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Messages - Crash

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1
Cheater Reports and Bans / Crash using hacked skins.
« on: March 09, 2006, 02:36:36 AM »
made this just for fun, its got 16 jumps from my map propaint. Sorry to clan Krew for making you look so bad :P you guys are cool though. Length is 9 minutes. Songs have cuss words so cover your ears little kids.

*** Links removed as they encourage cheating ***

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Map Graveyard / Re: New Map - Pro Paint 2 (beta) - By Crash
« on: February 26, 2006, 04:52:28 PM »
Looks pretty good, but there are a few things that detract from it:

- The target textures are really ugly.
- Cheesy waterfalls that every mapper seems to be obsessed with.
- The water is emitting a ton of light.
- Misaligned textures as I mentioned before.
- The spawn room shows through the sky in certain places.  You'll probably need to use some hint  brushes to fix this.
- Pipes should be phong shaded to make them look round.
- All the water surfaces cause problems for reflective water.  It's better to just have 1 plane of water.  If you must keep the waterfalls, use the waterfall texture without the warp so it won't cause it to be reflective.

Good job on the grass textures, though.  Those look nice.  I'd work on the steps outside a bit more.  Make them a consistent size and align that texture in a way that makes more sense -- align the top of the texture with each step and with the top of the walls.

Also, when releasing beta maps, put them in the pball/maps/beta directory so they don't clutter up the regular maps directory.

The spawn room being visible through the sky is hardly noticeable, and if you wanna take a crack at it just ask me for .map. Honeslty I cant figure out how to make it disappear.

Im not sure what you mean about the steps outside, i think it looks fine. Aside from the textures misaligned, that is an easy fix, what about the structural layout for the map? Nobody has posted anything....

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Map Graveyard / Re: fishtank castle map
« on: February 22, 2006, 11:28:53 PM »
lol nXe, dt this map looks VERY nice. I like how you did the front yard of the castle, is it going to be a red castle and a blue castle or what?

This is the level of quality all dp levels should be made at, unfortunetly this is a very old game and this standard should have been set a LOOOONG time ago :P

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Map Graveyard / Re: New Map - Pro Paint 2 (beta) - By Crash
« on: February 20, 2006, 05:09:18 PM »
yea i made alot of stuff detail, so any ideas for the layout to make each route balanced?

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Map Graveyard / Re: New Map - Pro Paint 2 (beta) - By Crash
« on: February 19, 2006, 09:37:23 PM »
i had to remove alot of things that i guess you could call detail because it wouldnt compile. If a certain area of the map is too complex it gives you errors. Things like trim and borders are among the things i had to remove :P

Also why should the area behind flag be smaller? I think that if someone is "camping" their base room they can camp from anywhere they want it wont make a difference as long as they can see the flag right?

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Map Graveyard / Re: New Map - Pro Paint 2 (beta) - By Crash
« on: February 19, 2006, 12:44:02 PM »
If anyone downloaded off of link 1 in the past 5 minutes got the wrong  version :P sorry, just redownload!

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Map Graveyard / New Map - Pro Paint 2 (beta) - By Crash
« on: February 19, 2006, 12:33:49 PM »
Map: Pro Paint 2 (BETA)
Author: Crash
Max. Players: 16
Game Modes: CTF-2 Flag
Description: This map was also made exclusively for clan matches, but a little sexier =] I made it support more players just for pub's. Test it out, tell me ANYTHING you notice wrong. The final version will be perfect! I plan on connecting the sewers because the sewers isnt a very fast route. R_speeds are probly crap but its not like video cards these days cant handle it.

You will need winrar to open

link 1
http://egamers.mygamesters.com/propaint2_beta.rar

link 2
http://rapidshare.de/files/13645980/propaint2_beta.rar.html







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Map Graveyard / Re: --Dusk --- New Map--
« on: February 19, 2006, 02:43:26 AM »
not too shabby, but you should have put more time into it! Maybe make some double jumps over the walls in the middle or connect the lower passage to something other than the other base =]

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Map Graveyard / Re: New Map - The Seige of Antioch
« on: February 19, 2006, 02:39:04 AM »
one question, why?

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Map Graveyard / Re: New mapzorz
« on: February 18, 2006, 01:35:35 PM »
it looks good so far! Im not sure if you want this to be a "for fun" map where everyone meets in the center for a spray fest or a "balanced" map where some thinking is involved to get to the enemy's flag. Try adding some lower passages or some other way to get to the enemy's base.

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Map Graveyard / Re: Map finished, but too big/complex to compile!
« on: February 17, 2006, 02:49:52 PM »
fixed the leaks, now its just too complex for VIS to compile. quake 2 engine is pretty sad, if you ever make paintball mod for quake 4 ill start mapping lol

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Map Graveyard / Re: Map finished, but too big/complex to compile!
« on: February 16, 2006, 09:29:52 PM »
yea i see a long yellow line, but i  cant pinpoint the leak =/

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Map Graveyard / Re: Map finished, but too big/complex to compile!
« on: February 16, 2006, 03:27:57 PM »
ok sent you my map, it has a leak that i cant find or pinpoint Take a look!

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Map Graveyard / Re: Map finished, but too big/complex to compile!
« on: February 14, 2006, 08:27:12 PM »
ok i will jitspoe, im fixing some of the brushwork right now so i can get the brushcount down. also eiii pointed out some good things i need to fix first. wen im done ill send you it jitty

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Map Graveyard / Re: Map finished, but too big/complex to compile!
« on: February 13, 2006, 08:31:30 PM »
ide rather not post the .map so everyone can download it. add me on AIM , zipyourface and i can send it to you.

im not sure how to do detail brushes so. jitspoe would you have to make an update for it to work, or can i do something in the ent's to fix it?

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Map Graveyard / Map finished, but too big/complex to compile!
« on: February 13, 2006, 07:16:34 PM »
hey i finished my map, it has about 22,000 numportals so it wont compile. I made almost half the map into a func_wall to lower the numportals to 5,000. Even then it doesnt finish compiling with VIS.

I could delete a FEW brushes but even then it will only go to about 16,000 numportals. I dont want to sacrifice some brushes because it will take away from the map design. Any ideas? im willing to send someone the .map to help me with this.

Also, func_model cannont be an animated model. Is this hardcoded or can i add a keyvalue or worldspawn flag to fix this? I am adding a hanging flag banner that has animation to it ( from base1 in q2 ).

Any help would be greatly appreciated!

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Completed Maps / Re: New Map - Pro Paint - By Crash
« on: February 10, 2006, 12:58:23 PM »

1. Private testing, in my opinion, is more valuable. The public will provide me with jumbled responses usually not relavent to the pertained subject.

2. Being this is the first map I have created in about four years, many updates and changes to paintball have been made. I was so confused to as to why I was getting light spots all over the place. This has been answered now, thank you!

Public beta release is useful you see!

Sorry I can't give any feedback of the technical aspect, but the Map is fun and fast paced, good for small clan matches that don't want to be so serious. it's mostly about speed i guess.

How about a simple paint (minus the pro) for me eh!

nice, yea I think you will like propaint 2 alot. Its not about speed really, more about being smart and tricking your opponent. I plan on releasing the beta tonight or tomorrow!

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PBCup / Re: Petition - Add Pro Paint to Maplist
« on: February 07, 2006, 01:46:56 PM »
wow , ok im going to say this as calmy as possible. How are you going to be looking DOWN at the ice AND behind you at middle. Explain this to me, by the way if anyone would like to go on vent and discuss any point of this map being un-balanced just feel free to ask. I will have a valid arguement for every point.  kthxbye

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PBCup / Re: Petition - Add Pro Paint to Maplist
« on: February 06, 2006, 01:20:29 PM »
jitspoe you obviously havent played a clan match on this map. I dont need to say anything else there. Also taco, you realize there are 4 ways to get into the flag room, not to mention each doorway is huge. You say you can just "spray" anyone in the middle, but I dont think you realize the luck you would need in order to just "spray" someone.

kthx bye

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Completed Maps / Re: New Map - Pro Paint - By Crash
« on: February 05, 2006, 07:36:42 PM »
Ok everything should be fixed!

http://rapidshare.de/files/12654143/propaint.bsp.html

check it to make sure!

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