Re: Shafted
Posted by Victor-933 on
Sun Jan 13th 2008 at 2:24am
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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.
I'm allergic to tequila, it makes me break out in felonies.
Re: Shafted
Posted by Gwil on
Sun Jan 13th 2008 at 2:35am
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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!
Re: Shafted
Posted by Victor-933 on
Sun Jan 13th 2008 at 2:47am
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Actually, there isn't a download yet, I haven't run a full compile. I'll do that overnight tonight
I'm allergic to tequila, it makes me break out in felonies.
Re: Shafted
Posted by fishy on
Sun Jan 13th 2008 at 8:22pm
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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 2008 at 9:59pm
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That's the really wierd thing, they ARE facing east
I'm allergic to tequila, it makes me break out in felonies.
Re: Shafted
Posted by fishy on
Sun Jan 13th 2008 at 10:28pm
Posted
2008-01-13 10:28pm
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maybe it's west then, but the same applies. :razz:
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Re: Shafted
Posted by Victor-933 on
Mon Jan 14th 2008 at 3:55am
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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
I'm allergic to tequila, it makes me break out in felonies.
Re: Shafted
Posted by Cash Car Star on
Mon Jan 14th 2008 at 8:12am
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Memory's a little rusty, but isn't 0 North? East should be 90.
Re: Shafted
Posted by fishy on
Mon Jan 14th 2008 at 12:37pm
Posted
2008-01-14 12:37pm
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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.
i eat paint
Re: Shafted
Posted by Cash Car Star on
Mon Jan 14th 2008 at 7:43pm
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Silly of me to think they'd base their compass directions on, ya know, a compass. Oh well.
Re: Shafted
Posted by reaper47 on
Mon Aug 24th 2009 at 12:54pm
Posted
2009-08-24 12:54pm
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This is looking nice for Goldsource.
My main tip would be to cut more into the floor plane, making it less flat/horizontal. You could have the right part of area seen in the screenshot a little higher than the left, like it's standing on a hill. Or add some downward stairways to a cellar level.
Try to make the ground and the surrounding walls more a part of the whole architecture. Currently it looks like the buildings and the background have no visual or layout connection. Just moving a building to touch one of the surrounding walls could help. Don't worry about "closing off" a way behind the building. Sometimes that's a good thing.