Author Topic: new map in progress  (Read 17262 times)

loial21

  • Autococker
  • Posts: 2807
Re: new map in progress
« Reply #60 on: September 23, 2005, 10:43:42 PM »
its been 5 freaking years!! perhaps i should start playing with myself :(

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: new map in progress
« Reply #61 on: September 27, 2005, 01:20:57 AM »
Well, I've been doing a bunch of tweaks to your map -- cleaning it up and improving r_speeds and such.

- Cleaned up ladders.
- Cleaned up misaligned brushes: http://dpball.com/forums/index.php?topic=1145.0
- Fixed sun lighting.
- Fixed texture alignment on barrels
- Removed some unnecessary detail
- Fixed the func_walls in pong mode
- Added KOTH hill entity
- Made it easier to get in and out of the base bunker
- Removed your little "secret" ;) and expanded the sky a little to help VIS some.
- Added HINT brushes.

What's left to be done:
- Lights in tunnels
- Jail of some sort

I'm doing a full compile on it now to see how it turns out.  If it turns out OK, I'll post it tomorrow so you can make those final changes.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: new map in progress
« Reply #62 on: September 27, 2005, 09:28:55 AM »
And the map....

Dirty_Taco

  • Map Committee
  • Autococker
  • Posts: 1630
_
« Reply #63 on: September 27, 2005, 10:49:46 AM »
Post removed
« Last Edit: July 26, 2010, 01:12:16 AM by Dirty_Taco »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: new map in progress
« Reply #64 on: September 27, 2005, 11:16:18 AM »
True -- the tunnels could have some things added without hurting r_speeds (so long as they're not too close to the openings).  I'll let cobo do that, though -- his map.  I was thinking it might be fun to have jails that came up to windows in the tunnels, so jailers could shoot at live people, but only within a limited area.

Cobo

  • Autococker
  • Posts: 1362
Re: new map in progress
« Reply #65 on: September 27, 2005, 02:39:53 PM »
ok i think ill add some rocks in the tunnels and i might add a jail somewhere in the map.
maybe i can add some sort of cave right next to a wall(from the outside)that has a little hole on the wall that went into some sort of structure made of boxes right inside the map, and there could be holes from where players could shoot.

Eiii

  • Autococker
  • Posts: 4595
Re: new map in progress
« Reply #66 on: September 28, 2005, 04:44:58 PM »
You could have a jailbreak button, like in Rotez... in the upper turret?

Cobo

  • Autococker
  • Posts: 1362
Re: new map in progress
« Reply #67 on: September 28, 2005, 05:04:49 PM »
maybe but wouldnt that open the jails of both team? and i wouldnt like that :P
maybe on the little hut of the bases?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: new map in progress
« Reply #68 on: September 28, 2005, 06:03:20 PM »
Too small.  Also, be carful if you add any kind of jail to world access, since the r_speeds are already too high.  That's why I suggested adding them to the tunnels somewhere, because the tunnel r_speeds are low.

Of course, you could just have a simple jail off on its own with some areas to practice jump tricks or something, too.

loial21

  • Autococker
  • Posts: 2807
Re: new map in progress
« Reply #69 on: September 28, 2005, 06:13:36 PM »
did you fix the flag base thingy stairs going out? super lag :(

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: new map in progress
« Reply #70 on: September 28, 2005, 06:58:46 PM »
Stairs?  You mean ladder?  I fixed the ladder in the base huts, yes.

loial21

  • Autococker
  • Posts: 2807
Re: new map in progress
« Reply #71 on: September 28, 2005, 07:37:57 PM »
blah!@!!!!!!1*&&@(*!)!(!

THANKS!!!

bitmate

  • Autococker
  • Posts: 1248
Re: new map in progress
« Reply #72 on: September 29, 2005, 07:53:45 AM »
I found a little mistake on the red side...
Here are two screenshots

A very nice map, btw ;)

Screenshot1
Screenshot2

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: new map in progress
« Reply #73 on: September 29, 2005, 10:36:02 AM »
Yeah, we noticed that last night.  Thanks for reporting it, though.  I fixed it on one side, but I guess I didn't get it all the way fixed on this side.

bitmate

  • Autococker
  • Posts: 1248
Re: new map in progress
« Reply #74 on: September 30, 2005, 02:21:12 AM »
;) I think you could work it out... ;)

***edited
« Last Edit: September 30, 2005, 07:24:05 AM by bitmate »

loial21

  • Autococker
  • Posts: 2807
Re: new map in progress
« Reply #75 on: October 04, 2005, 09:59:27 PM »
Here is my video card

Nvidia 64 meg 8x apg , viewed on a DIGIview 17" CRT

Here is what a simple tweak of uping gamma on vid card does.


 Very common, very helpful. Jitspoe would know more about this.

loial21

  • Autococker
  • Posts: 2807
Re: new map in progress
« Reply #76 on: October 04, 2005, 10:00:07 PM »
Its pretty.

*Edit, I stand corrected.

Jitspoe, You asked why dont I leave it alone. I care bro, just consider me a lumbering oaf that has known a lots of battles  :) 


Cobo,

Great job!!! This maps borderlines "Antioch" good.

Cobo

  • Autococker
  • Posts: 1362
Re: new map in progress
« Reply #77 on: October 04, 2005, 10:08:53 PM »
wow
u really can see something!
anyway i think it still need lighting(it looks pitch dark to me!)
but its been a while since i make changes to the map :-/

loial21

  • Autococker
  • Posts: 2807
Re: new map in progress
« Reply #78 on: October 04, 2005, 10:19:14 PM »
Does that pic look ugly to u Jitspoe?

Eiii

  • Autococker
  • Posts: 4595
Re: new map in progress
« Reply #79 on: October 04, 2005, 10:29:41 PM »
That's what happens when you jack up your gamma past what it's suppost to be.