de_alert

de_alert

Re: de_alert Posted by Wild Card on Sun Mar 28th 2004 at 3:56am
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I dont have a lot of textures. If you know where I can find some good outdoor textures though...
Re: de_alert Posted by Cassius on Sun Mar 28th 2004 at 4:18am
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User posted image

Take mine.
Re: de_alert Posted by Andrei on Sun Mar 28th 2004 at 4:03pm
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Cassius said:
User posted image

Take mine.
Looks like something my cat barfed out the other day :smile: .

OMG vomits profusely !!!!!!!
Re: de_alert Posted by Wild Card on Sun Mar 28th 2004 at 4:59pm
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Could I use DoD textures in the map? Like mainly just the foliage textures, like trees, branches, wood.
Re: de_alert Posted by Cassius on Sun Mar 28th 2004 at 7:29pm
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Andrei said:
Cassius said:
User posted image

Take mine.
Looks like something my cat barfed out the other day :smile: .

OMG vomits profusely !!!!!!!
User posted image

LOL LOOKS LIEK SOMETHING MAI CAT R TEH VOMIAT.. . LOL !111!1
Re: de_alert Posted by Skeletor on Sun Mar 28th 2004 at 7:47pm
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OMg UR RIET IT LOOK5 LLLIE SOMTANG MY DAG POOPD}}!!111
Re: de_alert Posted by Andrei on Sun Mar 28th 2004 at 8:20pm
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Cassius said:
LOL LOOKS LIEK SOMETHING MAI CAT R TEH VOMIAT.. . LOL !111!1
:imwithstupid:
Re: de_alert Posted by Yak_Fighter on Sun Mar 28th 2004 at 8:23pm
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Good zing there :rolleyes:

WC, you can use DoD textures. Now that Valve has distributed it you gain full access to all of them for use in any mod, just like with the CS textures.
Re: de_alert Posted by Andrei on Sun Mar 28th 2004 at 8:26pm
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Or, you could use Cassius' weird texture. MAYBE it DOESNT look like puke in-game.
Re: de_alert Posted by Wild Card on Sun Mar 28th 2004 at 8:35pm
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Im having to redo the whole triangle burshes. The ones that meet with the sky box. I'll add in a sort of treeline as well as try to hide the damn helicopter rotor. Been working on this for almost 2 hours now. I'll have screens by the end of the day.

I'll also have a download link if anybody wants to test out the map PM me. The link should be available in the next 2 to 4 hours. I'm looking for some comments so I wont make the download public yet. Those that will download it would be to give feedback first, not play it. The map isnt done yet.
Re: de_alert Posted by Andrei on Sun Mar 28th 2004 at 8:39pm
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You might want to add some stuff to those bald hills.

Cassius and Skeletor - i was only joking about the barf texture. ALL textures look like sh*t in the editor. No hard feelings, eh? :kitty: :smile:

(BTW, my map doesnt look THAT pukey, does it :cry: :cry: :cry: :cry: )
Re: de_alert Posted by 7dk2h4md720ih on Sun Mar 28th 2004 at 9:36pm
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Get that cat checked out bud, he has some talent. :biggrin:

Anyone know if the dod .wad is hosted anywhere public for download? I'd just get the whole mod but I'm realy close to my monthly download limit.
Re: de_alert Posted by Wild Card on Sun Mar 28th 2004 at 9:49pm
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A_S if you can wait about 1 hour, I can get you all the DoD wad files. Aswell, by then I should have screens. Map is compiling now.
Re: de_alert Posted by 7dk2h4md720ih on Sun Mar 28th 2004 at 10:01pm
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Don't go out of your way bud.
Re: de_alert Posted by Wild Card on Sun Mar 28th 2004 at 10:27pm
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Alien_Sniper said:
Don't go out of your way bud.
Nonesence. I'm uploading them now. They are split in WinZip. Its a total of 50ish megabytes.
Re: de_alert Posted by Wild Card on Mon Mar 29th 2004 at 12:57am
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Anybody up to test teh map?
Re: de_alert Posted by Cassius on Mon Mar 29th 2004 at 2:13am
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Andrei said:
You might want to add some stuff to those bald hills.

