it means we played this
map on our TDM already.

So here are my unorganized and incomplete notes about
the 58 new maps I installed on dswp.de and that
worked (note there is at least one assault map, and we
don't have a server for this mode yet):

Code: Select all
-----------------
On Server  -- maybe OK
-----------------

* http://www.iourt.com/maps/q3ut4/ut_centro_fix.pk3
  glass pyramid, Spanish (Bask)
  tdm ok (BUT?: 7 teams with 43 entities)
  bomb ok
    - black bomb spot behind glass
  It's a bit confusing ... (extreem + pirat)
  NOTE: played with 20 players, was ok

* http://www.iourt.com/maps/q3ut4/ut4_pgrounds.pk3
  NOTE: Played OK!

* http://skyclan.info/maps/ut4_pgrounds2.pk3
  NOTE: with 20 ppl, frame drops and lags, but still nice

* http://www.fallin-angels.org/q3ut4/ut4_druglord2.pk3
    - small texture errors on 1st client
  NOTE: gr8ron didn't like it

* http://www.fallin-angels.org/q3ut4/ut4_italy_a5.pk3
  NOTE: small cycle (it's a bit narrow)
        ppl like it
        no frame drops
        no cycling out
        Rylius thought about working a bit more on it

* http://fallin-angels.org/q3ut4/ut4_malibu_beta4.pk3
    huge (enough) -- takes 30 seconds to go from one end to the other
    NOTES:
    - liked it:
      - cacc
      - nemo
      - dontshoot
    - 30 ppl played

* http://fallin-angels.org/q3ut4/ut4_venice_b7.pk3
    nice!
    NOTES:
    - havoc: only one level
    - 30+ ppl: nice, says Cookie
    - we played with 15 ppl or so ...
    - 2nd time, campy (36 players)
    - extreem spawned in wrong spawn
    - reconnect-bug

* ut4_terrorism3
    hmmm ...
    probably for small map cycle
    NOTE: CTF excellent, says Cookie

* http://fallin-angels.org/q3ut4/ut4_terrorism5.pk3
    rather nice
    NOTE: ppl liked it (played it with 15-20 players)
   
* ut4_asylum_b1
  nice!
  NOTE: was good with 36 players! no frame drops
 
* ut4_poison_a6
  nice!
  killjoyclan
  http://www.okgam3r.com/q3ut4/ut4_poison_a6.pk3
  NOTE: frame drops/lags
 
* http://www.urt-argentina.com.ar/_maps/_zip/blitzkrieg_2.zip
  nice!
  NOTE: ppl liked it (including me and Chron =)

* http://www.iourt.com/maps/q3ut4/ut4_slumwar.pk3
  nice!
  very fast map!
  NOTE: With many players, it quickly develops frame drops, but
  it's still fun as hell

* ut4_area3beta3
  alien?
  NOTE: Hmmm...

* http://www.urbanterror.info/forums/topic/13826-ut4-paris-beta-2/
    NOTES:
    - MovesLikeJagger: like a better version of Ramelle
    - draqon: can't see red ppl on roof, cause there is a similar color
              there

* ut4_alcantarilla_b3c
    too open/campy

* http://www.iourt.com/maps/q3ut4/ut4_dville.pk3
    nice
    maybe for small cycle
    Could hold 30 ppl, says Cookie
    NOTE: ppl regarded it as knife map
          clive: far too edgy
          a few blockers (one of 3 spawn exits)

* http://fallin-angels.org/q3ut4/ut4_crazychristmas.pk3
    Cookie likes it =)

* http://fallin-angels.org/q3ut4/farwest.pk3
    shite
   
* http://fallin-angels.org/q3ut4/ut4_wildwest.pk3
    nice
    small
    20-25 ppl, up to 30
    NOTE: played with 30 ppl, they liked it!

* http://fallin-angels.org/q3ut4/ut4_imperial_a10.pk3
  NOTE: cookie doesn't like it
        Ana thought: good, seems playable
        chron: didn't like it that much, too campy
  NOTE #2: 2nd time: 36 players, framedrops + camping

* http://www.fallin-angels.org/q3ut4/ut4_honeyride_b2.pk3
  rocket, too open
  NOTES:
  - blocking
  - a few ppl liked it

* http://www.fallin-angels.org/q3ut4/ut4_presidio_v8.pk3
  NOTE:
    30 ppl okay, but for me, it was a bit laggy

* ut4_twins
    NOTE: very campy

* http://www.iourt.com/maps/q3ut4/ut4_village.pk3
  NOTE:
  - ppl liked it
  - camping alarm, though
 
* ut4_beijing_b3
  FEV (WTF did I mean to say with this acronym?)
  looks nice, maybe good for 10 players
  NOTES:
  - ppl liked it!
  - played with about 20 players

* http://fallin-angels.org/q3ut4/ut4_bleirrilla_a8.pk3
    tdm ok, BUT: not enough spawn groups for gametype (3) ...
   
