The original Bloody Ore was just a gigantic box with buildings in it. I don't know what I was thinking when I built that, but I do know I clung to HL1 mapping ideals instead of playing with Source's capabilities. The map was eventually abandoned.
My next attempt at a mine map, dm_frostbite, was a victim of my "cut and paste" mapping style which made everything look exactly the same (because it WAS exactly the same, this can be seen in Sublevels) and has lain dormant on my computer as an autosave for about a year now, because I just got fed up with Source mapping and the frustrations with creating and importing custom textures.
Finally I decided that Source mapping can go to hell, and I carried the idea of a shaft mine map over to Goldsource, and here it is. Right now the only problem I'm having is my func_tracktrains get turned backwards so the light looks wierd on them, and I have no idea how to fix that, but other than that I'm really just asking for suggestions.
Re: Shafted
Posted by Victor-933 on Sun Jan 13th at 2:24am 2008

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Posted by Victor-933 on Sun Jan 13th at 2:24am 2008
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Re: Shafted
Posted by Gwil on Sun Jan 13th at 2:35am 2008

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Posted by Gwil on Sun Jan 13th at 2:35am 2008
Snow maps are always cool. I will schedule this for a look tomorrow, assuming I don't need any new textures (compiled in I figure). Also, props (irony!) for making a GoldSource map, nice to see the game is still attracting fans after nearly, 10 years of release!
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Re: Shafted
Posted by Victor-933 on Sun Jan 13th at 2:47am 2008

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Posted by Victor-933 on Sun Jan 13th at 2:47am 2008
Actually, there isn't a download yet, I haven't run a full compile. I'll do that overnight tonight
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Re: Shafted
Posted by Le Chief on Sun Jan 13th at 2:55am 2008
Posted by Le Chief on Sun Jan 13th at 2:55am 2008
Hay, looking at the pictures, this map isn't bad, I'll comment again when you give us a link.
Gwil, some folks will always be mapping for the goldsource engine
" SRC="images/smiles/icon_smile.gif">
Gwil, some folks will always be mapping for the goldsource engine
Re: Shafted
Posted by Victor-933 on Sun Jan 13th at 6:01pm 2008
" SRC="images/smiles/dorky.gif"> <- this looks more like a pimp than a geek
Anyway, I ran a compile overnight as I said I would. I hardly have any item placement right now, but all the starts are there, and I've been testing the map's capabilities. By the way, it'll handle 32 players easily, although the game itself starts complaining.
I just realized that I accidentally left -chop 64 in the Advanced Compile options all this time, which is why the lighting looks like crap. I'm worrying about the elevators, but the only way to shorten the delay any more is to just excise all the pulleys and machinery, which I would rather not do.
Shafted B1 download
Right now it's still using the working title of "bloodyore". Also, Filexoom is circling the drain so I've moved to Filefront.

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Posted by Victor-933 on Sun Jan 13th at 6:01pm 2008
Anyway, I ran a compile overnight as I said I would. I hardly have any item placement right now, but all the starts are there, and I've been testing the map's capabilities. By the way, it'll handle 32 players easily, although the game itself starts complaining.
I just realized that I accidentally left -chop 64 in the Advanced Compile options all this time, which is why the lighting looks like crap. I'm worrying about the elevators, but the only way to shorten the delay any more is to just excise all the pulleys and machinery, which I would rather not do.
Shafted B1 download
Right now it's still using the working title of "bloodyore". Also, Filexoom is circling the drain so I've moved to Filefront.
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Re: Shafted
Posted by fishy on Sun Jan 13th at 8:22pm 2008
Posted by fishy on Sun Jan 13th at 8:22pm 2008
the game needs to know what is the front of the train. this is done by making it face east during the compile. when the map loads, the path tracks take care of where to point it.
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Re: Shafted
Posted by Victor-933 on Sun Jan 13th at 9:59pm 2008

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Posted by Victor-933 on Sun Jan 13th at 9:59pm 2008
That's the really wierd thing, they ARE facing east
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Re: Shafted
Posted by fishy on Sun Jan 13th at 10:28pm 2008
Posted by fishy on Sun Jan 13th at 10:28pm 2008
maybe it's west then, but the same applies. 
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Re: Shafted
Posted by Victor-933 on Mon Jan 14th at 3:55am 2008

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Posted by Victor-933 on Mon Jan 14th at 3:55am 2008
no it's east, I remember because all entities start out pointing at 0, or East. I just decided to add a minimum brightness level of 0.1, it hides the bug pretty well and doesn't make it glow like the sun
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Re: Shafted
Posted by Le Chief on Mon Jan 14th at 6:55am 2008
Posted by Le Chief on Mon Jan 14th at 6:55am 2008
I'm not to sure what the hell you guys are talking about. But errrr, you got an origin on the train?
Re: Shafted
Posted by Cash Car Star on Mon Jan 14th at 8:12am 2008

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Posted by Cash Car Star on Mon Jan 14th at 8:12am 2008
Memory's a little rusty, but isn't 0 North? East should be 90.
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Re: Shafted
Posted by fishy on Mon Jan 14th at 12:37pm 2008
Posted by fishy on Mon Jan 14th at 12:37pm 2008
make a room away from the rest of the map, and put your train in there to compile with some suitable lighting. it will still move to the first path track when the map starts.
Crash, no, east is 0, north would be -90 or 270.
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Re: Shafted
Posted by Cash Car Star on Mon Jan 14th at 7:43pm 2008

