Author Topic: DodgeBrawl (B5 Download/B6 In Progress)  (Read 21307 times)

Holo

  • VM-68
  • Posts: 103
Re: New Map - Dodge Brawl
« Reply #20 on: September 01, 2008, 07:55:05 PM »
Another one. I believe you got this right on one corner but the others look like this

musickid999

  • 68 Carbine
  • Posts: 498
Re: New Map - Dodge Brawl
« Reply #21 on: September 01, 2008, 09:16:07 PM »
darn, I just realized that I still have tons of mistakes.
thanksfor pointing some of them out. That means beta 3 will be corrections, nothing really new

Kaos

  • VM-68
  • Posts: 201
Re: New Map - Dodge Brawl
« Reply #22 on: September 02, 2008, 01:29:28 AM »

musickid999

  • 68 Carbine
  • Posts: 498
Re: New Map - Dodge Brawl
« Reply #23 on: September 02, 2008, 05:55:59 AM »
its just you XD but i'll be fixing that anyway, along with the towers, and i also left out the misaligned textures of the blown out walls, i'll post a screenshot later if you don't know what i mean

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map - Dodge Brawl
« Reply #24 on: September 06, 2008, 10:23:33 PM »
I've attached a demo of things you might  want to revise.  Also, right after I stopped recording, I noticed one of the crates (small one on the first floor of the blue base - maybe others) was floating.  Another thing - you might consider making the autococker more new player accessible.  If you can get to it, chances are, you're not the one who needs it.

Oh, an one more thing:
In your package, the map should be in the maps/beta directory (so we don't have beta maps cluttering up the regular maps directory).  Also, could you put the sound in a sub folder (either one of the existing ones or make a new one for your maps)?  I'd prefer to keep sounds out of the root sound directory.  What triggers that, anyway? I never heard it.

musickid999

  • 68 Carbine
  • Posts: 498
Re: New Map - Dodge Brawl
« Reply #25 on: September 13, 2008, 09:39:20 AM »
Alright, I updated DodgeBrawl, now at Beta 3 stage

Due to school O.o, i haven't had much time to add much stuff, mainly fixed some further mistakes that jits was kind enough to point out

- made the fence mist, so paint splatters would not appear on it O.o
- fixed the hovering boxes on the ground floor base
- made the autococker more reachable (thank jits for that, all you noobs out there XD )
- fixed textures of the boards outside (the planks leaning on two boxes)

if i miss anything PLEASE tell me, i'll upload the zip file in my first post

Laged

  • 68 Carbine
  • Posts: 374
Re: New Map - Dodge Brawl
« Reply #26 on: September 13, 2008, 10:01:36 AM »
You still need to doublejump to get to the autococker - maybe make a ladder or something so it's even easier for the newbies?

Some of your tile textures are misaligned (top surface mostly), they need to be rotated 90 degrees and/or you have to move the top surface texture 8 units.

musickid999

  • 68 Carbine
  • Posts: 498
Re: New Map - Dodge Brawl
« Reply #27 on: September 13, 2008, 10:04:50 AM »
actually, no you don't need to double jump anymore, thats just the quick way, if you go around the tower, i moved the boxes closer, so all you have to do is jump on top of the highest box and then move on from there

i don't know exactly which textures you're talking about, do you think you could post a quick ss just to show me? either way, thanks

Laged

  • 68 Carbine
  • Posts: 374
Re: New Map - Dodge Brawl
« Reply #28 on: September 13, 2008, 10:07:45 AM »
I meant - how do you get to the tower where the boxes are without doublejumping? Or am I just too blind to see a way there without doublejumping?

EDIT: Aww sorry my bad, I just can't make the screenshots be smaller :S

musickid999

  • 68 Carbine
  • Posts: 498
Re: New Map - Dodge Brawl
« Reply #29 on: September 13, 2008, 10:12:48 AM »
Actually, it's REALLY easy, here

simply jump on top of that little box at the top, then hop onto the tower

Laged

  • 68 Carbine
  • Posts: 374
Re: New Map - Dodge Brawl
« Reply #30 on: September 13, 2008, 10:16:31 AM »
Yeah I noticed that already. I just thought that you had to doublejump to get the roof where boxes are but I was wrong, never mind, it's good like it is at the moment.

musickid999

  • 68 Carbine
  • Posts: 498
Re: New Map - Dodge Brawl
« Reply #31 on: September 13, 2008, 10:21:04 AM »
OH, lol i thought you meant to get on top of the tower XD but yeah, there is no other way to get to the roof other than doublejumping off the balcony, i meant that to be a bit of a challenge. It's not impossible, but it should be quite difficult for the newer players out there

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Re: New Map - Dodge Brawl
« Reply #32 on: September 13, 2008, 10:21:39 AM »
- If i call the airstrikes, the weapons comes to both teams. Not only to my team.
- The other things are here:








musickid999

  • 68 Carbine
  • Posts: 498
Re: New Map - Dodge Brawl
« Reply #33 on: September 13, 2008, 10:26:13 AM »
WHOA! I thought i fixed all that earlier, darn it, and what do you mean the weapons goes to both teams, you mean BOTH sides get bombed when only one side is pressed?

EDIT: i just checked, the air strike is fine, you might have spawned on the other side and not noticed, OH and thanks for pointing those GAPING mistakes in my map

UDead

  • Autococker
  • Posts: 592
Re: New Map - Dodge Brawl
« Reply #34 on: September 18, 2008, 01:58:56 PM »
looks good musik, i think this should replace dogball with this one.

Laged

  • 68 Carbine
  • Posts: 374
Re: New Map - Dodge Brawl
« Reply #35 on: September 18, 2008, 02:54:38 PM »
The only thing is that this map has weapons - some people prefer pgp in a map like this.

Having two maps like this doesn't hurt, does it?

UDead

  • Autococker
  • Posts: 592
Re: New Map - Dodge Brawl
« Reply #36 on: September 19, 2008, 01:51:47 PM »
I don't necessary think that it benefits more than it hurts it, I think it is equally balanced and that it is a good thing to have this map because it gives people more of a choice of what type of dogball they would like to play, stuff like that.

musickid999

  • 68 Carbine
  • Posts: 498
Re: New Map - Dodge Brawl
« Reply #37 on: September 19, 2008, 07:42:02 PM »
Ah, of course, I thought someone would say that. If i don't set anything in worldspawn (don't know if I can anyway),  would expert mode not work? Instead of me actually making another version of this map (it wouldn't be hard, but it saves me time), server admins could just set it to Expert Mode?

UDead

  • Autococker
  • Posts: 592
Re: New Map - Dodge Brawl
« Reply #38 on: September 20, 2008, 08:07:30 AM »
if its a gun issue cant you just unequipped the spawn points to have no guns, like if you have the to spawn with guns jut select all the spawn points and take them off

musickid999

  • 68 Carbine
  • Posts: 498
Re: New Map - Dodge Brawl
« Reply #39 on: September 20, 2008, 08:38:57 PM »
i know what you mean, but wouldn't it also work if admins simply just set the next map to expert mode? I mean, if it REALLY doesn't work, then I'll go and make the pgp version.