Cassius and Skeletor - i was only joking about the barf texture. ALL textures look like sh*t in the editor. No hard feelings, eh? :kitty: :smile:

(BTW, my map doesnt look THAT pukey, does it :cry: :cry: :cry: :cry: )
That's funny.
Re: de_alert Posted by Skeletor on Mon Mar 29th 2004 at 2:21am
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OMG CASSIUS YURE N3W IKON ROXZ!!!1
Re: de_alert Posted by Cassius on Mon Mar 29th 2004 at 5:20am
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Wild Card said:
Anybody up to test teh map?
Naturally. :biggrin:
Re: de_alert Posted by Andrei on Mon Mar 29th 2004 at 11:03am
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Cassius said:
Wild Card said:
Anybody up to test teh map?
Naturally. :biggrin:
Same goes for me. :biggrin:
Re: de_alert Posted by Wild Card on Mon Mar 29th 2004 at 1:03pm
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Well, I'll try and get yous the links tonight. Havent uploaded it yet.
Re: de_alert Posted by Wild Card on Fri Apr 2nd 2004 at 12:19pm
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Alright. After some delay, here's the link:

www.angelfire.com/trek/NCC74656/de_alert.zip

Please give constructive feedback. The is as yet, unfinished. The first bomb point is the crate outside (I will make it more obvious soon) the second bomb point (not done yet) will be in the room where the CT's in the pipes are, after climbing that little drain in the wall. Where theres that little pointless circle in one of the corners.
Re: de_alert Posted by 2dmin on Sun Apr 4th 2004 at 8:47am
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i dont know if this has already been asked, i didnt have time to read the whole thread but,

is that gun in the first picture an awp or a scout? :razz: lol

i'll test tha map :biggrin:
Re: de_alert Posted by Wild Card on Sun Apr 4th 2004 at 2:17pm
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Its a scout. Im using CSRU 4.1 so the models have changed. Theres no AWP's in the map.
Re: de_alert Posted by ReNo on Sun Apr 4th 2004 at 11:53pm
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First off, are you happy with this map? I'll be honest, for the most part its a step back from cliff complex. Lighting is extremely rudimentary, architecture is bland, textures are often muddled, and nothing seems finished. Here is some pretty in depth criticisms...

User posted image

I'm not a frequent visitor to sewer systems, but I'm fairly sure they aren't QUITE so drab. That texture is horrible and on the angled sections it looks out of scale. If you do use this or any other single texture, ensure you play about with the "to world" and "to face" texture settings in order to get it looking natural.

User posted image

Very unrealistic sewer access - just a hole in the brick wall, leading to a giant trim of a big gaping hole? Surely if you had sewer access in your building, you would want it to be subtle? Perhaps in a boiler room, underneath a manhole cover that is flush with the ground? Obviously its a bother having a manhole cover on for gameplay so perhaps just have it permanently set aside, leaning against a nearby wall or something? Try to think how these things would be in real life and aim to emulate that.

User posted image

You need to work on your texture transitions. Here, you jump from grey bricks to a concrete wall with no transition whatsoever, its just instant. Its extremely jarring on the eyes to be honest and doesnt look right. Also, while I appreciate that this indent thing is meant for gameplay purposes, it seems very architecturally awkward. The fact that the corners of the inner support are so sharp makes it feel like it would have trouble supporting itself as opposed to the wall above. Also, don't feel that independant structures like that pillar need to mimic the textures of the walls around them - it could just be a metal pole or something, or at the very least just use one coherent material for it.

User posted image

Handrail seems a little tall to me (just by a bit) but the glaring problem here is that odd looking growth from the ceiling! Looks to me like you didn't accomodate for rooms you were planning on adding later, so you just cut into this room to make room for the others. Guess there isn't much you can do as the layout will dictate that that is where the rooms are, but you could try and make the ceiling look more natural within the size constraints you have set.

User posted image

Another texture transition issue here. Why use that metal floor texture (the raised portions are there for grip, which is why you get them on floors), on the side of a concrete step? If the step is metal, it should be metal on top, and if its concrete, it should be concrete on the side.

User posted image

Simple little things like a door frame would do some good here, I believe the other side of this doorway has another texture transition issue that a frame could solve also.

User posted image

Nicest room of the map, definately. I like the attention to detail in the ceiling here particularly. It still, however, isn't without its flaws. The room doesn't have any sense of structural integrity, in particular that concrete ledge running around the wall. What is its purpose? As far as I can see, all it is doing is weighing down the wall. Put some pillars holding it up. The walls are also really flat, have little indents and pillars to break up the flatness.

User posted image

You need more like this. The door here is inset into an indent, which give a sense of depth. Have little bits in the wall like this, without the doorway of course, and it will add a lot of realism and interest.

User posted image

Once again your walls are suffering for being flat, shove in more of what I suggested for the previous room.

