Author Topic: FLUX BETA 4 by H1TM4N  (Read 13131 times)

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: NEW MAP: FLUX
« Reply #20 on: June 29, 2011, 12:47:19 PM »
Just run a full export (final compile without any errors and/or warnings). Atm there's no lighting even though you are using light textures.

H1TM4N

  • PGP
  • Posts: 32
Re: NEW MAP: FLUX
« Reply #21 on: June 29, 2011, 01:37:16 PM »
Ok.... that's my problem, when I export it... there is an error in the light world section, how do i fix that.

HaRmonY

  • VM-68
  • Posts: 211
Re: NEW MAP: FLUX
« Reply #22 on: June 29, 2011, 01:57:36 PM »
tell us what the it says, then we can help

H1TM4N

  • PGP
  • Posts: 32
Re: NEW MAP: FLUX
« Reply #23 on: June 29, 2011, 02:08:12 PM »
Ok I fixed It!!! :)
here is the beta 2check it out before you put it on the server though... ok
« Last Edit: June 29, 2011, 03:22:43 PM by H1TM4N »

H1TM4N

  • PGP
  • Posts: 32
Re: NEW MAP: FLUX
« Reply #24 on: June 29, 2011, 02:10:19 PM »
tell us what the it says, then we can help

Look at the Beta 2 and see if you still see some of the same problems you saw last time...

It was because the map b1 didnt exist.. if fixed that, but now it is b2 so it still wont run.

Edit:  I got it too work thx for the advice... the count would be important.  and i think i fixed all of the texture probs here's the map with message.... :)
« Last Edit: June 29, 2011, 03:22:28 PM by H1TM4N »

MoHawkBoy

  • PGP
  • Posts: 15
Re: NEW MAP: FLUX
« Reply #25 on: June 29, 2011, 03:59:59 PM »
awesome map!

HaRmonY

  • VM-68
  • Posts: 211
Re: NEW MAP: FLUX
« Reply #26 on: June 30, 2011, 07:34:05 AM »
cool that you added a white flag, but i dont like that pyramid on wich is the flag. go and delete it. Also nice that you deleted a flag and changed the cap-points. But this High-Part ruined the whole GamePlay - remove it and make the cap-points at low.
And i want to see that the white flag gives 6 points for capping and the other both flags just 4. <-- You can make this with adding "count" "1.2" / "count" "0.8" at the flag entity.
[but this is only my opinion and its your choice what you do!]

Attached a Screenshot with a texture fail. Its just another Metal-Texture.

H1TM4N

  • PGP
  • Posts: 32
Re: NEW MAP: FLUX
« Reply #27 on: June 30, 2011, 08:37:04 AM »
cool that you added a white flag, but i dont like that pyramid on wich is the flag. go and delete it. Also nice that you deleted a flag and changed the cap-points. But this High-Part ruined the whole GamePlay - remove it and make the cap-points at low.
And i want to see that the white flag gives 6 points for capping and the other both flags just 4. <-- You can make this with adding "count" "1.2" / "count" "0.8" at the flag entity.
[but this is only my opinion and its your choice what you do!]

Attached a Screenshot with a texture fail. Its just another Metal-Texture.


For the white flag, I did that, because it didn't seem right with it just being there.  should I put anything underneath or make a whole in the floor to go and get????

See the thing is, I dont like that the cap points would be on the low for two reasons... its too cluttered. ... and its too easy to go get the high point white flag and bring back.  so can I suggest making a basement to cap or side rooms that are placed behind both teams low floor.  Then could make an outer way  to get to it by the other team.  :-\

Sorry I didn't change that thought I did for the flag counts... That will be in b3

The texture fail should I use a wood or a different texture????


Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: NEW MAP: FLUX
« Reply #28 on: June 30, 2011, 10:20:31 AM »
Yeah, now it's lighted :)

I'll have a look at the map later, didn't have enough time this weekend.

Btw. I guess HaRmonY meens, that the high brush in the screenshot is a little bit too wide there. It's only at the red ramp. The texture is of course the same.

H1TM4N

  • PGP
  • Posts: 32
Re: NEW MAP: FLUX
« Reply #29 on: June 30, 2011, 10:52:14 AM »
hey chef-killer are you going to put my map on the beta server....?

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: NEW MAP: FLUX
« Reply #30 on: June 30, 2011, 10:56:29 AM »
Done! Look at your pm's for the login.

HaRmonY

  • VM-68
  • Posts: 211
Re: NEW MAP: FLUX
« Reply #31 on: June 30, 2011, 12:05:06 PM »
hmm.why u guy dont make a cap point at the middle between low and the part with the flags? :)

H1TM4N

  • PGP
  • Posts: 32
Re: NEW MAP: FLUX
« Reply #32 on: June 30, 2011, 02:03:58 PM »
Good Idea Harmony.... Ill take a chunk out of the area and make a room....

H1TM4N

  • PGP
  • Posts: 32
Re: NEW MAP: FLUX
« Reply #33 on: June 30, 2011, 02:06:46 PM »
Thx Chef-Killer

HaRmonY

  • VM-68
  • Posts: 211
Re: NEW MAP: FLUX
« Reply #34 on: June 30, 2011, 02:15:23 PM »
H1TM4N. Don't make always double posts. Use the 'Modify'-Button or make double posts when u upload a new beta or something.

Do you delete the highway where the cap in b2 is?

H1TM4N

  • PGP
  • Posts: 32
Re: NEW MAP: FLUX
« Reply #35 on: June 30, 2011, 03:01:49 PM »
yeah, but im still working on what looks better ... middle room between the two or below them both same size and everyithing, but it kinda takes up room in the center....

srry bout the double post... i find out things through out  the day and just make a new one... ill  start modifying

would another room look good behind both lower floors.... to cap the flag... then have two outer routes(or under) leading to each other....???? or maybe just one big one... more playing area ::)

I wont be able to work on my map for a whole week... ill still post, but it will be a while before I post b3

HaRmonY

  • VM-68
  • Posts: 211
Re: NEW MAP: FLUX
« Reply #36 on: June 30, 2011, 11:09:22 PM »
i would say that two ramps goes to the new room where the cap is placed.

I have found a new idea. When you add "gamemode" "6" to your worldspawn and "gamemode" "2" to the white flags and to the normal flags "gamemode" "4" you can play the map with typing "newmap beta/flux_b2 ctf/1flag". Then there are just white flags or the normal flags. But when you do this you should add a new white flag at the middle-room.

H1TM4N

  • PGP
  • Posts: 32
Re: NEW MAP: FLUX
« Reply #37 on: July 01, 2011, 08:09:48 AM »
I thought of this and I will put into action only if I have secured the cap areas.... which brings me to my final question

Should it be the center or behind the team's lower floor(i.e. Red can revive., turn around go through  hall way and cap the flag their... same with blue.)

Then I could put 1 decent sized Hallway underneath the whole thing connecting the two cap areas.... would that be good...

Someone pls tell me which is better... I do not want to have to make a b4 after the b3 just  becaue people didn't like the cap room

HaRmonY

  • VM-68
  • Posts: 211
Re: NEW MAP: FLUX
« Reply #38 on: July 01, 2011, 08:22:54 AM »
hmm... make it in center

H1TM4N

  • PGP
  • Posts: 32
Re: NEW MAP: FLUX
« Reply #39 on: July 01, 2011, 10:20:56 AM »
ok.... will do