Abstract Mappack 2008

Like such as the NIPPER
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Bloodkraze
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Re: Abstract Mappack 2008

Post by Bloodkraze » Thu Mar 27, 2008 4:03 pm

Don't discourage like that nipper. There is only one way for them to get good at making maps and that is to make them and shoot for a standard that is required. If it isn't what youre looking for, you can turn it down, but atleast they will have finished a map and will have more experience for the next one.
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The cheese
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Re: Abstract Mappack 2008

Post by The cheese » Thu Mar 27, 2008 4:35 pm

I'm not new to mapping, I just haven't released anything yet. But if it's not up to standard you don't have to include it.
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AMMO
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Re: Abstract Mappack 2008

Post by AMMO » Thu Mar 27, 2008 4:56 pm

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Very early shot of the basic floor plan.
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Sizzler
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Re: Abstract Mappack 2008

Post by Sizzler » Thu Mar 27, 2008 8:37 pm

you compiled it?
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AMMO
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Re: Abstract Mappack 2008

Post by AMMO » Thu Mar 27, 2008 8:59 pm

yeahyuhhh
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bl4nk
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Re: Abstract Mappack 2008

Post by bl4nk » Thu Mar 27, 2008 9:54 pm

It's just a bunch of rooms with the dev textures. Nothing special. It looks like a good layout though. Hopefully this pack will be as great as the last!
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Dr.Boo
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Re: Abstract Mappack 2008

Post by Dr.Boo » Fri Mar 28, 2008 5:17 am

bl4nk wrote:It's just a bunch of rooms with the dev textures. Nothing special. It looks like a good layout though. Hopefully this pack will be as great as the last!
I actually hope my map will be MUCH better as my first abstract map. I wasn't too happy with my first one to be honest.
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AlphaKennyOne
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Fri Mar 28, 2008 2:26 pm

Looking back at (and even re-playing) yeayuhhh... I don't like it much. There are a couple rooms that I liked (Ocarina of Time windmill being my favorite), and one hallway that i'm sort of re-implementing in de_absurdity (it was my original idea for the hallway that twists in multiple segments), but for the most part many of the rooms are bland and empty. Especially when compared to some rooms that I have already created, but haven't shown in pictues yet.

There were even some rooms/hallways in yeayuhhh that were seemingly thrown in at the last minute, with little thought/effort. I'm happy to say that hasn't happened for this map, and won't. I already completely overhauled 1 room, and 3 hallways in favor of better ideas. You should have seen what the 1 room was going to be, before I decided on a low-gravity Super Mario World room (again, a last-minute choice). Frankly, it was embarrassing and down-right un-creative.

That's why I loves making me some abstract maps. It helps me to think up some strange yet awesome ideas. Yeah, so... all that was to say that I agree with Boo. Didn't really enjoy the final product of yeayuhhh after later inspection, but this one i'm having fun making and can already tell that it's much better!

EDIT: Oh yeah, and don't worry Nipper. I'm already calibrating just the right volumes for all my sounds. 8)
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NIPPER
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Re: Abstract Mappack 2008

Post by NIPPER » Fri Mar 28, 2008 3:29 pm

My only gripe with yeayuhhh was the "Long Narrow hallway > room > Long Narrow hallway > room" formula. That and the music not being loud enough :ahhh:

I don't mean to discourage people I just don't want people bitching about their map not being added to the pack.
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AlphaKennyOne
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Fri Mar 28, 2008 3:49 pm

Yeah, as of right now that formula has returned, though it's not nearly as spaced out. The main map of yeayuhhh (minus all secret rooms) was 9,128 units long. In its nearly complete layout, the main map of absurdity is 6,368 units long.

However, I also have plans on re-creating certain hallways and expanding them a bit so that they aren't narrow. More like small rooms than halls. Plus, I have a lot of time for any additional revisions. So when I get around to releasing a beta version, feel free to suggest any changes.
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AMMO
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Re: Abstract Mappack 2008

Post by AMMO » Fri Mar 28, 2008 11:19 pm

How do you change the colour of models? I saw that NIPPER changed the colour on some tree models in zuhhh and I'd like to do something similar but don't know how. :?:
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The cheese
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Re: Abstract Mappack 2008

Post by The cheese » Fri Mar 28, 2008 11:25 pm

I think it might be a re-skin.
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NIPPER
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Re: Abstract Mappack 2008

Post by NIPPER » Sat Mar 29, 2008 12:05 am

Yeah it's a reskin. I wouldn't do that thought because as we found it causes a conflict. If the next map you play uses the same model it will keep your reskin loaded. Try playing xmas_nipperhouse after zuhhh and look at the trees if you don't know what I mean.
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AlphaKennyOne
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Sat Mar 29, 2008 12:11 am

Even if the models and stuff are bspzipped/packrat'd into the one .bsp? I'll have to watch out for that, then!
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bl4nk
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Re: Abstract Mappack 2008

Post by bl4nk » Sat Mar 29, 2008 5:35 pm

Why not change the skin but use a different model name then?
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