User posted image

Another example of having dodgy texture combinations. If you want this concrete ledge to have metal sides, then the metal should have some depth - as it is, it looks like wallpaper pasted onto a concrete block. Have a thin (4 units or something) metal edging around the block instead of just an infinitely thin texture.

User posted image

I hope this are is unfinished, considering its just an empty box room, without so much as a light.

User posted image

Again, obviously unfinished, not much to say I guess.

User posted image

Hmmm, not exactly realistic terrain here. This is basically a square room, with some bevelled walls, and a cylindrical hole in the centre, which doesnt make for natural scenery. Make the room non-uniform and sporadic, not so blocked as if god was working on a grid the day he sculpted this area.

User posted image

Oh my, this is a horribly long and featureless tunnel. have some intermediary rooms along its length or at least SOMETHING. Just because Militia gets away with a hugely long tunnel doesn't mean you will too :razz:

User posted image

Awfully steep walls for grass to grow on, wouldn't rock or something be more likely?

User posted image

This is a nice touch, I never thought when in the room below that the vents actually led anywhere, so it was a pleasant suprise when I found they did.

User posted image

Ummm, please tell me thats work in progress? Those stairs demand sides of some description.

User posted image

Thats not right...

User posted image

Using cylindrical poles here is bumping up polygons for no reason, and having them so fat is just ugly. Use square poles, and keep them reasonably thin, theres no need to have them a foot wide. To be honest, this is a 100% pointless area in general, it seems like an excuse to put in the helicopter. It needs a lot of work, as having those clothes lines as the only objects of interest is scraping the barrel!

User posted image

Bit of a clipping issue up there, kept getting launched away from the grate, as if jumping off a ladder.

Well I know this came off as extremely harsh, but to be fair, it really isn't the sort of standard I was expecting from you after cliff complex :sad: There are some nice things in the map but they are few and far between, I think it should be scrapped and commited to experience, but of course thats your own decision.
Re: de_alert Posted by Orpheus on Sun Apr 4th 2004 at 11:57pm
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holy wow duncan.. i ain't seen a critique this long in... ages .

nice job.
Re: de_alert Posted by ReNo on Mon Apr 5th 2004 at 12:00am
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Hehe, it did get fairly lengthy didn't it :biggrin: Well since its the first time in ages, I figured I should do it properly.
Re: de_alert Posted by Orpheus on Mon Apr 5th 2004 at 12:16am
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ReNo said:
Hehe, it did get fairly lengthy didn't it :biggrin: Well since its the first time in ages, I figured I should do it properly.
/me bows to a master at his trade.
Re: de_alert Posted by Wild Card on Mon Apr 5th 2004 at 1:34am
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Me bows to learning Im better off mapping C_C style :biggrin:

I did however, try and fix some stuff. Although I cant find anything good for the sewers.. :sad:

Compiling... we'll see.
Re: de_alert Posted by Crono on Mon Apr 5th 2004 at 1:56am
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Well ... the thing that I thought was weird about the sewers was ... what exactly is that material? Is it suppose to be a man made concrete sewer, or like dirt dug up out of the ground?

If it's dug up, you should make the tunnel look a little more like rocks. Something else that would help is wood posts and frames for support ... just some things that show up in your map don't make sense, honestly (the fence inside the sewer).

I suppose with everyone here telling you what you should change you're map will get better and better :smile:

Oh, if that is a sewer, where's the water??
Re: de_alert Posted by Andrei on Mon Apr 5th 2004 at 7:49am
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Ive played it and i found that it was pretty good, but some areas are just too dark to be fun in a fire fight. Oh, and ive noticed a bug outside; after you pass the green container and take the right-hand valley, the trees on the top left seem to levitate and , when you approach them, they vanish.
Re: de_alert Posted by Wild Card on Mon Apr 5th 2004 at 6:52pm
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Andrei said:
Ive played it and i found that it was pretty good, but some areas are just too dark to be fun in a fire fight. Oh, and ive noticed a bug outside; after you pass the green container and take the right-hand valley, the trees on the top left seem to levitate and , when you approach them, they vanish.
I dont know how to fix that :sad: I've tried everything. Maybe I'll blend in some { brushes to cover it up. As for the sewer, the texture is some sort of rust texture. Maybe I'll go with the texture from the CS map with the hostages and the long underground tunnel. Not chalet but the other one. Seige?
Re: de_alert Posted by ReNo on Tue Apr 6th 2004 at 12:00am
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Siege has got a sewer that looks pretty nice actually, might be a good idea to take ideas from that.
Re: de_alert Posted by Wild Card on Tue Apr 6th 2004 at 12:08am
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I'm looking into that. Also ReNo, while I have your attention bows how do I fix the glitches with the trees appearing through the sky? Whats your ideas?
Re: de_alert Posted by Orpheus on Tue Apr 6th 2004 at 12:10am
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if i didn't know better, i'd swear you were modeling your sewers after the crappy ones in bounce :sad:
Re: de_alert Posted by ReNo on Tue Apr 6th 2004 at 12:12am
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Its been a problem for many people for a long long time, not a clue how to fix it really :sad: I seem to recall some others trying to find a fix not all that long ago however, you should maybe try searching the forums, might turn up something. Sorry I can't be of more help, if I've ever known of a fix, I've forgotten it by now :biggrin:
Re: de_alert Posted by Wild Card on Tue Apr 6th 2004 at 12:44am
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I'll fix them sewers up quick. Tomorow or Wednesday, got a big essay due Thursday which I just started now. And a lot of cadet work too. I hope I can get the map finished off in time. Think so, there's only a few rooms to add, then spice up the bomb points.
Re: de_alert Posted by beer hunter on Tue Apr 6th 2004 at 7:15pm
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how do I fix the glitches with the trees appearing through the sky?
Try texturing the hidden faces/faces not normally visible to players with sky or skip, that should remove some of 'em.

