I'm making a CS map with a m8

I'm making a CS map with a m8

Re: I'm making a CS map with a m8 Posted by TealSlut on Fri Apr 9th 2004 at 1:28pm
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Posted 2004-04-09 1:28pm
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Right it is going be a giant island in the cs. T's start on a boat. And CT's start on the island. The T's have to plant a bomb inside a volcano on the island. How would you make drivable boats on the water but you can swim down into the sea. Also, how big could the sea be, is there a limit to the size you can have. (other than the hammer workspace) Thanks, also just for efect there will be underwater pipeline that you can enter, via a airlock where u go in a section of the pipe, a door closes, the water level lowers and another door opens, cool eh. yes yes i no this is a lot of work but i'm prepared to put the effort in. :lol:
Re: I'm making a CS map with a m8 Posted by wil5on on Fri Apr 9th 2004 at 1:43pm
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Posted 2004-04-09 1:43pm
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TBH, by the way you present yourself, it doesnt seem like you can/will put in the work required to make a map like this, and make it good. I'd suggest a less ambitious project, e.g. a research facility, something enclosed.

The HL/CS engine is really, really bad at doing large outdoor areas well. I imagine you got the idea from something like Far Cry? Trust me, it won't work.
Re: I'm making a CS map with a m8 Posted by Gollum on Fri Apr 9th 2004 at 1:56pm
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Posted 2004-04-09 1:56pm
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Indeed.

Unless you are already an near-expert mapper for HL/CS, you have little chance of succeeding. The project is just too difficult. Try something easier, or just experiment with test maps until you get a better understanding of the methods and limitations of HL mapping.
Re: I'm making a CS map with a m8 Posted by Myrk- on Fri Apr 9th 2004 at 2:06pm
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Posted 2004-04-09 2:06pm
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Water maps are just too open really :-/
Re: I'm making a CS map with a m8 Posted by Orpheus on Fri Apr 9th 2004 at 2:41pm
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Posted 2004-04-09 2:41pm
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sadly, at this point in your maps creation,if you have to ask how, you are not ready to map for it.
Re: I'm making a CS map with a m8 Posted by matt on Fri Apr 9th 2004 at 3:22pm
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Posted 2004-04-09 3:22pm
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wil5on said:
The HL/CS engine is really, really bad at doing large outdoor areas well. I imagine you got the idea from something like Far Cry? Trust me, it won't work.
I was just thinking the same thing. Even doing the supposidly easiest of things in some maps can really tax a mapper if they don't know exactly what they're doing. Like Gollum said, stick to easier principles first, then work your way up to the more complex ideas.

And remember, Rome wasn't built in a day! :razz:
Re: I'm making a CS map with a m8 Posted by Wild Card on Fri Apr 9th 2004 at 3:46pm
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I've always thought it is better to show them how. Give them a chance. And the powers that be. Let them fail on their own instead of having us to tell them.
Re: I'm making a CS map with a m8 Posted by matt on Fri Apr 9th 2004 at 5:24pm
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Posted 2004-04-09 5:24pm
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soz rong topic.
Re: I'm making a CS map with a m8 Posted by JFry on Fri Apr 9th 2004 at 11:32pm
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Posted 2004-04-09 11:32pm
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Well I have to agree that a map like this in the hl engine is fairly doomed but.... hey whatever. To make a boat for the T's you could use a func_train or possibly even a Track train if you really want it "drivable". If you are going to let them dive out be sure to put clip brushes or coral or something to keep them from swimming away from the action. The grid is the max size for a map, although I couldn't tell you the number off-hand. But don't make the ocean that big or you will be compiling for hours and hours most likely. The best solution I know is to get a environment map with a picture of the ocean on it and try to match them up.

The boat will add lots of lag just by being there, plus "gimmicks" like this tend to annoy people after time. Then there is the issue of the wide-open space of the ocean. The only thing I can think of here would be some giant cliff-faces creating a canyon for the T's to enter thru. I think something like this is described in the Odessy(sp?). Still I wouldn't recommend doing it as it would most likely never run smooth enough to be acceptable.
Re: I'm making a CS map with a m8 Posted by omegaslayer on Sat Apr 10th 2004 at 12:51am
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So Tealslut, are you trying to mimic the Halo map of death island? cause that is what it sounds like to me, but you wouldnt be able to make a island surounded by water, maybe a map with a inland, beach, and water,
but thats about the max it could be, because even then thats pushing the limits of the engine. As for the boat, just make it a train set on tracks to where the boat will follow it above the water. None the less the idea is a good one, your just using the wrong engine, maybe look into using the UT engine (make it a assult style map), and with the addition of vehicles in 2004, that wont be a problem for what you want to do.
Re: I'm making a CS map with a m8 Posted by Cash Car Star on Sat Apr 10th 2004 at 1:30am
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CS has custom drivable vehicles, JFry. No func_train's necessary. I forget what it's called, but it should be like func_driveable or func_vehicle_driveable or something like that. There are tutorials at countermap on setting up a driveable vehicle. I will assume you understand the basics, and rush right into the problem of creating a driveable boat. If this is too complicated, then make something simpler, as everyone else seems to suggest.

The major difficulty with drivable boats is to make them float. Without making plans to combat this problem, your boats will sink right through the water and rest on the bottom.

Basically, make your boat brush(es), and then another brush tied to the same func_vehicle that is not in the playable region of the map. I will refer to this as the anchor. What the anchor can accomplish is a form of levitation. Essentially, you'll want to create a 16x16x16 brush as your anchor, and place it directly under the boat, down, way under the playing area. Create a 32 unit high room down there, with width and height equal to the surface area of the water, so that the anchor can travel around and not bump into the walls. The anchor will work to levitate the boat, and then it can be driven like any other vehicles, and swum under as well.
Re: I'm making a CS map with a m8 Posted by beer hunter on Sat Apr 10th 2004 at 8:43am
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Re: I'm making a CS map with a m8 Posted by JFry on Sun Apr 11th 2004 at 5:00am
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Posted 2004-04-11 5:00am
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Cash Car Star said:
CS has custom drivable vehicles, JFry. No func_train's necessary.

Kinda thought so but I've never played around with the cs .fgd. I stand corrected.
Re: I'm making a CS map with a m8 Posted by Gorbachev on Sun Apr 11th 2004 at 7:08am
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The map needs to be within at least 64 units of the edge of the grid. I've been that close to touching top and bottom edges in two of my maps.
Re: I'm making a CS map with a m8 Posted by ReNo on Mon Apr 12th 2004 at 9:32am
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Posted 2004-04-12 9:32am
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Indeed, you can't actually use the entire grid for some reason. I've never picked up on the exact restiction but with agctf_outland, I hit the Y-axis edges and it refused to compile till I cut them back a little.
Re: I'm making a CS map with a m8 Posted by Crono on Mon Apr 12th 2004 at 5:46pm
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Posted 2004-04-12 5:46pm
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Right, however, I've found that this only holds true if you use Zoners tools, which you should be using, obviously.

But when using the original Hammer compile tools, you can goto the edge as close as 64 units away. OR you can go completly past the edge, and it will compile and it will run. However, you shouldn't need that much space, that you'd require off grid space and bad compilers. So ... as Gorb and Reno said :smile: