Author Topic: NEW: Maze Map  (Read 2660 times)

KURWAJAPIERDOLE

  • Stingray
  • Posts: 64
NEW: Maze Map
« on: August 15, 2009, 12:46:46 PM »
Here you go, my first maze for DP 2.0 haha, and propably the last one :P This map is either non jump or battle map. It's just for fun - more player play = more fun from maze. Here you go the map file:

http://w460.wrzuta.pl/plik/6q5B2P5fy0i/kurwamaze_b1

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Re: NEW: Maze Map
« Reply #1 on: August 15, 2009, 04:48:29 PM »
Code: [Select]
func_door_rotating at (926 1394 -896) with no distance set
func_door_rotating at (814 798 -896) with no distance set
func_door_rotating at (-1338 690 -896) with no distance set
func_door_rotating at (-34 254 -896) with no distance set
func_door_rotating at (298 -382 -896) with no distance set
func_door_rotating at (362 -442 -896) with no distance set
func_door_rotating at (490 -782 -896) with no distance set
func_door_rotating at (66 -1470 -896) with no distance set
func_door_rotating at (-358 -1406 -896) with no distance set
func_door_rotating at (-170 510 -896) with no distance set
func_door_rotating at (-462 86 -896) with no distance set
func_door_rotating at (-822 -426 -896) with no distance set
func_door_rotating at (-758 -486 -896) with no distance set
func_door_rotating at (-822 -614 -896) with no distance set
func_door_rotating at (1470 -958 -896) with no distance set

musickid999

  • 68 Carbine
  • Posts: 498
Re: NEW: Maze Map
« Reply #2 on: August 16, 2009, 02:18:26 AM »
Took a look at the map. You need to add lighting and final compile it. A maze like that shouldn't have any vising problems, because of all the sight blockers. But yours has a wpoly of over 3000 at some places. Lighting should be easy. Just set a _sun_value and final compile. Make sure the _sun_angle is right as well.

_burnt

  • Autococker
  • Posts: 698
Re: NEW: Maze Map
« Reply #3 on: August 16, 2009, 02:43:58 AM »
But yours has a wpoly of over 3000 at some places.

Aren't entities invisible to VIS, so they don't block the sight. That explains high polycounts.

musickid999

  • 68 Carbine
  • Posts: 498
Re: NEW: Maze Map
« Reply #4 on: August 16, 2009, 09:25:48 AM »
Well, this map is a maze right? Which means a lot of walls? He can't have made ALL his walls entities.

_burnt

  • Autococker
  • Posts: 698
Re: NEW: Maze Map
« Reply #5 on: August 16, 2009, 09:42:09 AM »
Well, this map is a maze right? Which means a lot of walls? He can't have made ALL his walls entities.

I only went to that first func_rotating and quit. So i didn't take much of a look at it.

UDead

  • Autococker
  • Posts: 592
Re: NEW: Maze Map
« Reply #6 on: August 18, 2009, 06:29:40 AM »
Screen Shots please

MOFO

  • 68 Carbine
  • Posts: 387
Re: NEW: Maze Map
« Reply #7 on: September 22, 2009, 10:23:34 PM »
hmmm if only i could figure out how to read german on that website...........

Rick

  • Map Committee
  • Autococker
  • Posts: 2190
Re: NEW: Maze Map
« Reply #8 on: September 22, 2009, 11:14:36 PM »
Sciagnij plik is what you click. I worked that out and I don't speak/know German, it's really not hard to work out.

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: NEW: Maze Map
« Reply #9 on: September 23, 2009, 01:29:46 AM »
Also it's polish not german, hence .pl... MOFO, please just stop with the one line useless posts.
« Last Edit: September 23, 2009, 07:12:33 AM by ViciouZ »

ic3y

  • Committee Member
  • Autococker
  • Posts: 1398
Re: NEW: Maze Map
« Reply #10 on: September 23, 2009, 05:16:06 AM »
hmmm if only i could figure out how to read german on that website...........

Loool.

wizzi

  • VM-68
  • Posts: 159
Re: NEW: Maze Map
« Reply #11 on: September 23, 2009, 04:00:04 PM »
MOFO - cartoon,frostbite,sinisterminister (although he deleted that and tells people not to him it :))
|
v
needsaforumban :D

on topic - its an ok map just needs improvements others have mentioned

Props

  • PGP
  • Posts: 23
Re: NEW: Maze Map
« Reply #12 on: September 24, 2009, 02:17:49 PM »
"than run for the flag and win"

It should be "then" ;)