My first map - Club Lagoon
#1
This is my first map so please don't troll on me too hard, im just now getting used to the controls and i recently (finally) learned how to delete mapmodels.

Please go easy on me, i put 2 days of work on this, so don't say something like "yO mAN, ThIS mAP LooKS Like The ShiT i Took LaST nIght" or "yO DaWG, I cAN mAke SoMETHinG LIke THiZ iN 5 sEcONDS". Well guess what the funny thing is, you can't . This map is made for people to try out and see, let me know what you guys think. This map is supposed to be a dance club, and this is my VERY first map.

[Image: 2e3o1g3.jpg] - Front View
[Image: nobx3p.jpg] - Back View
[Image: 10h3p7p.jpg] - Bar
[Image: 29pp7pe.jpg] - Dance Floor
[Image: zupicz.jpg] - Another pic of the dance floor


Download


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#2
Its a start, but try to avoid huge open rooms and many mapmodels in a small area in your next map!

You might want to check out Mr. Floppys guide for map design
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#3
(19 Dec 10, 10:24AM)Robtics Wrote: Its a start, but try to avoid huge open rooms and many mapmodels in a small area in your next map!

You might want to check out Mr. Floppys guide for map design

i added alot of mapmodels in one area to make it look realistic, i mean come on, i can't just have 1 can laying on the ground and call it good, you have to have some mapmodels, some, but not too much.
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#4
But it can cause FPS drops.

and: i mean come on, do office chairs look realistic in a club?
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#5
(19 Dec 10, 10:46AM)Robtics Wrote: But it can cause FPS drops.

and: i mean come on, do office chairs look realistic in a club?

with a table, yes.
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#6
* V-Man turns on the rave script
now if only we could dance better than spinning and squatting...
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#7
:O
it appears your map has no solid spaces except for the borders!
and take a peek at your framerate ^^
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#8
NICE!
If that map gave me that framerate, I'd play on it all the time.
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#9
"yO mAN, ThIS mAP LooKS Like The ShiT i Took LaST nIght"

Sorry man, but i guess i saw this map like 1000x times in previous assault cube versions. All these map with big openspaces and just all the colorfull lights. I guess some Cubers should stay of drugs before making a map.
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#10
wow really, way to bash on me guys, man! it wouldn't matter, i can make a perfect map and i bet you guys would still give reasons why it bad. This really makes me feel like i should stop making maps or stop playing assault cube in general, or atleast post my maps on another site where the people are more open-minded. And the reason why there is a big open space in the middle of the map is cause its a DANCE FLOOR. I thought this map was good and i was hoping i would get good comments but no, instead with reasons why it sucks, i feel really depressed now cause i spent all my hard work into building my first map for you guys and instead i get reasons why it sucks.
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#11
(19 Dec 10, 06:21PM)JonathanX95 Wrote: wow really, way to bash on me guys, man! it wouldn't matter, i can make a perfect map and i bet you guys would still give reasons why it bad. This really makes me feel like i should stop making maps or stop playing assault cube in general, or atleast post my maps on another site where the people are more open-minded.

Dude dont react like that mate! We are just kidding a little. Its your first map man, dont worry. Keep practicing and i'm sure you will make great maps some day!
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#12
(19 Dec 10, 06:21PM)JonathanX95 Wrote: wow really, way to bash on me guys, man! it wouldn't matter, i can make a perfect map and i bet you guys would still give reasons why it bad. This really makes me feel like i should stop making maps or stop playing assault cube in general, or atleast post my maps on another site where the people are more open-minded. And the reason why there is a big open space in the middle of the map is cause its a DANCE FLOOR. I thought this map was good and i was hoping i would get good comments but no, instead with reasons why it sucks, i feel really depressed now cause i spent all my hard work into building my first map for you guys and instead i get reasons why it sucks.

Don't listen to any member of DES| you are 1000x a better mapper than any of them. ololol.

No but srsly, if at first you don't succeed, try and try again!
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#13
thanks, i tried my best to make sure i didn't have too many map models, but enough to make the map look realistic and by the way, tell me how the spawns came out, i put a bunch of spawn points for each team randomly on the map.
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#14
The only concern I have with the map is the lighting. Dance club theme it may be, but it gives players headaches and is not a good mapping skill. Also, the map looks kinda open and has few passages and requires no strategy. It promotes little teamwork and looks like an easy sniper fun map. It may be sufficient for you to play with your friends, but would not hold up in clan matches or pros. Constructive Criticism, not bashing or insulting.

-KN!F3
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#15
To be fair, it's much better than any map I've ever made.
@KN!F3: This map was made for dancin'! So that's just what they'll do.
One of these days this map is gonna dance all over ... er... got carried away.

It is like mykegregory's house: a break from the violence, where "free-for-all" does not refer to violence but to social hour, and "spree fragging" is replaced with "teabagging."
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#16
the color reminds me of gema maps...
put more wall in, reduce un-neccessary mapmodels, and that should be a awsome non-lag dance club ;D
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#17
its nice to use f5 in edit mode XD
[Image: 20101220221309clublagoo.png]
lol no wonder it doesn't work :/

But it's ur map so i'm not fixing it...
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#18
Ya avoid open spaces and too many map models...and you dont need many mapmodels anyway...start tinkering with height feilds and you will be suprised at how much detailing you can do without models...

Checkout the tutorials and docs as well.

Have fun, thats what the game is for...
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#19
You may think that we are bashing on your map, however (disregarding the case of infinite, who already apologized) we are providing constructive feedback. If you need to improve, you need to know what you need to improve on.

We all need feedback.

My feedback would be this, try to make something focused on playing value. Take a look at ac_outpost, that is a beautiful map that has plenty of tactics to go along with it (usually only in inters or clan matches though). In the case of your map, along with twin towers (this is a bad example, yet works) and such, it is focused on the look or gameplay concept. I dont know if you have had a run in to the map where it is just a ~16x16 room usually played DM. This map is focused on a gameplay concept, not a visual concept, that explores what happens when 16 people get crammed into a room with tons of grenades. Insanity ensues. Getting back to your map. your map is based off of a more visual concept. Your map is based off of replicating a dance club. You may have noticed the limited capabilities coming with the fact that Assault Cube didn't come with restaurant chairs, or bottles of beer, or indiscreet tablets lying in the most innocent places. Visual concepts can be very good (rarely good gameplay) if they use what are given to you in creative ways. Check out Mikebefore's house for an example of this.

Now onto the map and techniques used itself. As Iguana pointed out, you have lots of open space on your map. If you look on the right half and very bottom left half of the picture he posted, you will notice that those are areas that no one can get to, and therefore are useless. You should delete all map models, and then select all of the needless areas and fill them in with the F key (I believe). This will not only make the map a step closer to being able to be voted on a server, and make it possibly run faster.

Your map's visual concept is a dance club. You pulled this off to the best of anyones abilities (or so I think), yet it still has something that you want. Take a look at your first screeny you gave us, it has a very empty part in the back left corner. On looking at that, I realize you should've made the whole back part a little skinner, and rearranged it so that this part was filled by the tables, or bar.

By the way, posting your map here wont get it to fame. I have seen maps posted here, given great reviews, yet never seen again on public servers. On the other side, I have seen maps that somehow risen to popularity without even being posted here. Then maps which I find quite some merit in playing, that are very popular, yet never are seen here on these forums.
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#20
(20 Dec 10, 12:10AM)Ronald_Reagan Wrote: You may think that we are bashing on your map, however (disregarding the case of infinite, who already apologized) we are providing constructive feedback. If you need to improve, you need to know what you need to improve on.

We all need feedback.

My feedback would be this, try to make something focused on playing value. Take a look at ac_outpost, that is a beautiful map that has plenty of tactics to go along with it (usually only in inters or clan matches though). In the case of your map, along with twin towers (this is a bad example, yet works) and such, it is focused on the look or gameplay concept. I dont know if you have had a run in to the map where it is just a ~16x16 room usually played DM. This map is focused on a gameplay concept, not a visual concept, that explores what happens when 16 people get crammed into a room with tons of grenades. Insanity ensues. Getting back to your map. your map is based off of a more visual concept. Your map is based off of replicating a dance club. You may have noticed the limited capabilities coming with the fact that Assault Cube didn't come with restaurant chairs, or bottles of beer, or indiscreet tablets lying in the most innocent places. Visual concepts can be very good (rarely good gameplay) if they use what are given to you in creative ways. Check out Mikebefore's house for an example of this.

Now onto the map and techniques used itself. As Iguana pointed out, you have lots of open space on your map. If you look on the right half and very bottom left half of the picture he posted, you will notice that those are areas that no one can get to, and therefore are useless. You should delete all map models, and then select all of the needless areas and fill them in with the F key (I believe). This will not only make the map a step closer to being able to be voted on a server, and make it possibly run faster.

Your map's visual concept is a dance club. You pulled this off to the best of anyones abilities (or so I think), yet it still has something that you want. Take a look at your first screeny you gave us, it has a very empty part in the back left corner. On looking at that, I realize you should've made the whole back part a little skinner, and rearranged it so that this part was filled by the tables, or bar.

By the way, posting your map here wont get it to fame. I have seen maps posted here, given great reviews, yet never seen again on public servers. On the other side, I have seen maps that somehow risen to popularity without even being posted here. Then maps which I find quite some merit in playing, that are very popular, yet never are seen here on these forums.

Thank you for your feedback, i understood that VERY well,

The reason for the huge empty spaces on the left and bottom is what i used as testing rooms, like i said, i am just now getting used to the assault cube map editor. I used that space to test height, placement and angles.

Now, onto the frame rate that everyones talking about, i am having no problems with it, its running smooth. If the map is a frame rate killer then im sorry, but it was pretty smooth for me.

And about the spaces, i want to put space to make the map look realistic along with movement wise, i mean come one, the player has to be able to move around. But other then that the feed back was good, thank you.
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#21
try using the command /mapshrink
just in case it works in this scenario.
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#22
Glad that I was understood and appreciated :)
I like reviewing maps, as that is how I appeared on the forums.

Next time you release a map, remove those :) Those indicate sloppy map making who ever makes the map. Although, I can believe that most of us here understand that those were testing areas.

I have to admit, I didn't download your map, as I can see most of it through screenshots. However, making more solids (what I talked about when I said "and then select all of the needless areas and fill them in with the F key" ) will help the map run more smoothly. Also note, that not everones computers are FPS machines, AC is focused on being able to be played on low end machine.
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#23
(20 Dec 10, 12:33AM)JonathanX95 Wrote: Now, onto the frame rate that everyones talking about, i am having no problems with it, its running smooth. If the map is a frame rate killer then im sorry, but it was pretty smooth for me.

There are a few easy ways to tell whether or not your map is pushing the Cube engine beyond it's limits. Use the /showstats command in game to take a look at your FPS and other values that indicate how graphics-heavy your map is. Most of these suggestions are already found in the docs, but I'll repeat them here:
1. WQD over 5000 is bad. You need more solids.
2. Many mapmodels is bad. AC was not built to support tons of models.

I've seen maps that looked beautiful and didn't fulfill these requirements, but they were pretty much unplayable. A good AC map can be run on older machines, too.
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#24
(20 Dec 10, 01:32AM)Zarj Wrote:
(20 Dec 10, 12:33AM)JonathanX95 Wrote: Now, onto the frame rate that everyones talking about, i am having no problems with it, its running smooth. If the map is a frame rate killer then im sorry, but it was pretty smooth for me.

There are a few easy ways to tell whether or not your map is pushing the Cube engine beyond it's limits. Use the /showstats command in game to take a look at your FPS and other values that indicate how graphics-heavy your map is. Most of these suggestions are already found in the docs, but I'll repeat them here:
1. WQD over 5000 is bad. You need more solids.
2. Many mapmodels is bad. AC was not built to support tons of models.

I've seen maps that looked beautiful and didn't fulfill these requirements, but they were pretty much unplayable. A good AC map can be run on older machines, too.

all right, well here are my PC specs......

Gateway PC
AMD Anthlon 64 X2 Dual Core Processor 5000+
Nvidia GeForce 6150 Graphics Card

And im running Linux as my operating system and playing Assault Cube under wine.


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#25
Things like WQD and LOD will not depend on the type of computer you have, but will be based entirely on the map.
Try using /showstats on some of the official maps, and do the same on your map, and tell me how the numbers compare.
(I haven't actually tried this on your map, although I know that on my first map, the WQD was about twice as high as it should have been in some places).
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#26
(20 Dec 10, 02:09AM)JonathanX95 Wrote: And im running Linux as my operating system and playing Assault Cube under wine.
Dude... you do know that AC runs natively under Linux, right?
http://sourceforge.net/projects/actionga...2/download

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#27
(21 Dec 10, 02:47PM)tempest Wrote:
(20 Dec 10, 02:09AM)JonathanX95 Wrote: And im running Linux as my operating system and playing Assault Cube under wine.
Dude... you do know that AC runs natively under Linux, right?
http://sourceforge.net/projects/actionga...2/download

One for the quotes thread methinks. ;)
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#28
Not really, we've had that about a dozen times. It's sad.
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#29
I can almost literally feel tempest trembling with rage every time he hears the words "AssaultCube" and "wine" in the same sentence.
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#30
Actually, I'm past that point already :P
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