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jump_jabba showcase + download

Jabba [L.C.] | Youtube

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Download is in the video description. This is my first map so all feedback is welcome :)


Ltfx

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Preety solid skill curve, missing 3 textures in 3 places btw:


Also you shouldnt make your map fullbright c:


Jabba [L.C.] | Youtube

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Preety solid skill curve, missing 3 textures in 3 places btw:

Also you shouldnt make your map fullbright c:

I prefer fullbright :) Any idea on how to fix the missing textures? They work on my PC.


plep

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I agree with Ltfx. First thing I noticed with your map is fullbright. Lights aren't something you should avoid doing, it's worth the time you spend working on them!

About missing textures, you have to pack them using pakrat or any other software. There are some good tutorials on Youtube and mapping forums out there (you have them but if these are custom textures, other people might not see them).


Malecus

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Are they custom textures? If so, you probably copied them into your materials\ directory inside Program Files, Steam, etc. If this is true, then you need to pack your map. This basically means that you take your custom content and incorporate it INTO the .bsp map file (effectively as a zip file). Lots of good resources around if you Google for it.


Jabba [L.C.] | Youtube

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Can you guys check of this download works:

https://drive.google.com/file/d/0B8sTUd6CnOj-Rkd3WnRGd3RCUlk/view?usp=sharing

I put it all together with Pakrat and it should hopefully work.


Ltfx

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BQE

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map is fine but i did not like the inconsistency in shootable walls, such as how it changes on jump 12.


Jabba [L.C.] | Youtube

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map is fine but i did not like the inconsistency in shootable walls, such as how it changes on jump 12.
That to prevent people from just doing walljumps up and use a sync to get over. On jumps where it doesn't matter I didn't apply it. Any suggestions on how to make it better?


plep

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map is fine but i did not like the inconsistency in shootable walls, such as how it changes on jump 12.
That to prevent people from just doing walljumps up and use a sync to get over. On jumps where it doesn't matter I didn't apply it. Any suggestions on how to make it better?

Make a clear and definitive difference between walls you can shoot at and walls you can't. Color codes are important (also with surfaces that teleport you etc...).


Oatmeal

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map is fine but i did not like the inconsistency in shootable walls, such as how it changes on jump 12.
That to prevent people from just doing walljumps up and use a sync to get over. On jumps where it doesn't matter I didn't apply it. Any suggestions on how to make it better?

Pick one texture and apply it every time you make a wall non-shootable. Popular textures for that are white dev textures or glass. People like to color-code everything in their maps, but the non-shootable surfaces are the most important ones in my opinon.


Jabba [L.C.] | Youtube

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map is fine but i did not like the inconsistency in shootable walls, such as how it changes on jump 12.
That to prevent people from just doing walljumps up and use a sync to get over. On jumps where it doesn't matter I didn't apply it. Any suggestions on how to make it better?

Pick one texture and apply it every time you make a wall non-shootable. Popular textures for that are white dev textures or glass. People like to color-code everything in their maps, but the non-shootable surfaces are the most important ones in my opinon.
There lies my problem, I like to have consistency in the colour scheme of my map. When I apply other colours to indicate that walls are non-shootable, everything starts to look messy.


Oatmeal

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There lies my problem, I like to have consistency in the colour scheme of my map. When I apply other colours to indicate that walls are non-shootable, everything starts to look messy.

You could use dev/graygrid specifically for non-shootable surfaces and apply normal white dev for the pogos. You also have only used dev/reflectivity_10 and dev/reflectivity_60, you could still use dev/reflectivity_90 for something I guess.


Jabba [L.C.] | Youtube

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There lies my problem, I like to have consistency in the colour scheme of my map. When I apply other colours to indicate that walls are non-shootable, everything starts to look messy.

You could use dev/graygrid specifically for non-shootable surfaces and apply normal white dev for the pogos. You also have only used dev/reflectivity_10 and dev/reflectivity_60, you could still use dev/reflectivity_90 for something I guess.

Ok, thanks for the tips! Looking into it.