Abstract map pack ('HHH' map pack) thread
http://users.pandora.be/b222004/csmaps/ ... ght_v2.rar
So, here is the latest version. Fixed shit:
-More light at both spawns. It's bright enough for me, let me know if it is for you too
-Dead end at bombsite fixed
-Nodraw on displacements removed
-Palm trees are now func_illlusionary
-Missing textures should be added. If some still miss, I'll add them after my next compile tomorrow
-Made a few other dark rooms brighter
-Made the lighting a bit more varying at spawns
-Fixed the "out of buyzone" spawns
-Set collision mode of the shrubs to "not solid"
-Made bottles on the tables of bombsite 2 "debris"
-I placed a big piece of furniture in the lower street to cut it and prevent people from shooting all the way to the other side, but the prop doesn't appear (need to make it prop_override in my next compile). You will "feel" an invisible blockbullet wall where the furniture is supposed to be though
-Cubemaps are built
-removed "sellfillum" in the palm tree material which should fix the grey shit bug ajunk had
Things I have yet not fixed, but I plan to fix for the next compile (which will be tomorrow, with HDR):
-Nodraw bug NIPPER exposed on one of the rugs (bombsite 2). To be honest, I don't know how I can fix this... I thought nodraw wasn't supposed to be visible ingame? How else can I make the "sides" of these rugs not visible?
-Displacement error at T spawn: yes, I had to cut the displaced brush to make the water way pass through it... I guess I can remake that displacements... but it won't be easy.
-Tile my textures
-When you come from the pooltable bombsite, and you're in the room with the trees you will see a problem right in front of you, right above the opposite wall. I need to fix that.
I hope we will be testing this weekend a bit earlier than you guys are used to so that Ic an join in
So, here is the latest version. Fixed shit:
-More light at both spawns. It's bright enough for me, let me know if it is for you too
-Dead end at bombsite fixed
-Nodraw on displacements removed
-Palm trees are now func_illlusionary
-Missing textures should be added. If some still miss, I'll add them after my next compile tomorrow
-Made a few other dark rooms brighter
-Made the lighting a bit more varying at spawns
-Fixed the "out of buyzone" spawns
-Set collision mode of the shrubs to "not solid"
-Made bottles on the tables of bombsite 2 "debris"
-I placed a big piece of furniture in the lower street to cut it and prevent people from shooting all the way to the other side, but the prop doesn't appear (need to make it prop_override in my next compile). You will "feel" an invisible blockbullet wall where the furniture is supposed to be though
-Cubemaps are built
-removed "sellfillum" in the palm tree material which should fix the grey shit bug ajunk had
Things I have yet not fixed, but I plan to fix for the next compile (which will be tomorrow, with HDR):
-Nodraw bug NIPPER exposed on one of the rugs (bombsite 2). To be honest, I don't know how I can fix this... I thought nodraw wasn't supposed to be visible ingame? How else can I make the "sides" of these rugs not visible?
-Displacement error at T spawn: yes, I had to cut the displaced brush to make the water way pass through it... I guess I can remake that displacements... but it won't be easy.
-Tile my textures
-When you come from the pooltable bombsite, and you're in the room with the trees you will see a problem right in front of you, right above the opposite wall. I need to fix that.
I hope we will be testing this weekend a bit earlier than you guys are used to so that Ic an join in
- HomicidalApe
- Posts: 5872
- Joined: Tue Oct 14, 2003 9:56 pm
- Location: distant shores
- Contact:
uh oh VIS can see through the sky here: http://www.homicidalape.mybigspoon.com/ ... ht0001.jpg
you're gonna have to bend that tunnel to ct spawn or something so it cant see through the sky like that.
missing texture: http://www.homicidalape.mybigspoon.com/ ... ht0000.jpg
and this i should have shown you earlier, sorry: http://www.homicidalape.mybigspoon.com/ ... ht0005.jpg
something blocks me right there, and its invisible. ?
you're gonna have to bend that tunnel to ct spawn or something so it cant see through the sky like that.
missing texture: http://www.homicidalape.mybigspoon.com/ ... ht0000.jpg
and this i should have shown you earlier, sorry: http://www.homicidalape.mybigspoon.com/ ... ht0005.jpg
something blocks me right there, and its invisible. ?
