Okay, here is the beta release of the map.
Things that must be improved:
* Performance (now max 4-8 Players)
* Weapon / Ammo Placing
* Cubemaps
Thanks, DvS for your inspiration from dm_agora, you're idea has been
very unique, thanks for your continuing support!
Please visit his
map-thread aswell!
Please post as much feedback as you can, regarding improvements etc.
thanks, mfg
Re: dm_tribute
Posted by mfg on Mon Jan 24th at 10:34am 2005
Posted by mfg on Mon Jan 24th at 10:34am 2005
Re: dm_tribute
Posted by Juim on Mon Jan 24th at 12:56pm 2005

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Posted by Juim on Mon Jan 24th at 12:56pm 2005
I cant get the map to run right,and forgive me for being such a noob, but there was no text file with the zip. Where do I put the skybox files?. I tried creating a folder called dm_tribute, then just tribute, then no folder at all, just placed them in materials, but I still just get the endless mirroring when I run around the map.Looks trippy,but I cant tell untilI get it installed right.
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Re: dm_tribute
Posted by mfg on Mon Jan 24th at 2:07pm 2005
Posted by mfg on Mon Jan 24th at 2:07pm 2005
well, the zip contains a correct directory structure ... you have to
extract the folders into your "...half-life 2 deathmatchhl2mp"
directory.
the skybox files are supposed to be in the "...half-life 2 deathmatchhl2mpmaterialsskybox" folder ...
i'm sorry that i forget to write a readme ...
the skybox files are supposed to be in the "...half-life 2 deathmatchhl2mpmaterialsskybox" folder ...
i'm sorry that i forget to write a readme ...

Re: dm_tribute
Posted by Leperous on Mon Jan 24th at 2:22pm 2005

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Posted by Leperous on Mon Jan 24th at 2:22pm 2005
Well I got it to work fine- as theres a materials and maps directory included, it's pretty obvious that you just need to unzip to your hl2mp folder! It looks great, loving the metal edges of the dismaps, though the '2' needs some clip brushes to help you climb over it. The other problem is basically with this style of map- it's so easy to fall off the edge and die if you stop paying attention for a second, or run backwards/sideways... Also maybe have a few more asteroids floating around for rockets to hit, and to help the occasional falling person out? But definitely geared towards l337 4-player games 
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Re: dm_tribute
Posted by Juim on Mon Jan 24th at 2:25pm 2005

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Posted by Juim on Mon Jan 24th at 2:25pm 2005
Thank you.I actually like what you have going here. The floating space platform has always been entertaining when done correctly.Nice visuals throughout. I do agree the map needs to be bigger. Perhaps some interior architechture such as a couple of winding hallways around the perimiter would be a nice touch. I will be running the map occasionally at the Diners server if you don't mind.
Look forward to the next version!
Yah the problem is on my side Lep. I did'nt have winzip configured to show root directories, I think I got it solved now.
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Re: dm_tribute
Posted by mfg on Mon Jan 24th at 4:20pm 2005
i'd love to see that map on some hl?dm servers ... maybe you can send me the ip so i can watch this server and join it to play it with others !
Posted by mfg on Mon Jan 24th at 4:20pm 2005
? quote:
I will be running the map occasionally at the Diners server if you don't mind.
i'd love to see that map on some hl?dm servers ... maybe you can send me the ip so i can watch this server and join it to play it with others !
Re: dm_tribute
Posted by ReNo on Sun Jan 16th at 6:02pm 2005

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Posted by ReNo on Sun Jan 16th at 6:02pm 2005
Get your idea by this map by any chance? :P
<br>
<br><a href="http://www.mapcore.net/forums/viewtopic.php?t=1867" target="_blank">http://www.mapcore.net/forums/viewtopic.php?t=1867</a>
<br>
<br>Its very novel, but doesn't looks like my sorta map from a playability point of view. I take it you have lower than normal gravity in order to allow players to jump around the unlinked platforms?
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Re: dm_tribute
Posted by mfg on Sun Jan 16th at 6:06pm 2005
Posted by mfg on Sun Jan 16th at 6:06pm 2005
Well the techniques i could use are perfectly shown in dm_platform from DvS ... but my map concept is completly different ...
Re: dm_tribute
Posted by alba on Sun Jan 16th at 8:31pm 2005

