Haloween map project CS:S
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- NinjaBirdman
- Posts: 1213
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Some progress shots... still a lot of work to do but it's getting there.
http://www.ninjabirdman.com/images/mad_sci_castle2.jpg
These stairs should be fun, with the sliding and dying and all.
http://www.ninjabirdman.com/images/mad_sci_castle1.jpg
This is a way to one of the bombsites. The frankenstien machine thing rises, and the thing blows up cause it's stuck on high. So the lightning rod falls in on the main tower, and just so happens to make a nice bridge to the bombsite. The lighning rod also knocks out the machine that powers the laser stairs, and in doing so cuts off one of the routes to the bombsite. Should be a good way to go for the T's.
http://www.ninjabirdman.com/images/mad_sci_castle3.jpg
http://www.ninjabirdman.com/images/mad_sci_castle4.jpg
http://www.ninjabirdman.com/images/mad_sci_castle2.jpg
These stairs should be fun, with the sliding and dying and all.
http://www.ninjabirdman.com/images/mad_sci_castle1.jpg
This is a way to one of the bombsites. The frankenstien machine thing rises, and the thing blows up cause it's stuck on high. So the lightning rod falls in on the main tower, and just so happens to make a nice bridge to the bombsite. The lighning rod also knocks out the machine that powers the laser stairs, and in doing so cuts off one of the routes to the bombsite. Should be a good way to go for the T's.
http://www.ninjabirdman.com/images/mad_sci_castle3.jpg
http://www.ninjabirdman.com/images/mad_sci_castle4.jpg
- Deski
- Posts: 1082
- Joined: Sat Aug 06, 2005 11:55 pm
looks kick ass bird!!
mines done....well sort of. i deleted the trigger box and the sound doesnt play so i have to compile it......again....fuckin thing
heres some screenshots and the link to download it so you guys can test it out.
http://img.photobucket.com/albums/v730/ ... ry0003.jpg
http://img.photobucket.com/albums/v730/ ... ry0002.jpg
download it here:
http://d01.megashares.com/?d01=c66696c
mines done....well sort of. i deleted the trigger box and the sound doesnt play so i have to compile it......again....fuckin thing
heres some screenshots and the link to download it so you guys can test it out.
http://img.photobucket.com/albums/v730/ ... ry0003.jpg
http://img.photobucket.com/albums/v730/ ... ry0002.jpg
download it here:
http://d01.megashares.com/?d01=c66696c
- HomicidalApe
- Posts: 5872
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Heh, you spelled cemetery wrong. :P
but it's lookin good.
Ninja, that's some wacky stuff you got there
but it's lookin good.
Ninja, that's some wacky stuff you got there
"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
- Dr.Boo
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- NIPPER
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Type your map readme in MSWord and spell-check before you paste it into your .txt file
Deski it's a decent map but it's so small. Were you going to add it to another person’s map or what?
I guess there is room for a fast deathmatch map in the pack though. You should make the ground grass or dirt too, I’m guessing all you have to do is select the displacement and hit the invert-alpha button. I could be wrong because I’m not sure what texture you used.
Oh and the long vis time is probably due to the brush-based torches. func_illusionary and then clip brush over them should reduce vis compile time.
edit- thread is up for the first run of testing You don’t have to participate in this; we might do another if needed. But if you don’t get in on this just make sure you check your map over real good. Play test with bots if you can’t get any buddies together on a listen server. Trust me just play normal with bots for a while and you are bound to see bugs that you wouldn’t have seen if you went out and searched for them.
Deski it's a decent map but it's so small. Were you going to add it to another person’s map or what?
I guess there is room for a fast deathmatch map in the pack though. You should make the ground grass or dirt too, I’m guessing all you have to do is select the displacement and hit the invert-alpha button. I could be wrong because I’m not sure what texture you used.
Oh and the long vis time is probably due to the brush-based torches. func_illusionary and then clip brush over them should reduce vis compile time.
edit- thread is up for the first run of testing You don’t have to participate in this; we might do another if needed. But if you don’t get in on this just make sure you check your map over real good. Play test with bots if you can’t get any buddies together on a listen server. Trust me just play normal with bots for a while and you are bound to see bugs that you wouldn’t have seen if you went out and searched for them.
- Deski
- Posts: 1082
- Joined: Sat Aug 06, 2005 11:55 pm
lol cemetary is supposed to be spelled wrong. the map is based off Stephen King's novel and movie, Pet Sematary.
nah i wasnt gonna add it to someones map. i wanted to make it small so it would be fast kills and stuff like that. its like you said, its a fast deathmatch map ill try to fix the ground tomorrow. i think i used the rock-to-grass texture. in hammer it shows more grass then rock but ingame theres more rock, so ill have to play around with it. the torchs are just entitys, a fire and light entity. theres probley some more places where i forgot to nodraw so ill search around the map some more. should be done all this tomorrow night.
nah i wasnt gonna add it to someones map. i wanted to make it small so it would be fast kills and stuff like that. its like you said, its a fast deathmatch map ill try to fix the ground tomorrow. i think i used the rock-to-grass texture. in hammer it shows more grass then rock but ingame theres more rock, so ill have to play around with it. the torchs are just entitys, a fire and light entity. theres probley some more places where i forgot to nodraw so ill search around the map some more. should be done all this tomorrow night.
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Deski you could benefit from some of the leaf litter decals/overlays. Just hit your overlay button, filter out textures for "decal", find the ones with leaves, and splatter them on the ground next to trees.
And I would have never thought 4 triangular torches could add so much to VIS compile time. Makes me reconsider a certain roof above a certain greenhouse and guestroom that Ape might have made AHERM.
And I would have never thought 4 triangular torches could add so much to VIS compile time. Makes me reconsider a certain roof above a certain greenhouse and guestroom that Ape might have made AHERM.
STEAM_0:0:2611885
- Deski
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- MouseR
- Posts: 2217
- Joined: Sun Jul 17, 2005 12:10 am
Come on now, Doom 3 was extactly the greatness of it's predacessors. No need to keep beating that dead horse. I had fun with it. Yeah the Hell map was fucking niiice.Dr.Boo wrote:Ninja'smap reminds me the Hell level of Doom 3. It was a shitty game, but the Hell level was fukking nice.
Can't wait to see this shit released, it'll be pretty cool.
- AlphaKennyOne
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- Location: California
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- AlphaKennyOne
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- NIPPER
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Stuff like this can kill vis:ayeyah wrote:And I would have never thought 4 triangular torches could add so much to VIS compile time. Makes me reconsider a certain roof above a certain greenhouse and guestroom that Ape might have made AHERM.
I dropped about 5 hours of vis time off my partycity map by making the front sign letters func_illusionary instead of func_brush.
heh, didn't I even have a club named club bombsite?
- AlphaKennyOne
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