"it's basically valve's fault." - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
It’s not that I can see the nodraw, it’s that I can see through the floor because there is no face there. Either texture the side of the rug or make the rug illusionary.-Nodraw bug NIPPER exposed on one of the rugs (bombsite 2). To be honest, I don't know how I can fix this... I thought nodraw wasn't supposed to be visible ingame? How else can I make the "sides" of these rugs not visible?
I see you did that on other rugs too, and it makes a hall of mirrors.
You should make the main part of the pool tables normal brushwork too. They shouldn't mess up your compile time; just the legs need to be illusionary.
I guess I'll just use the same rug texture instead of the nodraw stuff.
Yeah, I was planning to turn the pooltables (partially) to func_detail for my final compile. But since for the test version I want a faster compilation, I turned them into illusionaries with a clip block temporarly.
And yeah Ape, that problem with the VIS is what I was talking about in my previous post. I have to find something for that.
Thanks for letting me know about the missing texture and the invisible wall. it's supposed to be another piece of furniture with a clip brush over it, but I made it prop_static...
And finally, Deski, yes there is only a music trigger at T spawn. i guess Ic an add one at CT spawn too. I'll check if it retriggers every round
What about the darkness? Is it lit enough now (the spawns mainly) or is it still too dark?
Also, do you find the lighting at the spawns to be a bit more varying now, or would you suggest more too?
Yeah, I was planning to turn the pooltables (partially) to func_detail for my final compile. But since for the test version I want a faster compilation, I turned them into illusionaries with a clip block temporarly.
And yeah Ape, that problem with the VIS is what I was talking about in my previous post. I have to find something for that.
Thanks for letting me know about the missing texture and the invisible wall. it's supposed to be another piece of furniture with a clip brush over it, but I made it prop_static...
And finally, Deski, yes there is only a music trigger at T spawn. i guess Ic an add one at CT spawn too. I'll check if it retriggers every round
What about the darkness? Is it lit enough now (the spawns mainly) or is it still too dark?
Also, do you find the lighting at the spawns to be a bit more varying now, or would you suggest more too?
mmmk i think i'm done.
i went ahead and put in cubemaps and hdr, and since i did it right this time they don't look too bad.
http://www.sendspace.com/file/v16y94
and here's a couple shots on jumping advice.
green arrows = good, red arrows = bad
that last one is the hardest jump by far. but if on the first one you aim for the tree trunk you shouldn't lose any health, and if you aim for the green arrow on the second you shouldn't lose any health.
i went ahead and put in cubemaps and hdr, and since i did it right this time they don't look too bad.
http://www.sendspace.com/file/v16y94
and here's a couple shots on jumping advice.
green arrows = good, red arrows = bad
that last one is the hardest jump by far. but if on the first one you aim for the tree trunk you shouldn't lose any health, and if you aim for the green arrow on the second you shouldn't lose any health.
- AlphaKennyOne
- Posts: 1142
- Joined: Thu Apr 29, 2004 12:37 pm
- Location: California
Oh, i'm far from dropped out. I've just been keeping a lot to myself until recently, where Ape and Archenemy joined me in a pre-alpha testing round. I've just have to manage working on several projects for school, as well as finding time to map. Here's a hammer shot of what I have:
So, there's no way i'm letting that much work be for naught. Frankly, I find your lack of faith disturbing.
Kidding, o'course!
So, there's no way i'm letting that much work be for naught. Frankly, I find your lack of faith disturbing.
Kidding, o'course!
There used to be a signature here, but it's gone now.
- HomicidalApe
- Posts: 5872
- Joined: Tue Oct 14, 2003 9:56 pm
- Location: distant shores
- Contact:
I'm very close, I guess you could expect a ready to play version by tomorrow/monday. Sorry I'm always the slow guy...always feel like I'm rushing at the end.
proof I'm working: http://www.homicidalape.mybigspoon.com/ ... 16tgvc.jpg
proof I'm working: http://www.homicidalape.mybigspoon.com/ ... 16tgvc.jpg
"it's basically valve's fault." - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe