Author Topic: New Map: 700bc beta 2  (Read 6601 times)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: 700bc beta 2
« Reply #20 on: March 05, 2008, 12:06:13 AM »
I've attached a demo of things you might want to revise.  I've also uploaded the map to the beta server for play testing.  See PM for details.

M-A-Zing

  • 68 Carbine
  • Posts: 274
Re: New Map: 700bc beta 2
« Reply #21 on: March 06, 2008, 09:27:30 AM »
Whoever has looked at this map.

I was wondering if completely removing the basement would improve the gameplay and make it less confusing.
Should i do it?
« Last Edit: March 06, 2008, 10:32:02 AM by M-A-Zing »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: 700bc beta 2
« Reply #22 on: March 06, 2008, 10:52:39 AM »
You could make it DSM --  block it off when there aren't many players, then open it up on really crowded servers.  func_dsm is the entity you need to look at, I think.

lekky

  • Autococker
  • Posts: 2449
Re: New Map: 700bc beta 2
« Reply #23 on: March 06, 2008, 11:23:03 AM »
is that water flowing around the base? if not it should be!

M-A-Zing

  • 68 Carbine
  • Posts: 274
Re: New Map: 700bc beta 2
« Reply #24 on: March 06, 2008, 08:40:57 PM »
it's not.
how would i do that?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: 700bc beta 2
« Reply #25 on: March 06, 2008, 08:47:31 PM »
Check the flowing flag.  That reminds me - I still need to add flow direction to the reflective water code.

http://dplogin.com/dplogin/featurevote/feature.php?id=10122

Edit: By the way, why should that water be flowing?  It's in self-contained pits.

M-A-Zing

  • 68 Carbine
  • Posts: 274
Re: New Map: 700bc beta 2
« Reply #26 on: March 19, 2008, 10:29:32 PM »
I dont know if the two have anything to do with each other but ever since i put it the func_dsm it says it leaked maybe i just messed up and made a leak but is there a relation between the two?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: 700bc beta 2
« Reply #27 on: March 24, 2008, 07:46:53 PM »
func_dsm is an entity, so it needs to be placed inside of a leak-free solid brush map.  If you go to group|omit entities, it should make it easier to see where the leak is.  Also, file|leak check.

M-A-Zing

  • 68 Carbine
  • Posts: 274
Re: New Map: 700bc beta 2
« Reply #28 on: March 24, 2008, 11:22:07 PM »
Whenever i try to do the leak check then BSP crashes

M-A-Zing

  • 68 Carbine
  • Posts: 274
Re: New Map: 700bc beta 2
« Reply #29 on: March 26, 2008, 10:34:46 PM »
This mystery leak is making me mad and i am about to the point of dropping this map, because as i said before it crashes bsp when i load the leak check file

Edit: double post

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: 700bc beta 2
« Reply #30 on: March 27, 2008, 06:32:06 PM »
Did you try what I suggested before and omit entities to see if there are any blatant holes in the map caused by adding DSM entities?  You might also have entities outside of the map.

M-A-Zing

  • 68 Carbine
  • Posts: 274
Re: New Map: 700bc beta 2
« Reply #31 on: March 27, 2008, 08:34:41 PM »
i did the omit entities thing but haven't look for entities out of the map though i doubt that it is the case because it worked before and the only entities that i added are the dsms

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: 700bc beta 2
« Reply #32 on: March 28, 2008, 08:57:46 AM »
Did you create the DSM's from existing brushes or add new ones?

Clipz

  • Committee Member
  • Autococker
  • Posts: 1497
Re: New Map: 700bc beta 2
« Reply #33 on: March 28, 2008, 09:43:51 AM »
Alright... i like the design, you have a lot of different ways... which is a +. The only downfall of this map and why i will hate it is look at the flag room. Very easily camped.. might as well of made a 1 way map then. Add a second flag? Why make 50 paths end at one....

cusoman

  • Autococker
  • Posts: 524
Re: New Map: 700bc beta 2
« Reply #34 on: March 28, 2008, 10:45:22 AM »
3 things about you map, aside from the fact that I think its amazing.

1) Dont do the func_dsm thing with the basement, just leave the basement there, its another route and there was alot of time spent there as I could tell.

2) Please make your torches burn orange instead of white.  It adds realism and a good lighting contrast to the already white light of the sky.

3) I suggest changing the grass texture, because I do not think it compliments your map, or just seems out of place.  Try one of the CTP1 texture for your grass, perhaps grass_g_5.  Your call on the grass though, its not a priority.

And just as a side note, a second flag as Clipz said would be great.

-Cusoman

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map: 700bc beta 2
« Reply #35 on: March 28, 2008, 11:33:46 AM »
Two-flag-maps are trendy atm, yeah? :D

M-A-Zing

  • 68 Carbine
  • Posts: 274
Re: New Map: 700bc beta 2
« Reply #36 on: March 28, 2008, 12:25:14 PM »
thanks for the feedback guys. i actually think that two flags would make it more interesting, i will change the torches to orange (if someone would be kind enough to tell me how), and the grass will be changed especially because jitspoe also mentioned it earlier in his demo, but i still cant do anything until i find this annoying leak

cusoman

  • Autococker
  • Posts: 524
Re: New Map: 700bc beta 2
« Reply #37 on: March 28, 2008, 12:51:45 PM »
Well, for the fire to be orange, I always just applied the light flag directly to the brush and it glowed orange.  I am not sure if you have the actual flame as the light or are using the light entity.  Please tell which is at the current moment.

Also, if you cannot fix the leak, just try deleting the func_dsm.

-Cusoman

M-A-Zing

  • 68 Carbine
  • Posts: 274
Re: New Map: 700bc beta 2
« Reply #38 on: March 28, 2008, 12:54:30 PM »
for the flames i just used the flame textures on the brushes, and when i try it without the func dsm it still leaks so it is probably a small leak that i cant find.

Edit: is  it   possible to  rotate a map without ruining the texture alignment or do you need to realign everything?
« Last Edit: March 29, 2008, 12:10:54 AM by M-A-Zing »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: 700bc beta 2
« Reply #39 on: March 30, 2008, 12:02:30 AM »
Edit: is  it   possible to  rotate a map without ruining the texture alignment or do you need to realign everything?
Not really... but what you can try is this: flip the map, make sure the textures are unlocked, then move it around until the textures all line up, then lock the textures and move it into place.