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Posted by alba on Sun Jan 16th at 8:31pm 2005
Wow, nice work there, yep platform was completely original as a concept this one is in the same way but its not quite the same, anyways. I like, keep up the good work!
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Re: dm_tribute
Posted by mfg on Sun Jan 16th at 8:37pm 2005
Posted by mfg on Sun Jan 16th at 8:37pm 2005
Oh Reno,
<br>
<br>gravity is normal ... most platforms are close enough and some parts are coverd with invisible surfaces ... so there is no need to jump on that map ...
Re: dm_tribute
Posted by ReNo on Sun Jan 16th at 8:56pm 2005

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Posted by ReNo on Sun Jan 16th at 8:56pm 2005
I think I'd need to test it to see how the flow works, the screenshots are quite confusing and busy which makes it hard to picture the connectivity. Are you planning on releasing a beta version at some point?
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Re: dm_tribute
Posted by cbk on Sun Jan 16th at 11:11pm 2005
Posted by cbk on Sun Jan 16th at 11:11pm 2005
Lol, very cool and well done. I wanna play it ; )
Re: dm_tribute
Posted by 2dmin on Mon Jan 24th at 9:19am 2005

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Posted by 2dmin on Mon Jan 24th at 9:19am 2005
It feels great, once it's released I'm going to play it with my friends
<br>I never play hl2dm, but this map looks -great- for gameplay, so it might give me a reason to play
<br>
<br>I reckon just make the big lambda sign not kill you when it touches you, that's kinda annoying - and fix those bugs with some of the surfaces of the platforms 
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Re: dm_tribute
Posted by mfg on Mon Jan 24th at 10:11am 2005
Posted by mfg on Mon Jan 24th at 10:11am 2005
Well i like the lambda to hurt people ... that hopefully prevents them from camping at the rocket launcher ... but maybe i'll change the lambda from func_rotate to a physic-entity ...
<br>
<br>you said that some platforms have bugs ? please send me some screenhots i have no idea which you mean !?
Re: dm_tribute
Posted by ThisDealer on Mon Jan 24th at 11:01am 2005
Posted by ThisDealer on Mon Jan 24th at 11:01am 2005
Good map m8 bit q3 stily but could be fun
Re: dm_tribute
Posted by Dark|Killer on Mon Jan 24th at 1:17pm 2005

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Posted by Dark|Killer on Mon Jan 24th at 1:17pm 2005
I love the architure dude, i wonder how did u do that...very nice map, keep up the good work buddy
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Re: dm_tribute
Posted by mrnielsen on Thu Jan 27th at 12:33pm 2005
Posted by mrnielsen on Thu Jan 27th at 12:33pm 2005
Thats not done in hammer, is it? how do you get it that smooth?
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Re: dm_tribute
Posted by TMA-2 on Wed Jan 26th at 10:13pm 2005
Posted by TMA-2 on Wed Jan 26th at 10:13pm 2005
That's some really smooth brushwork, if that was all done in Hammer. Well, even if it wasn't, it's really nice. Good job.
Re: dm_tribute
Posted by mfg on Thu Jan 27th at 8:20pm 2005
Posted by mfg on Thu Jan 27th at 8:20pm 2005
It's completely done in Hammer,
<br>
<br>only bruhswork ... but the faces have been transformed into displacement maps ... and those have been subdivided ... and that gives you this smooth effect ... try it ... it's new in source !
<br>
<br>(normally it's used to make smooth terrain ... )
Re: dm_tribute
Posted by 2dmin on Fri Jan 28th at 6:11am 2005

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Posted by 2dmin on Fri Jan 28th at 6:11am 2005
Yeah mfg, I just thought some of the texturing on a couple of the platforms could have been aligned a bit better, but it's fine as it is
<br>
<br>*starts chanting* release release release so I can distribute it to everrrrrrrryone
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