* http://fallin-angels.org/q3ut4/ut4_desertevil_b4.pk3
  64 slots (maybe)
  lighting not great

* http://fallin-angels.org/q3ut4/ut4_district_b2.pk3
  window scaling off
  tdm ok
 
* http://fallin-angels.org/q3ut4/ut4_domus2_b1.pk3
  overbright
  tdm ok

* http://fallin-angels.org/q3ut4/ut4_herring.pk3
  tdm ok
  bomb ok
  NOTE: doesn't work on dswp!

* http://fallin-angels.org/q3ut4/ut4_paradise.pk3
  NOTE: Played it, but can't remember well (*blush*)

http://fallin-angels.org/q3ut4/ut4_pent_b3.pk3
* http://fallin-angels.org/q3ut4/ut4_pent_b4.pk3
  tdm ok
  bomb ok -- maybe specially suited for bomb?

* http://fallin-angels.org/q3ut4/ut4_prkl_wb_b1.pk3
  slightly confusing
  bomb ok (red in cellar)
  lot of 1-level roofs and small wall-plattforms
  not that bad, I think!
  NOTE: 26 ppl good!
    ppl liked it (incl. humppa)

* http://fallin-angels.org/q3ut4/ut4_rundown.pk3
  ctf map

* http://www.iourt.com/maps/q3ut4/ut4_splendid.pk3
    bit large, uninteresting/2d
    tdm ok
    bomb: bomb missing!
    Warning:  spawn ignored due to lack of team association


* http://bf-team.fr/urban-terror-demo/map/ut_the_day_after2_fixed.pk3
  NOTE: cookie: too static because of campers (G36/SR8/PSG1)
        played with 25 players

* http://fallin-angels.org/q3ut4/ut_the_day_after2.pk3
  nice!
  FAIL (both clients): texture error crane
  NOTE Rylius: - maps/blah.bsp -> blah_fixed.bsp
               - tga kopieren
               - ut_the_day_after2__fixed.pk3
  NOTE: Ppl experienced it to be too large and campy
 
* http://fallin-angels.org/q3ut4/ut4_village_classic_rc4.pk3
    tdm ok
    bomb ok
    catapult
  NOTE: 25 players
        blue spawn badly placed
        humppa: way to open

* http://www.iourt.com/maps/q3ut4/ut4_cambridge_b1.pk3
   Newer than _fixed!
    tdm ok
   NOTE: very campy!

* http://www.iourt.com/maps/q3ut4/ut4_tejen_beta3.pk3
    hmmm ... laser
    NOTE:25 players
      humppa: looks nice, but laggy
      I had frame drops
      A bit spawn raping

* http://www.iourt.com/maps/q3ut4/ut4_kingbump.pk3
    tdm okay, but: 2 teams with 32 entities

* http://urtmaps.prkl.org/valkover/ut4_coldwar_b4.pk3
  tdm ok
  campy, winter
  3:2 cyclemap while testing
  too open?

* ut4_guerilla
  terrorism style, but quite small. Height is limited, so no
  walking over (all) roofs ...
  tdm ok
  bomb ok

* lostisland_b2
    assault map!

* http://dev.johnstevenson.co.uk/maps/q3ut4/ut4_amazing.pk3
  tdm ok
  bomb ok (red is underground)
  NOTE: played with >= 20 ppl, was campy, digital death everywhere

* http://www.iourt.com/maps/q3ut4/history.pk3
  "history beta"
  by: UNKNOWN
  tdm FAIL (not enough spawn groups for gametype (3))
  bomb FAIL
  ffa ok
  niiiiiiiiiiice!
 
* http://www.iourt.com/maps/q3ut4/saloon.pk3
  by: mad-horse mapper & rageous team
  niiiiiice!
  FAIL (2nd client): skybox texture not there, "repeating patterns"
  FAIL (1st client): very few texture errors
  small graphical glitches
  tdm ok, BUT one spawn point is in a wall.
  bomb FAIL
  FAIL:
  - no minimap on dswp, but on local server
  - Area where you can't get back
  - invisible wall next to TEC Saloon
  - You can get under the map
  - broken textures (1 roof, windows and other stuff)
  - needs "cloister" (bounding box)
  - a few minor texture errors (less on 1st client)
  - unbalanced map, blue is stronger (roof?) 


