Op4_abby Pics
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Re: Op4_abby Pics
Posted by Ronin on Fri Oct 24th at 11:22pm 2003


Ok, due to some wierd event, my pics are not working...so, im going to try and do it this way. Sorry for the inconvieniece.

The image ?file:///C:/Documents%20and%20Settings/Administrator/Desktop/op4_abby0005.JPG? cannot be displayed, because it contains errors.

The image ?file:///C:/Documents%20and%20Settings/Administrator/Desktop/op4_abby0000.JPG? cannot be displayed, because it contains errors.

The image ?file:///C:/Documents%20and%20Settings/Administrator/Desktop/op4_abby0004.JPG? cannot be displayed, because it contains errors.

The image ?file:///C:/Documents%20and%20Settings/Administrator/Desktop/op4_abby0001.JPG? cannot be displayed, because it contains errors.

The image ?file:///C:/Documents%20and%20Settings/Administrator/Desktop/op4_abby0003.JPG? cannot be displayed, because it contains errors.





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Re: Op4_abby Pics
Posted by Ronin on Fri Oct 24th at 11:29pm 2003


The other pics are working now...DOH!!



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Re: Op4_abby Pics
Posted by KoRnFlakes on Sat Oct 25th at 10:05am 2003


dont post images that are stored on your computer, unless we go a steal your pc how are we meant to view them? upload them somewhere. [addsig]



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Re: Op4_abby Pics
Posted by Gollum on Sat Oct 25th at 10:07am 2003


He has now, it's just that we have 3 totally pointless topics as a result of his confusion. And now I've made things worse by bumping one of them to the top [addsig]



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Re: Op4_abby Pics
Posted by Sim on Sat Oct 25th at 4:10pm 2003


My critique: (btw 'abbey' has an 'e' in it )

  • The r_speeds are bad because you have the whole map visible all the time. It would have been better to simplify the architecture greatly, or split the map up into visblocked rooms. It is difficult to get a big abbey to play well with low r's because the HL engine wasn't really designed for it.
  • You can stand on the sticky thing here:
  • There are far too many weapons. Maybe if you had some rooms inside you could put at few of the weapons there. As it is, a player can pick up the gauss, some cells, the rpg, the tongue, the electric hornet and the big rifle in about 15 seconds.
  • You could do with more sticky targets for the tongue. I only found 1.
  • Much of the map requires the gauss/tongue to get to. With a sniper rifle and grenades above, and ample cover, it's a bit unfair on the people below.
  • The architecture is very good. I like the cross shaped windows and the columns with the missing bricks. Here is what I mean:


    But with gl_wireframe 2...
  • There are lots of storeys, which is good.
  • SKY! There aren't many abbeys in the desert
    Check out the Wadfather for some custom skies.
  • Warm fire/candelabra lighting, but no source!
  • Various texture misalignments:


  • Pillars are meant to be strong, sturdy things which hold up the structure. Try filling in the gap underneath:

This is overall a big improvement. The map layout does resemble a killbox, and it may play better with some extra indoor rooms, but the architecture is really creative and interesting. I think the things you need to focus on are

  • Texture alignment
  • Map flow
  • Weapon placement
  • R_speeds

Nice map.

[addsig]




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Re: Op4_abby Pics
Posted by Ronin on Sat Oct 25th at 4:15pm 2003


WOO HOO! Thanks alot sim! I really appreciate it! My only question is about the sky textures, If i add new skys to the map, will players be able to download those skys when they connect to my server, or will the map not lauch. The reason i picked those skys was because i wanted to make sure everyone could play the level. Thanks again!



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Re: Op4_abby Pics
Posted by Sim on Sat Oct 25th at 4:24pm 2003


The skies will download straight off the server. The skybox contains 6 skies though - xxxup, xxxdn, xxxft, xxxbk, xxxlf and xxxrt (up, down, front, back, left and right)
You'll want to include all 6 sky files with your map, preferably with a path in the zip so the downloader doesn't have to do it themself. Remember, 2 minutes making a pathed zip will save 10 hours of all of the downloader's time (if about 500 people download the map).

[addsig]




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Re: Op4_abby Pics
Posted by Ronin on Sat Oct 25th at 4:34pm 2003


Will it alow them to download straight from the server? Like if they connect to my server and start downloading a map, usualy when there done it gives them an error that says (whatever the wad is).wad can not be found. If your telling me that i can include the wad in the download from the server then im all for it. But if i have to post it on my site then post it here, most likely any random use is not going to be able to download my maps because of it. I am willing to sacrifice my sky for the fun of the level. So far everyone that has played op4_harbor, has loved it an wants me to make a Detectaded server for just that level. Now, if i do make a DS for op4_harbor, then i most likly will fix the sky, cus then people will take the time to download it.





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Re: Op4_abby Pics
Posted by Sim on Sat Oct 25th at 4:56pm 2003


The sky is in .tga (targa image) format, not .wad and it will download straight off the server. But downloading whole maps off servers is slow and it's best to find somewhere (like here if you're allowed) to put your map so people can download the whole lot without waiting around on the server. [addsig]



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Re: Op4_abby Pics
Posted by fishy on Sat Oct 25th at 7:20pm 2003


if your having probs with ppl getting kicked from your server 'cause they dont have a wad, then you can use a res file. it's just a text file with a fancy .res extension. like if you had wad called custom.wad, for a map called de_ronin, then in your maps folder you would put a file called de_ronin.res, which would contain the line custom.wad

other things like;

ronin_ubermodel.mdl

ronin_killingspree.wav

etc. can also be put into the res file.

i think i got it right.

btw, u would need to do that for each map that has it's own wad file.






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