Haloween map project CS:S

Like such as the NIPPER
User avatar
NIPPER
Posts: 10684
Joined: Tue Mar 19, 2002 9:49 pm
Contact:

Post by NIPPER » Wed Oct 25, 2006 5:25 pm

Placenames aren’t a requirement but they let you set the bombsite in the radar. Without them the bombsite you marked "A" might be marked by a B in the radar.
User avatar
AlphaKennyOne
Posts: 1142
Joined: Thu Apr 29, 2004 12:37 pm
Location: California

Post by AlphaKennyOne » Wed Oct 25, 2006 6:11 pm

Ah ok. I guess I lucked out. The bombsites were marked correctly from the get-go.
There used to be a signature here, but it's gone now.
User avatar
ZIGGO
Posts: 2415
Joined: Wed Apr 07, 2004 7:23 pm
Location: Intense

Post by ZIGGO » Wed Oct 25, 2006 6:59 pm

Dude yes make it so you have to walk on the tiles and also.... make it so there is random side ones that fly out of the sides every so often so you have to keep a look out or whatever :P would be sweet
User avatar
Magnus
Posts: 4557
Joined: Wed Dec 29, 2004 11:52 pm
Location: Falling to Earth

Post by Magnus » Thu Oct 26, 2006 12:48 am

Man, we need to play some of these halloween maps with the zombie horde mod on!

It will be like THIS but scarier!
"What isn't remembered never happened. Memory is merely a record. You just need to re-write that record."
"Ummm, if I die... It's gonna be your fault" -Mr.Blip
"J2 I am disappoint."
Gr¦m wrote:dang mangus, is that like 15 inches?
User avatar
Dr.Boo
Posts: 2948
Joined: Mon Oct 24, 2005 2:47 pm
Location: The haunted Hang Castle

Post by Dr.Boo » Thu Oct 26, 2006 1:12 am

Lets create a comic or a poster about this map pack and how we play it like there are on the CherryClan website :D
I really found those comics and posters funny
Image
joe wrote:what's it like, being stupid? try to describe it for us please
User avatar
Deski
Posts: 1082
Joined: Sat Aug 06, 2005 11:55 pm

Post by Deski » Thu Oct 26, 2006 4:30 pm

ok guys. after that long ass compile its done. check it out

http://d01.megashares.com/?d01=1685f77

tell me if theres anything i need to put or fix in it.
User avatar
NIPPER
Posts: 10684
Joined: Tue Mar 19, 2002 9:49 pm
Contact:

Post by NIPPER » Thu Oct 26, 2006 11:17 pm

You gotta bspzip the textures and map .txt. I tried to do it myself and it broke everything (all the models started glowing and the textures didn't work) :oops:

And don't use capital letters in filenames :ahhh: Renaming after compile messes up the cubemap info too.
User avatar
Deski
Posts: 1082
Joined: Sat Aug 06, 2005 11:55 pm

Post by Deski » Thu Oct 26, 2006 11:33 pm

NIPPER wrote:You gotta bspzip the textures and map .txt. I tried to do it myself and it broke everything (all the models started glowing and the textures didn't work) :oops:
ok ill do that. is it hard to bspzip? i found a TUT but its kind of confusing.
NIPPER wrote:And don't use capital letters in filenames :ahhh: Renaming after compile messes up the cubemap info too.

o god....does that mean i got to recompile again?? :cry:
User avatar
NIPPER
Posts: 10684
Joined: Tue Mar 19, 2002 9:49 pm
Contact:

Post by NIPPER » Fri Oct 27, 2006 12:56 am

You must have done something crazy if the map takes longer than 10 minutes to compile.

Use Pakrat to bspzip stuff.
User avatar
AlphaKennyOne
Posts: 1142
Joined: Thu Apr 29, 2004 12:37 pm
Location: California

Post by AlphaKennyOne » Fri Oct 27, 2006 7:19 am

This is hopefully the final version of my map. There are only 1 or two things that are kinda off (that I know of), mainly dealing with the club, but it's no big deal. So here it is for all to try, and to Nipper to .nav it, like he offered.

http://savefile.com/files/197628
There used to be a signature here, but it's gone now.
User avatar
Deski
Posts: 1082
Joined: Sat Aug 06, 2005 11:55 pm

Post by Deski » Fri Oct 27, 2006 9:07 am

NIPPER wrote:You must have done something crazy if the map takes longer than 10 minutes to compile.
it takes about 8 hours to compile but its just the portalview that takes forever.
User avatar
NIPPER
Posts: 10684
Joined: Tue Mar 19, 2002 9:49 pm
Contact:

Post by NIPPER » Fri Oct 27, 2006 1:45 pm

AlphaKennyOne wrote:So here it is for all to try, and to Nipper to .nav it, like he offered.
Will do.
it takes about 8 hours to compile but its just the portalview that takes forever.
Yeah you must have done some wacky brushwork somewhere.

EDIT:
Alpha your map has been naved but it was all in vain as I cannot get the Ts to leave their spawn. They do the “blahhh-corner-rush” because of the spawn being separate from the rest of the map. I tried my best and I got it so occasionally one or two Ts will go through the teleports but for the most part they just jump on the bathtub desperately trying to get to the rest of the map by walking through your bathroom wall.

Deski your map is borked.
First off the textures were zipped wrong. They should have been in boo_textures not deskitextures. The .vmts all point to boo_textures.

Second the cubemaps don't work at all and all your props glow.

Third there is this:
Image
That is a god-damn ridiculous amount of polygons for such a simple building. This is why your vis portals take eight hours.

Oh and I didn’t use wireframe to see it like this. That just happened once while trying to pakrat your textures.
User avatar
MrBlip
It was inevitable.
Posts: 6918
Joined: Fri Jan 28, 2005 9:55 pm
Location: Narshe

Post by MrBlip » Fri Oct 27, 2006 4:03 pm

func_detail can help...A lot.
9:18 PM - mrblip: im allowed to have my own opinions
9:19 PM - Dr. Doctorpus: no youre not
User avatar
AlphaKennyOne
Posts: 1142
Joined: Thu Apr 29, 2004 12:37 pm
Location: California

Post by AlphaKennyOne » Fri Oct 27, 2006 4:04 pm

Damn. I guess bots won't be allowed on my map until I go back and revise it a little bit. Adding two seperate spawn areas for Ts which are connected to the map, and a few extra effects here and there.

I guess i'll save that for de_nightmare_redux since I most likely won't be able to do that by Sunday, considering I have another project I should get working on.
There used to be a signature here, but it's gone now.
User avatar
NIPPER
Posts: 10684
Joined: Tue Mar 19, 2002 9:49 pm
Contact:

Post by NIPPER » Fri Oct 27, 2006 4:25 pm

You don't really have to worry about the bots. The map is fine for the pack.
Post Reply