Curves do not seal your map up. You should always at least caulk behind all curves.
Hmm, it seems that the curves are sealed, unless I missed something. And your AAS didn't work, while loading a bot it said AAS file is out of date.
You're probably using a newer version of your bsp then. Try it with the version you uploaded here. It works for me.
For the leaks (that I can't find): Open up your map in Radiant, go File >> Pointfile. Follow the red line and it'll find leaks if you have any. Also make sure your fog is set as a detail brush, and there are no entities stuck in any structural brushes.
I found a leak, I patched it but when I go to File >> Pointfile again it still says I got a leak in the exact same area. I've released version 0.4 beta for now, I couldn't add bot support.
www.megaupload.com/
img219.imageshack....combsofhell.png
Changes:
Rain added
Architectural detail added (floors, walls, ceilings)
The teleporter in the fog has been changed to fix the fog errors
The curves in the orange pit of death have been remove due to errors
Green fog opaque has been increased from 250 to 350
Please report any errors!
Could be construction related. Do you get any errors popping up while compiling the BSP?
If you have more than 1 leak, you need to re-compile after each leak is patched - to get a new Pointfile that will point to the next leak spot. Note: if you place an entity outside of the world you will also get a leak but the Pointfile may not point to anything.
Whats a "leak"? I mean, If I am going to start mapping I just suppose it would be relevant to know.
A leak is a mapping error usually caused when:
- You have a gap in a wall or some other structure which allows the player to see or enter the void;
- You have an entity outside of the map floating in the void.
A leaked map is bad because it significantly slows down your framerates, makes your map look unprofessional, and can cause visual problems, such as direct lighting being used instead of inverse square root.
That is something I remember dealing with in my times of mapping for Doom II. And unfortunately, I found that sometimes it was irreversible because of how big the mistake was.
I don't have any leaks where the red line is pointing to, it just goes through a brush. And I don't get any errors while compiling this map.
Then the
brush is not a brush but something else. Maybe you converted the brush to a
detail brush, given the brush a shader that makes it non-solid or some other shader affect that can not be used on an outside wall, maybe the brush is damaged in some way (has a duplicate plane or other error), maybe the brush is a
patch (curve) instead?
Either way, if the Pointfile is in fact running through a wall, then the problem has been found. You just need to fix it :]
@Satan Fang:Unless it causes technical issues, then yes. You should keep it. Its the highlight in my opinion.
I haven't experienced any technical issues.
Apart from everything else, no one has told me about the fog. Is it fine where in its current state?
What do you think of the changes? Yay or ney? I redone the map (again)...
www.youtube.com/watchExcuse the fog error, it's an odd compiling problem that I have no control over. I'll release the new version once I've fixed it.
Edited 50 seconds after the original posting.
I'm not too keen on the techno-colours at all. You need to dull down the blue and the orange-red lights a lot. The green lights look dramatic, but should be neutral (or very close to neutral).
The green pit looks wrong BTW. Is it a death pit or is there another arena section down there? If it is a death pit, get rid of it or make the pathways a lot wider.
Also, I would like to see some big arches going from one side to the other in the latest screen shot. The architecture looks rather dull and without purpose at the moment in my opinion.
Techno colors? It's meant to be the green fog giving off light and dark purple gargoyles. And I'll remove the lower section fine. And there is no blue in the level whatsoever.
Sorry, I got the purple mixed up, I did mean the blue lights at the top.
Have any of you even read what I said? There is no green death pit.
Holy crap! I agree with Tig - that's a lot of saturation. You should relax the colors, right now it's like an abomination of a 60's disco hall and a pack of M&M's gone ape shit. Sublety always works better in the end since you don't want every light shouting at you for attention. I generally keep saturation to 128 or lower for the general scenery and 160 or so for visual hooks (where applicable). Also, I can't see where that green light is coming from - light sourcing is important! If it's meant to be from the fog you should rather let the fog shader cast its own surface light, that way its color and shadowing will look right.
As for architecture it's not bad. The pillar arch detailing is a nice touch, but as for gameplay it's looking like more of an experiment in mapping than something with gameplay that can keep people interested for long, but that's going mostly according to your old map release.
It... is casting it's own light.
Well then its pretty strange that there's almost no green light affecting the trims on the walkways right above the fog then, yet there's a ton of green light in the other corner.
What if it's the way the engine works?
Can I rename my map to The Gloom? There's already a map named GLooM, will it make a difference if I have the at the start?
You can name your level what every you want. It will make name no difference if there is already a map with the same map title.
The only issue is the file name of the bsp and pk3 - they have to be unique. You can not have two maps with the same file names.
www.megaupload.com/ -- Gloom Station 0.5 Beta
I've changed the whole theme of the map!
Edited 18 seconds after the original posting.Edited 37 seconds after the original posting.