btw those func_rotating chopper blades won't work on a dedicated server :sad: to get that fx they need to be an animated tex or model
Re: de_alert Posted by Wild Card on Tue Apr 6th 2004 at 7:55pm
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I though for a sky to work all the faces had to be sky. Maybe not. I seem to remember a article about using the sky to reduce w_polys.

As for the rotor. I tried an anim texture. well, an amin texture I made, but it was ugly. And didnt work.
Re: de_alert Posted by esechre on Tue Apr 6th 2004 at 9:58pm
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just do the idea with the NULL texture from the zhlt wad.

-BB
Re: de_alert Posted by beer hunter on Tue Apr 6th 2004 at 10:56pm
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Sky should work ok with Zoners, not sure about other compilers tho', maybe it'll work with WC/Hammers default compiler but its ages since i used it and not sure. Anyway, try it and see what happens.
Re: de_alert Posted by Gorbachev on Wed Apr 14th 2004 at 5:08am
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NULL is the best choice of the 3. Also if they're showing from another section of map you could try this (although this is just a thought off the top of my head and may or may not work.)

If you have it set up like the first part, try the second section. (This is really rough, but hopefully you can understand it.)

User posted image

Honestly, why would you ever use the default compiler? It's made for Quake, and it's really, really old. Use the newer ones, it solves so many problems and is tuned for HL.
Re: de_alert Posted by Wild Card on Wed Apr 14th 2004 at 7:54pm
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I'll try the null idea when I get my drive working.

And I dont compile with VHE, I use HLCC
Re: de_alert Posted by ReNo on Wed Apr 14th 2004 at 8:11pm
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Gorb was talking about the Q tools (qrad, qbsp2, etc...) and ZHLT, not VHE and HLCC wild :razz:
Re: de_alert Posted by Wild Card on Wed Apr 14th 2004 at 8:22pm
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ReNo said:
Gorb was talking about the Q tools (qrad, qbsp2, etc...) and ZHLT, not VHE and HLCC wild :razz:
I knew that :rolleyes:
Re: de_alert Posted by Andrei on Fri Apr 16th 2004 at 8:18am
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I used to use tqrad for smaller maps.Really old.
Re: de_alert Posted by omegaslayer on Sun Apr 18th 2004 at 3:56am
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Just played it and it looks real good, about the only suggestion (w/o reading entire tread) is the grass area is a little toooo green, maybe find a brown texture for the ground, you know so there is a path to follow. good luck:)
Re: de_alert Posted by Gorbachev on Sun Apr 18th 2004 at 4:05am
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The grassy outside seems to pointy & steep to be grass covered. Like Slayer said, a path might be good, I also think more of a "hillside" like texture would suit it better.
Re: de_alert Posted by Wild Card on Sun Apr 18th 2004 at 4:25am
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Well I am fairly limited in outdoor grass textures. I have the DOD ones too. They have some ok ones, but I cant blend them in with the grass textures I already have.

I'm downloading CS1.5 (since I have new drive, forgot to backup the installer to it) overnight so I'll be able to run my map again tomorow and I'll offer you's some fresh screens as well as a dL link for comments. By then, all spawns will be there, as well as 2 distinct bomb points.
Re: de_alert Posted by $loth on Sun Apr 18th 2004 at 10:46am
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:biggrin: screenies! :rolleyes: