Re: dm_casual
Posted by Mouse on
Tue Dec 28th 2004 at 5:59am
Mouse
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This is almost done, I'm hoping to release it in the next couple of
days. I just need to fix a couple of lights, add a couple more
lights, and fix a problem I'm having with cubemaps. Any
suggestions people could throw in before I put it out would be cool,
outside opinions are always good. And if anyone wants to test it
I have a beta running on my friend's server so you could AIM me at
"yagieo". Or if you have a server you could toss it up on and
you're willing to do that, let me know.
Cheers
P.S. Cubemap problem is thus:
env_cubemap used on world geometry without rebuilding map. . ignoring: building_template/building_template003l
Begin loading faces (loads materials)
End loading faces (loads materials)
I get this when loading the level in HL2DM. This texture being
referred to is a gray stone building with a window that's broken. I
have it on one small 2 story building. First I had no cubemaps around
this texture, then I tried putting a couple around the building, then I
tried making a cube map for each face and tying the cube map to that
face. Still keep getting this error.
And yes, I did the "buildcubemaps" command. I'm not sure if it
worked, though because after doing it I noticed that where a brush ends
and another begins is much more noticable then before.
Re: dm_casual
Posted by habboi on
Tue Dec 28th 2004 at 2:46pm
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It seems a lot of maps these days are city based and i see yours and think it looks ok but its hard to explain but i have this weird feeling about your first pic like your buildings are floating around the map :/
All in all its pretty good i want to see it whats server ip?
Re: dm_casual
Posted by Mouse on
Tue Dec 28th 2004 at 6:55pm
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Servers not up at the moment I guess, I need to talk to the person running it.
You're right, there are a lot of city maps. I think part of it
has to do with the textures for HL2 being made for outdoors levels
rather than the indoors labyrinth of HL1. Also, now it's possible
for someone to make a pretty realistic city and that is pretty tempting
to some people. This map started out as just the subway part and
I thought to myself, "why not make it so you could go above
ground". The city isn't very extensive and serves more as a
backdrop to a mini-arena area. When I started this map at the
beginning of December, most of the maps that were around were
killboxes. Really in the last two weeks there has been a lot of
city maps announced or released.
Re: dm_casual
Posted by Nickelplate on
Tue Dec 28th 2004 at 7:24pm
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mouse, your power lines are too thick! put them down to about a "2" width. Think of your map as a beatiful girl. Now think of the power lines as her eyebrows. You dont want your woman to have huge bushy eyebrows do you? Hell,no! You love the finely tweezed eyebrows that only the most meticulous girl can have! :biggrin:
Re: dm_casual
Posted by Dark|Killer on
Tue Dec 28th 2004 at 7:29pm
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Not bad dude...nice map...good luck with it...i like it !! :smile:
Re: dm_casual
Posted by Mouse on
Tue Dec 28th 2004 at 7:42pm
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LOL Nickelplate. I can't say I thought of my powerlines like that until you said that.
"Those powerlines look very Eastern European"
Re: dm_casual
Posted by habboi on
Tue Dec 28th 2004 at 9:33pm
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Yeah same good joke mate :biggrin:
Anyway its a good looking map and i hope it plays as well as it looks :wink:
Re: dm_casual
Posted by Nickelplate on
Thu Dec 30th 2004 at 2:37pm
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what about brambles? (BTW did u change the powerlines to me smaller?)
Re: dm_casual
Posted by Mouse on
Fri Dec 31st 2004 at 12:02am
Posted
2004-12-31 12:02am
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They are actually at 2 width in the picture, but I'm going to shrink em down to maybe 1 or 1.5, yeah.
If anyone wants to check it out AIM "yagieo", I should be on tonight.
And big bushes are grosssssssssssssss :razz:
Re: dm_casual
Posted by Mouse on
Sat Jan 1st 2005 at 10:00pm
Posted
2005-01-01 10:00pm
Mouse
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So I feel like I'm pretty much done with this map, anyone want to give
it a run-through before I release it? AIM me or post here and
I'll e-mail it to ya.
Re: dm_casual
Posted by Mouse on
Sun Jan 2nd 2005 at 5:54pm
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It's done, doesn't show up on the frontpage but there's a download link
and it's at 100%. One month of mapping madness. Download
and enjoy!
Re: dm_casual
Posted by Gwil on
Sun Jan 2nd 2005 at 6:00pm
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Good map :smile: Little small for my liking, but everything else seems to be
in order. I'd put the player load at 8 max personally, but definately
should be played with 4 upwards.
Easy conversion to TDM (like we spoke about) as well.
Re: dm_casual
Posted by Nickelplate on
Sun Jan 2nd 2005 at 8:52pm
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Is this the "eyebrow map?" Looks GORGEOUS! Now if only I could finish mine...
Re: dm_casual
Posted by Mouse on
Mon Jan 3rd 2005 at 1:01am
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Yup, yup, and you'll notice I trimmed those eyebrows. :smile:
Re: dm_casual
Posted by Nickelplate on
Mon Jan 3rd 2005 at 5:57pm
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That is SUCH and awesome avatar.
Re: dm_casual
Posted by Mouse on
Mon Jan 3rd 2005 at 9:09pm
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Hahaha, thanks. I played DMC for the first time last night and
went 193 frags on DM2 Claustrophobopolis. Guy in first had 194,
everyone else wasn't even close. I love Quake1 so much.
Re: dm_casual
Posted by habboi on
Mon Jan 3rd 2005 at 10:00pm
Posted
2005-01-03 10:00pm
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I would :smile: got a server?
Re: dm_casual
Posted by Joe-Bob on
Tue Jan 4th 2005 at 1:22am
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It's probably too late to mention, but you can kill entities
permenantly by tossing them in front of the train. I even managed
to get a car down there and have it be dragged into the void by that
train.
Re: dm_casual
Posted by Mouse on
Tue Jan 4th 2005 at 1:45am
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Yes, the train proved to be somewhat troublesome in that way. The
actual tunnel extends pretty far and ends in a pit (all unviewable and
nodraw'd) right past where the train teleports. The pit is
designed to catch any entities. What would happen is that a
person could toss a whole bunch of crap down there (2 cars, 3 combine
pods that used to be in the level, the dumpster, soda machine, etc) and
it would all get pushed to the end of the tunnel. The train was
unable to hit it's path point and it would just never return, but you
could hear it rumbling still. So I put the pit there to catch
physics objects to avoid this problem. Yes, you wind up losing
objects, but I think I have enough weapons and respawnable boxes and
barrels to keep people occupied until the next map.
One of the problems that can happen is you can get an object down there
and it will catch between the train and the part of the arch that
extends past the platform. The train will try to push the physics
object out of the way and can't move until it does so. This can
take anywhere from under a minute for smaller objects (radiator, file
cabinet), to about 5 minutes for something large like the dumpster or
soda machine. Eventually the train just cuts through the object
or annihilates it completely.
I'm curious, how the hell did you get the car down there?
Originally you could get them down through the front entrance, but I
built the green part specifically to stop that from happening since the
cars had a tendancy to stop the train for a long time. I thought
it was impossible to get cars down there at this point.
Re: dm_casual
Posted by ReNo on
Tue Jan 4th 2005 at 2:33am
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I've got the problem of cars being too easily moveable at the moment :sad:
Kinda sucks - I don't want to create any really small doorways or
anything and although my current ones dont feel large you can fit the
cars through with a little effort. If players get the cars into the
corridors its pretty bad, and if they reach the sewers then gameplay
would be ruined :sad:
Re: dm_casual
Posted by Mouse on
Tue Jan 4th 2005 at 6:51am
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Ah! I thought I made that small enough for the cars not to go
through! Well hopefully no one will get any bright ideas.
The cars are a problem in that you want to take advantage of their size
with the gravity gun, but you don't want them to block important parts
of the map. You could just leave them as is and make them
virtually unmovable, but it's not as fun.
SPEAKING OF PROBLEMS
I just caught the map on a server rotation and went in to join, and the
server told me I had a different version of dm_casual. So I
renamed my file and downloaded the map. It was the exact same
map, with the exact same file size. What the hell happened there?
And also, if anyone has any idea why the sounds won't play for the
func_tracktrains when the level is made server
(http://www.snarkpit.com/forums.php?forum=6&topic=3386&2),
that's pretty frustrating.
btw Myrk that gif rules.
Re: dm_casual
Posted by Nickelplate on
Tue Jan 4th 2005 at 6:56am
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i think the versions that were different was one had "buildcubemaps" run on it, and the other did not. You think maybe that happened?