Author Topic: New Map: Slippery When Wet  (Read 21754 times)

Termin8oR

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Re: New Map: Slippery
« Reply #20 on: April 18, 2008, 11:35:21 PM »
Working is not an excuse. Cmon, this map is sexy, finish it already.

Lol okay. I will, but I want people to play it and I want server owners/admins to upload my map to match servers for maximum plowing!

i_am_a_pirate

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Re: New Map: Slippery
« Reply #21 on: April 19, 2008, 04:48:26 AM »
Do you mean playing?
Works either way...

Termin8oR

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Re: New Map: Slippery
« Reply #22 on: April 19, 2008, 07:48:55 AM »
Lol I mean plowing!

And here is beta3. Just off the fresh compile.
Download Here - http://loluploads.com/236614

i_am_a_pirate

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Re: New Map: Slippery
« Reply #23 on: April 19, 2008, 09:21:26 AM »
Downloading now.
2MB? Thats biiiiiiig. You may want to do something about that, or at least compress it when/if you upload the next beta

Demo of some revisions:

T3RR0R15T

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Re: New Map: Slippery
« Reply #24 on: April 19, 2008, 10:12:47 AM »

Termin8oR

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Re: New Map: Slippery
« Reply #25 on: April 19, 2008, 06:53:30 PM »
Thank you i_am_a_pirate for the demo.
Made me laugh a couple times.

Now to go through everything you said!
- Was rushed to finished the next beta, even friends that don't play the game like the map when I showed them.
- Was to lazy to fix misaligned boxes, but will for next beta.
- I have 2 new path idea's from the long BD tunnel towards mid, you will just have to wait now!
- I am adding another push_trigger so it forces you onto the platform like you guys had suggested, I had forgotten.
- I have a couple new ideas that might not be thought of for the map. But I will try them and see what I can do.

I think I should have beta4 done by next Wednesday, depending on how much time I have/want to work on it. But I don't want my map to reach more than 5 beta's. So the FINAL release is going to be perfect and might take about 2-4 weeks from now. Depends on how perfect I want it to be. :D

Rick

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Re: New Map: Slippery
« Reply #26 on: April 19, 2008, 07:03:06 PM »
Those Red lights in the spawn room are still misaligned.
« Last Edit: April 19, 2008, 07:55:32 PM by Rick »

Termin8oR

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Re: New Map: Slippery
« Reply #27 on: April 20, 2008, 01:03:34 AM »
Lol Rick, that is because the texture size from pball to CTP1 is differnent. The CTP1 textures are a larger scale. And I don't use High Resolution at all. I'm old school on a dinosaur!
Not my fault on this one!

ViciouZ

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Re: New Map: Slippery
« Reply #28 on: April 20, 2008, 05:05:44 AM »
No, it isn't, it's automatically scaled so HR4 take up the same space as normal textures, otherwise what is the point of HR4 replacements.

Admit it, your lights are intercoursed.

i_am_a_pirate

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Re: New Map: Slippery
« Reply #29 on: April 20, 2008, 12:18:03 PM »
EDITED AND DELETED

His lights looked fine to me, i'll check later
« Last Edit: April 21, 2008, 01:26:17 AM by i_am_a_pirate »

Termin8oR

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Re: New Map: Slippery
« Reply #30 on: April 24, 2008, 11:38:01 AM »
Next beta coming out tomorrow, just in compile stage now.
New path idea should be helpful.

Will post link when its done.

Termin8oR

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Re: New Map: Slippery
« Reply #31 on: April 24, 2008, 12:39:25 PM »
This is a current problem I am having, I'm not sure why or what or how.

Problem: The problem is that push_trigger to push the player onto the platform is floating in mid-air and when you're on the platform and jump off the platform, you hit the push_trigger and it keeps you on the platform. Anyone have a way to fix this?

Please download a non-light version of slippery_b4 and download the demo.
Look at the current problem I am having.

Download Map Here
Download Demo Here

ViciouZ

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Re: New Map: Slippery
« Reply #32 on: April 25, 2008, 09:34:43 AM »
Well, maybe calling it a trigger_push would help? :D

Make sure it has the right target or angle keys set.

Termin8oR

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Re: New Map: Slippery
« Reply #33 on: April 25, 2008, 02:06:52 PM »
Well, maybe calling it a trigger_push would help? :D

Make sure it has the right target or angle keys set.

Lol okay! I didn't even touch my map after I made this post so I could fix that problem, then finish the rest!

y00tz

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Re: New Map: Slippery
« Reply #34 on: April 28, 2008, 11:35:07 AM »
Termin8or, I've fixed that texture you're using on the your floors, I made it look a lot less awful, I'll post it here for you so you can see what it will look like in the next release.

That is metal_g_3 right?

Anyway, here's the 1.2 version of it.
« Last Edit: April 28, 2008, 09:40:50 PM by y00tz »

i_am_a_pirate

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Re: New Map: Slippery
« Reply #35 on: April 29, 2008, 06:05:41 AM »
I presume that this goes into the HR4 folder?

jitspoe

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Re: New Map: Slippery
« Reply #36 on: May 06, 2008, 09:10:56 PM »
Did you post the wrong file?  The map is unlit.

Also, you may want to use this HR4 texture when checking the alignment on the tile boxes.  It seems they're slightly off: http://dplogin.com/files/textures/pball/hr4/b_tile.jpg

Spook

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Re: New Map: Slippery
« Reply #37 on: May 06, 2008, 09:48:19 PM »
Please download a non-light version of slippery_b4 and download the demo.
Look at the current problem I am having.

Download Map Here
Download Demo Here

Haven't seen him in awhile, so I don't know if he got the problems fixed.

jitspoe

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Re: New Map: Slippery
« Reply #38 on: May 07, 2008, 02:20:43 PM »
Man, I'm blind.  He said in his post that it was unlit.  Rushing too much to catch up. :P

I'll wait for the lit version.

Termin8oR

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Re: New Map: Slippery
« Reply #39 on: May 14, 2008, 05:08:30 PM »
Hey guys, been awhile!
I have been having some trouble with my roommates again, so I am now moving back to Saskatchewan to be with my dad. I will have all my problems with the internet fixed and I will be back again soon.

With the map I have fixed most of the problems, but right now I just need to finish re-aligning the boxes and some other minor problems.
I should have a compiled version of the newest beta soon, not sure when. I will try to get it done when I have some time.

And Jitspoe,
Man, I'm blind.  He said in his post that it was unlit.  Rushing too much to catch up. :P

I'll wait for the lit version.

I didn't want to make a final compile just to show an error that was going to be fixed in seconds, I think I have fixed the trigger_push problem though, but haven't had time to test it again.
But thank you for the help.