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 Post subject: Re: New Abstract map in the works
PostPosted: Tue Nov 04, 2014 7:19 am 
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Joined: Thu Sep 18, 2014 12:58 pm
Posts: 129
Location: New England
SteamID: STEAM_0:1:24895978
ehlohel wrote:
In a previous abstract map thread, NIPPER said to the author that he's following "the abstract map guidelines" (paraphrased), which is to say that while what you've done isn't bad, it isn't entirely unique either. Keep it up, but try to change the dynamic of abstract maps as a whole. Do something no one's done/thought of before.


Thanks for the feedback. I added several new rooms based on some dreams I had. I'll post screen after school


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 Post subject: Re: New Abstract map in the works
PostPosted: Fri Nov 14, 2014 2:18 pm 
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Joined: Thu Sep 18, 2014 12:58 pm
Posts: 129
Location: New England
SteamID: STEAM_0:1:24895978
I thought I'd show you some more of my map now that the brushwork in certain areas.

This is a weird rotating red goo tube...
Image

A submarine captain's room. The wheel is supposed to trigger a flooding event of sorts but I can't get it to realistically turn with the way it's slanted
Image

And lastly, a forest area.
Image

There are some more rooms but since they aren't as complete I'll leave their screens for later when they don't look like complete shit.


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 Post subject: Re: New Abstract map in the works
PostPosted: Fri Nov 14, 2014 11:46 pm 
 
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Joined: Thu Sep 25, 2003 9:00 pm
Posts: 2975
Location: cloaking on ctf_warforts
SteamID: STEAM_0:0:410986
Looks pretty neat dude. I'd play that shit.


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 Post subject: Re: New Abstract map in the works
PostPosted: Sat Dec 06, 2014 8:30 pm 
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Joined: Thu Sep 18, 2014 12:58 pm
Posts: 129
Location: New England
SteamID: STEAM_0:1:24895978
I am having a problem with complaining where when the game launches, Both teams are "full" even though I am the only one there. It seems to be caused by the "seizure death room" that I created. The log seems to give word about an error finding portalsides or something like that. The interlopers log check site wasn't much help... Does anyone here know what causes this error?

If this is any help, The error occurred after I built a small box shaped room that's disconnected from the main map, accessible by teleport only. In the room there is an ambient_generic, a trigger_hurt, and some lights.


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 Post subject: Re: New Abstract map in the works
PostPosted: Sun Dec 07, 2014 4:54 pm 
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Joined: Sat Sep 13, 2014 3:01 pm
Posts: 8
Malone wrote:
I thought I'd show you some more of my map now that the brushwork in certain areas.

A submarine captain's room. The wheel is supposed to trigger a flooding event of sorts but I can't get it to realistically turn with the way it's slanted

Might I suggest maybe parenting the wheel to a func_door which opens on map start and never goes back? That way, you could set it up to initially use whatever axis is needed and be able to rotate properly since the rotation axis is local, and not global.


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 Post subject: Re: New Abstract map in the works
PostPosted: Tue Dec 16, 2014 1:49 pm 
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Joined: Thu Sep 18, 2014 12:58 pm
Posts: 129
Location: New England
SteamID: STEAM_0:1:24895978
I've been quiet about this lately (mostly because everything is going good so far) but I want to get a piano model out of another game. How do I go about this? Is just copying the model and it's vtfs/vmts from the game gcf and bzpzipping it into my map enough? Do I need to edit the vmts to point to my own model folder?


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 Post subject: Re: New Abstract map in the works
PostPosted: Sun Jan 04, 2015 12:49 pm 
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Joined: Thu Sep 18, 2014 12:58 pm
Posts: 129
Location: New England
SteamID: STEAM_0:1:24895978
has anyone ever experienced this? Sometimes after visiting one part of my map, the other half just wont be there the next round. I went to one of the bombsites during one round, and then planted the bomb, it exploded, blah blah blah. But then the next round, I went to go to the other side of my map where the other bombsite should be, and it just isn't there. None of the brushwork/entities have been rendered.


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