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Posted by Cash Car Star on Mon Jan 14th at 7:43pm 2008
Silly of me to think they'd base their compass directions on, ya know, a compass. Oh well.
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Re: Shafted
Posted by reaper47 on Tue Jan 15th at 1:17am 2008
Posted by reaper47 on Tue Jan 15th at 1:17am 2008
Looks promising indeed.
The green building's flat roofs scream vertical gameplay to me (everything screams vertical gameplay when I look at, I can't help it). I'm just looking at the screens and so want to jump up there.
That wall around the yard is dangerously close to the "box with stuff in it" layout you described. I'd try and tackle that early. Try to replace portions of the wall by larger buildings/rock formations/stuff... just so that it doesn't "enclose" the buildings like a fence. Those tight walkways that stay between the outer walls and the backs of the buildings usually turn out to feel a little redundant for layouts.
The green building's flat roofs scream vertical gameplay to me (everything screams vertical gameplay when I look at, I can't help it). I'm just looking at the screens and so want to jump up there.
That wall around the yard is dangerously close to the "box with stuff in it" layout you described. I'd try and tackle that early. Try to replace portions of the wall by larger buildings/rock formations/stuff... just so that it doesn't "enclose" the buildings like a fence. Those tight walkways that stay between the outer walls and the backs of the buildings usually turn out to feel a little redundant for layouts.
Re: Shafted
Posted by Victor-933 on Tue Jan 15th at 3:13am 2008
I'm trying to think of how I can accomplish this without breaking the theme, and failing. I mean I'm sure the workers would build the fence around the offending rock formation. I'm trying to add trees and rocks outside the gameplay perimeter, to give a sense of depth, but as far as rocks in the middle of the fences go, I'm not so sure.

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Posted by Victor-933 on Tue Jan 15th at 3:13am 2008
? quote:
That wall around the yard is dangerously close to the "box with stuff in it" layout you described. I'd try and tackle that early. Try to replace portions of the wall by larger buildings/rock formations/stuff...
I'm trying to think of how I can accomplish this without breaking the theme, and failing. I mean I'm sure the workers would build the fence around the offending rock formation. I'm trying to add trees and rocks outside the gameplay perimeter, to give a sense of depth, but as far as rocks in the middle of the fences go, I'm not so sure.
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Re: Shafted
Posted by reaper47 on Tue Jan 15th at 10:06am 2008
Posted by reaper47 on Tue Jan 15th at 10:06am 2008
Well, what mostly works is having a building with a windowless wall facing outside that can replace a portion of the fence. An example would be bootcamp. The map is enclosed by a huge wall but you don't feel restricted because the stiff nature of the wall is broken up by other buildings and architecture.
Also this is not a rule or anything. It's just a pattern that is often the result of box-thinking, so I thought I should bring it up. Just a POV. I don't even know how or if it affects your layout.
Also this is not a rule or anything. It's just a pattern that is often the result of box-thinking, so I thought I should bring it up. Just a POV. I don't even know how or if it affects your layout.
Re: Shafted
Posted by Victor-933 on Wed Jan 16th at 2:21am 2008


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Posted by Victor-933 on Wed Jan 16th at 2:21am 2008
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
ok, how's this look then?
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Re: Shafted
Posted by reaper47 on Wed Jan 16th at 8:19pm 2008
Posted by reaper47 on Wed Jan 16th at 8:19pm 2008
Yea, I like it. Get rid of the wall in the background where you could now use the rock formations as a barrier. The less wall the better IMO.
Re: Shafted
Posted by Victor-933 on Fri Jun 5th at 1:51am 2009

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Posted by Victor-933 on Fri Jun 5th at 1:51am 2009
Sawp d00ds
yes, I'm back again.. for the next five minutes, I guess, until something shiny catches my attention.
Anyway, finally got around to updating the screenshots for Shafted, which STILL ISN'T FINISHED...
-(/me stares blankly at the emotes list, fails to find a :slamhead: emote, settles for the next best thing. Returns with head covered in drywall power after redecorating his wall)-
...but oh well. I've been tweaking the atmosphere off and on for the past several months (more 'off' than 'on' I suppose) and I think I've finally settled on a night-time setting. All the rock formations, as you can see, have been replaced with a nice treeline texture I found. Everything else is either from DMC or R25.WAD -- both excellent texture sources.
yes, I'm back again.. for the next five minutes, I guess, until something shiny catches my attention.
Anyway, finally got around to updating the screenshots for Shafted, which STILL ISN'T FINISHED...
-(/me stares blankly at the emotes list, fails to find a :slamhead: emote, settles for the next best thing. Returns with head covered in drywall power after redecorating his wall)-
...but oh well. I've been tweaking the atmosphere off and on for the past several months (more 'off' than 'on' I suppose) and I think I've finally settled on a night-time setting. All the rock formations, as you can see, have been replaced with a nice treeline texture I found. Everything else is either from DMC or R25.WAD -- both excellent texture sources.
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Re: Shafted
Posted by Victor-933 on Fri Jun 5th at 2:40am 2009

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Posted by Victor-933 on Fri Jun 5th at 2:40am 2009
also since apparently it's a sin to edit posts now...
Screenshots for:
The new screenshots, if they don't show up ctrl+F5 (this dumps the cache and reloads everything from the source)
Screenshots for:
The new screenshots, if they don't show up ctrl+F5 (this dumps the cache and reloads everything from the source)
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