  FIX LOG for missing sky and drainpipe texture
  -------
  - Unzip saloon.pk3 to x
  - Unzip ut_laneway.pk3 to x-laneway
  - cd x
  - mv maps/saloon.bsp maps/saloon_fixed_b1
  - mv levelshots/saloon.tga levelshots/saloon_fixed_b1.tga
  - cd ../textures
  - cp -avi ../../x-laneway/env .
  - cp -avi ../../x-laneway/base_wall .
  - zip -r ../saloon_fixed_b1.pk3 .

* http://www.iourt.com/maps/q3ut4/saloon_fixed_b1.pk3
  NOTES:
  - a lot of frame drops with 30 players
  - at least 2 players fell off the map
  - chandelier still wrong (texture error)
  - blue(?) was claimed to have advantage on that map ...

* http://www.iourt.com/maps/q3ut4/ut4_antic.pk3
  (foggy castle)
  framedrops with 2 player LOCALLY, but non on NET
  NOTES:
  - Cookie likes it (multi-level, multi-death)
  - zottel hates it
  - samtron, havoc, pirat, extreem have frame drops
 
* http://www.iourt.com/maps/q3ut4/ut4_bar313.pk3
  cool music
  large (boobs :-)
  tdm ok

* http://www.iourt.com/maps/q3ut4/ut4_midnight.pk3
  could be nice
  tdm ok (BUT: 0 teams with 0 entities, trying another gametype ...)
  bomb ok (BUT: 0 teams with 0 entities, trying another gametype ...)
  NOTE: ppl liked it
  Cookie played it before with DE, HK, Knife, Smoke nade only

* http://www.iourt.com/maps/q3ut4/ut4_prkl_wasteland_rc6.pk3
    like http://fallin-angels.org/q3ut4/ut4_prkl_wb_b1.pk3,
    but without underground passages and with minor mods
    NOTE: 20 ppl OK!

* http://www.iourt.com/maps/q3ut4/ut4_provinggrounds.pk3
  like pgrounds, but outside and slightly different (more interesting,
  I think, less cubic).
  tdm ok
  bomb ok, BUT:
  - black bomb spot is in the middle, red bomb spot is north,
    and red spawns in the south, while blue spawns in the north
    (near the red bomb spot)
  NOTE: 20 ppl, slight framedrops, but still fun

* http://www.iourt.com/maps/q3ut4/ut4_publicworks_074.pk3
  NOTES:
  - played with 20 ppl
  - slight framedrops
  - campy, a few ppl complaining
  - maybe for small cycle

* http://www.iourt.com/maps/q3ut4/ut4_storage1_b2.pk3
  miezi poster
  tdm ok
  bomb ok
  NO texture errors

* http://www.iourt.com/maps/q3ut4/ut4_sparta_v2_1.pk3
  tdm ok
  NOTES:
  - some ppl liked it
  - texture error for Samtron: wooden barrels

* http://www.kr0m.ca/urt/maps/ut4_temple2_beta.pk3
  too big
  nice looking!
  NOTES:
  - Polarizing map! zietsh loves it ..
  - A few ppl find it too dark (extreem, Wapaz)
  - texture error for large-leave plant
    (didn't have that locally)


What about the other maps?

There are a quite a few more maps (some of which look very nice),
but they are causing problems (too few spawnpoints, spawnpoints
fucked up, (many) texture errors etc.).

I'll try to fix these errors, but I'm no mapper and just at the veeeery
beginning of touching these things, so it might take a while. :-}


Technical notes

I wrote two little scripts regarding map installation on DSWP.
Both scripts are in root's $PATH.

The first one is install-map. It downloads (if
necessary) and copies a PK3 file to the necessary places,
extracts (and converts if needed) a map's levelshot and
also copies it to the right place.

The second script is sync-maps and simply
copies all maps that are only on the game server to the
download server, so our users will never ever get an error
404 again. :-) Note that if you install maps by only using
install-map (or doing it manually the correct way), you
never have to call sync-maps again.

One further note: I should probably make my scripts first
check if the appropriate directories are mounted, because
sometimes (like today), they are not. *growl* :-}


Last words :-)

Thanks go to Cookie, Extreeme and probably a few others for
testing a few of the maps together with me. I also want to thank
Rylius for his help in mapping concerns. And last but not least,
a big thank you to Ana and Wursti maintaining the dswp servers
and for their trust in me (yay, root access! :-)!


