Author Topic: New Map: CR3 Head Quarter  (Read 2729 times)

TRION

  • 68 Carbine
  • Posts: 290
New Map: CR3 Head Quarter
« on: March 02, 2013, 07:00:16 AM »
This the main map for the clan cr3. i posted it here to get suggestions for making the map better.
i also posted a texture image of map. extract it to textures folder.
hope u like the map. it is small and simple.
« Last Edit: March 09, 2013, 05:16:48 AM by TRION »

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map: CR3 Head Quarter
« Reply #1 on: March 08, 2013, 05:59:13 AM »
You don't need to add textures to "requiredfiles". They'll download by default if enabled and the server has the file.

Also "gamemode" "64" means PONG. Make sure to add a "flag" entity for the ball or use the correct "gamemode" value.

Have a look at this file for the flames. You should be able to copy the correct flame to your map:
ftp://otb-server.de/pub/Maps/map/_flametest.map

I'll have a detailed look at the map later.

Map is online @ [OTB] Beta! Let me know if you need the login for it.

TRION

  • 68 Carbine
  • Posts: 290
Re: New Map: CR3 Head Quarter
« Reply #2 on: March 09, 2013, 05:14:50 AM »
can a person make an elevator in a map?

omni

  • 68 Carbine
  • Posts: 319
Re: New Map: CR3 Head Quarter
« Reply #3 on: March 09, 2013, 05:52:47 AM »
can a person make an elevator in a map?
What do you mean can someone?

Do you want someone to do it for you
Or
Can you (anyone)  make them at all

If you want someone to make it for you I will when I have time, or you could go over to otb's FTP and browse the map files there for a working elevator

If you're asking whether its possible at all; yes it is but I can't remember how sorry. Ill have a look.

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map: CR3 Head Quarter
« Reply #4 on: March 09, 2013, 10:49:54 AM »
You can use a func_plat entity to move players up. For an advanced elevator with more than 2 level have a look at this: dplogin.com/forums/index.php?topic=9636.msg230338#msg230338

TRION

  • 68 Carbine
  • Posts: 290
Re: New Map: CR3 Head Quarter
« Reply #5 on: March 09, 2013, 11:20:40 PM »
i myself want to make it as the teleporters are not good to travel in a map

I tried to put the new logo in map but it didn't work. it is aligned in the BSP editor but when i open it in dp2 it is small and unaligned

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map: CR3 Head Quarter
« Reply #6 on: March 10, 2013, 03:32:06 AM »
That's a func_plat, only one entity with a few settings.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: CR3 Head Quarter
« Reply #7 on: April 20, 2013, 11:17:23 PM »
First off, with your textures -- all images should be an even power of 2 in their dimensions.  You should probably make that texture 256x256.  You can squish the image if need be, then scale it wider in the editor, or just make it square to begin with.  Also, the HR4 version should be 4x's the size of the original.  So if that's your highres version, the one in the folder should be 64x64.  If the 256x256 version is the low res one, the hr4 one should be 1024x1024.

On the map, you should probably name it something like "cr3hq" instead of just "hq"

The friendly fire sound on the red targets made me smile. :)

TRION

  • 68 Carbine
  • Posts: 290
Re: New Map: CR3 Head Quarter
« Reply #8 on: April 21, 2013, 08:04:17 AM »
very less players on that map understood  the difference in that sound
they thought that is just for fun :p well i finally got someone who recognized its meaning about it without me telling :)