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 Post subject: Abstract map pack ('HHH' map pack) thread
PostPosted: Mon Feb 05, 2007 9:49 pm 
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Joined: Tue Oct 14, 2003 7:56 pm
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Location: distant shores
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New map pack theme: Abstraction!

Turn maps in by: no deadline as of yet, you've got plenty of time.

Important!
NIPPER wrote:
Here is the logo to put in your maps:
http://cherryclan.mybigspoon.com/nmab_j2logo.vtf
http://cherryclan.mybigspoon.com/nmab_j2logo.vmt
You will need to edit the vmt to point to your textures folder.

Also put this in your map: http://www.homicidalape.mybigspoon.com/ ... j2logo.zip
NIPPER wrote:
Some ground rules:
-No shitty quality maps.
As in fully compiled and cubemapped and stuff.

-Standard gameplay
As in hostage or bomb maps only. No fy_ surf_ gg_ zm_ crap.

-Minimum of 16 working spawns per team (total of 32) That’s MINIMUM, try and make it 64 player if you can. With buyzones too.

-It’s gotta be crazy but not stupid crazy at least not the whole map anyway.


- Don't make a secret in your map and then tell everyone that it exists. Better yet, don't make a secret at all. Or make it a reeeeaaally secret secret. ;)

go ahead and use this thread for brainstorming, posting W.I.P. screenshots, asking questions, anything.

Mr. Gr¦m, I suppose we need a new logo that we all shall put in our maps :D. Anyone can give a shot at that though, not just mr. Gr¦m. :P

So first off, who's in?

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Last edited by HomicidalApe on Fri Mar 16, 2007 1:53 pm, edited 4 times in total.

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 Post subject:
PostPosted: Mon Feb 05, 2007 10:03 pm 
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someone please do this

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 Post subject:
PostPosted: Mon Feb 05, 2007 11:18 pm 
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im in big time! i could do that hairy. i need some ideas so if anyone one has cool but simple ideas, just let me know.


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 Post subject:
PostPosted: Mon Feb 05, 2007 11:24 pm 
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I haven’t even started mine yet!

Some ground rules:
-No shitty quality maps.
As in fully compiled and cubemapped and stuff.

-Standard gameplay
As in hostage or bomb maps only. No fy_ surf_ gg_ zm_ crap.

-Minimum of 16 working spawns per team (total of 32) That’s MINIMUM, try and make it 64 player if you can. With buyzones too.

-It’s gotta be crazy but not stupid crazy at least not the whole map anyway.


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 Post subject:
PostPosted: Tue Feb 06, 2007 5:39 am 
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Joined: Mon Oct 24, 2005 12:47 pm
Posts: 2948
Location: The haunted Hang Castle
I'm working on it already. I knew I was gonna need more time since I make my textures myself as usual. I've ditched the idea of making an obstacle course "gunrace" map since it's no CS or DE, but that's not a problem.
I wouldn't call my map "crazy" so far... I'd more call it weird/odd/bizarre

And don't forget to place the J2 Mapper's Logo in your map :)

sticky plzkthx

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 Post subject:
PostPosted: Tue Feb 06, 2007 6:31 am 
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Location: Everywhere
I'm still hoping we can pull off a de_joeto for source. Get someone like ape or blip to organize the general floor plan and then assign the diffrent parts to people who want to take part.
Blip's already got a sweet water room.

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 Post subject:
PostPosted: Tue Feb 06, 2007 9:37 am 
 The Big Cheese
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Location: northern california
has anyone made an upside-down map? basically a decent map, all indoors, but totally upside down? furniture stuck to the ceiling, doors you have to jump to get through, a parking garage that is at the top of the building, with cars stuck to the ceiling? :D

stupid idea actually :9

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 Post subject:
PostPosted: Tue Feb 06, 2007 12:40 pm 
 BOOBIES
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joe wrote:
has anyone made an upside-down map? basically a decent map, all indoors, but totally upside down? furniture stuck to the ceiling, doors you have to jump to get through, a parking garage that is at the top of the building, with cars stuck to the ceiling? :D

stupid idea actually :9


Nipper did that in a 1.6 map. Blahhh I think it was.

Oh, and stickified.

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 Post subject:
PostPosted: Tue Feb 06, 2007 12:55 pm 
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There was some map I played a long time ago with an upside down train station. Hell I don't even know if it was cs or not, but it was some half-life/2 mod

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 Post subject:
PostPosted: Tue Feb 06, 2007 1:30 pm 
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Location: The haunted Hang Castle
If my memory serves me well, a small part of ahhh_b3 and de_nightmare is upside down. Am I the only one to think that we are more limited in mapping what we exactly want because of the fact that we can't make models and that the standard model pack doesn't really have what we want?

Perhaps I should start learning how to model

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 Post subject:
PostPosted: Tue Feb 06, 2007 3:49 pm 
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Dr.Boo wrote:
Am I the only one to think that we are more limited in mapping what we exactly want because of the fact that we can't make models and that the standard model pack doesn't really have what we want?

Perhaps I should start learning how to model


i think theres a way to take Garry's Mod models and put them in CS:S. someone here said that it was easy to install them to make them work but i forget how.


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 Post subject:
PostPosted: Tue Feb 06, 2007 4:06 pm 
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Deski wrote:
Dr.Boo wrote:
Am I the only one to think that we are more limited in mapping what we exactly want because of the fact that we can't make models and that the standard model pack doesn't really have what we want?

Perhaps I should start learning how to model


i think theres a way to take Garry's Mod models and put them in CS:S. someone here said that it was easy to install them to make them work but i forget how.


Yeah, but for a crazy map, you'd need really specific stuff. And if I remember correctly, for one of the previous mappacks, Nipper said it was better if the J2 community didn't take anything from Garry's Mod.

Anyways, I'mm be the first one to post the first screens of my map. Feel free to tell me what your first impressions are. If you prefer not yet to see what the map is gonna look like, don't click the links :)
This is just the first room I mapped (no cubemaps yet):
http://users.pandora.be/b222004/csmaps/ ... hhmap2.jpg

This is one of the lovely and very peaceful trap-rooms:
http://users.pandora.be/b222004/csmaps/ ... hhmap1.jpg

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 Post subject:
PostPosted: Tue Feb 06, 2007 4:54 pm 
 It was inevitable.
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In the second screenshot it'd be cool if there were 'false blocks' in the empty spaces. They either explode or fall. Make them a slightly different shade, like maybe a little brighter or darker, so they'd be distinguishable.

Dr.Boo wrote:
Anyways, I'mm be the first one to post the first screens of my map.


Negative.
viewtopic.php?t=40282

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 Post subject:
PostPosted: Tue Feb 06, 2007 4:57 pm 
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Location: distant shores
Dr.Boo wrote:
Am I the only one to think that we are more limited in mapping what we exactly want because of the fact that we can't make models and that the standard model pack doesn't really have what we want?


no of course your not the only one...i wish i could model so badly :[ it's way too hard though, I can never spend enough time at it to get good and remember things about a modeling prog.

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"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


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 Post subject:
PostPosted: Tue Feb 06, 2007 4:57 pm 
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Dr.Boo wrote:
Am I the only one to think that we are more limited in mapping what we exactly want because of the fact that we can't make models and that the standard model pack doesn't really have what we want?

Perhaps I should start learning how to model

I have been saying this about source mapping for a while now.

You just have to be more creative with your brushwork and textures.


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