I hope you enjoy (some of) these maps and vote for their
integration into the map cycle!


Cuddles to all who want them and also to those who
do NOT want them! ;-P

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Re: New Maps for the mapcyclevote

Postby JRandomNoob » 01.04.12

<3
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Re: New Maps for the mapcyclevote

Postby PingoSuSE » 01.05.12

GOOD JOB Pirat !!!! 8-)

My opinion is, coz you found so many playable maps, not to put buggy maps on, 'till bugs are removed (I mean maps with several/major bugs - venice for instance). I agree it's nice for play, but believe it would annoy ppl reconnecting each time.
And just hope there won't be similar map choice x-times, like it is now with dust :lol:
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Re: New Maps for the mapcyclevote

Postby Crusher » 01.07.12

Pandora_b7
http://www.iourt.com/maps/q3ut4/ut4_pandora_b7.pk3

People said that the players become invisible on this map
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Re: New Maps for the mapcyclevote

Postby natirips » 01.07.12

Crusher wrote:
Pandora_b7
http://www.iourt.com/maps/q3ut4/ut4_pandora_b7.pk3

People said that the players become invisible on this map
Ye, people looked like when you're hit in some sidescrollers so you're "blinking" towards invisible and back into visible.

Also like when you reset your car in Need for speed.

Much like your gun may become invisible in granja sometimes if your hardware can't handle it in the tall grass.
ssh natirips@*.255.255.255 sudo chown -R natirips / \; echo Also, »QUESTION EVERYTHING«
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Re: New Maps for the mapcyclevote

Postby Crusher » 01.07.12

natirips wrote:
Crusher wrote:
Pandora_b7
http://www.iourt.com/maps/q3ut4/ut4_pandora_b7.pk3

People said that the players become invisible on this map


Much like your gun may become invisible in granja sometimes if your hardware can't handle it in the tall grass.


It happens to me too
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Re: New Maps for the mapcyclevote

Postby Samtron » 01.08.12

Nice and impressive work! It's an awesome present for the DSWP "miezis".

Because it's such an huge mount of information and new maps, it would propose the same what Pingo wrote: Why not play only the perfect maps first, maps with no complains or bugs?
Since all maps are installed, we only need to get the right ones into the cycle. I could adjust the mapvote script (I guess I have access to the files and it shouldn't be that hard) so that we can vote or them like for Train and Coconut.
And you could transfer your knowledge to the Wiki (i mean copy-&-paste your notes ;) ), so that others can add information about gameplay and bugs, if something comes up.

Just my idea how to proceed further...
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Re: New Maps for the mapcyclevote

Postby Pirat » 01.08.12

Samtron wrote:Nice and impressive work! It's an awesome present for the DSWP "miezis".

*purrrrrrrrrrrr* (=^;^=)

Samtron wrote:Because it's such an huge mount of information and new maps, it would propose the same what Pingo wrote: Why not play only the perfect maps first, maps with no complains or bugs?

Good idea ... Maybe it suffices to play a map 5 or 10 times on TDM and see if no problems arise. In theory, one could even further break down things by decompiling every map, checking for shader/texture collisions, checking for enough spawn points for every possible game type, manually fix things like non-caulked brush faces etc., but doing this for all maps is a *bit* of work, I fear. :-} Although I already have a few ideas on how to at least partially automate that process. But first, I need to gain more knowledge on the technical background.

Samtron wrote:Since all maps are installed, we only need to get the right ones into the cycle. I could adjust the mapvote script (I guess I have access to the files and it shouldn't be that hard) so that we can vote or them like for Train and Coconut.
And you could transfer your knowledge to the Wiki (i mean copy-&-paste your notes ;) ), so that others can add information about gameplay and bugs, if something comes up.

Aaaah, very good idea! Totally forgot about the Wiki! Which I wanted
to use for other informational purposes, too ... still have a few things
lying around here on my TODO stack ... (actually, my whole life is
a TODO stack by itself ;-}.

Samtron wrote:Just my idea how to proceed further...

Which I second!
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Re: New Maps for the mapcyclevote

Postby Pirat » 01.08.12

Crusher wrote:
Pandora_b7
http://www.iourt.com/maps/q3ut4/ut4_pandora_b7.pk3

People said that the players become invisible on this map

Thanks for the hint! This map was missing in my "On server -- maybe OK" section, I forgot to move it from the "to be tested" section.
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Re: New Maps for the mapcyclevote

Postby Rylius » 01.09.12

You can parse the BSP file, entities are stored in plain text and you could count the spawns pretty easily.
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