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The Shed for Cows, Chavs, and Heavies. 
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Post Re: The Shed for Cows, Chavs, and Heavies.
Ah, well, if you have water theres another thing you must do. You need a water_lod_control for each water surface, which you need to link the surface to. And a env_cubmap for each water surface as well.

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Thu Apr 24, 2008 2:11 pm
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Post Re: The Shed for Cows, Chavs, and Heavies.
The waters only in the skybox.
Where are the 'Pink' textures? I wasn't aware I put any in. Theres a lot of red, and some blue, but no pink....

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Thu Apr 24, 2008 7:02 pm
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Post Re: The Shed for Cows, Chavs, and Heavies.
Alrighty. I'm making a final version called Slaughter House, But I still don't know how to upload it properly.

SO if anyone know can thewy give me a full step-by-step procedure, or alternitavely I could send them the Hammer map and they could do it themselves. And possibly make a few improvements.


Tue Apr 29, 2008 5:40 pm
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Post Re: The Shed for Cows, Chavs, and Heavies.
if you want ill take a look at it you'd have to tell me whats wrong ofcourse and what definitly not to "improve" ;)


##EDIT##

Having just ran around it briefly i can tell you this:-

the entire map is too small not just the corridors the whole thing takes a couple of seconds to get from 1 intel to the other might want to think about that especially because of respawn times, also their are alot of intended entrances which need to be crouched at to get through last and not least add a second path to the intel room perhaps that door at the bottom of the stairs could be made useful. I also have a dislike for the spawn doors could easily be abused.

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Tue May 06, 2008 6:18 pm
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Post Re: The Shed for Cows, Chavs, and Heavies.
Just let me blow some dust off this forum page...

Right. Encountered an amazingly frustrating problem with the map, a problem that made me so annoyed I stopped playing TF2 for a while. But thats over now, but the problem is still there. the map is apparently too large, regardless of the fact its no larger than it was.
Anyway, that problem can be fixed later. Those of you that saw the map may remember the rocket between the intel rooms? You can now get into that area via two ways 1) Through the now open doors above 2) through a long back passage leading to one of the once closed doors in the main hall (At the bottom of the stairs to the first floor) This is sort of an equivelent of the sewers in 2fort, it allows spies to keep a back route, and engies to build hidden teleporters.
The main door to the garrage has been shut, and the door to the kitchen via the main hall is now blocked. So to get to the intel you must use the back stairs to the garage or drop down through the hole in the floor, both ways which take a lot longer than just running through the garrage into the intel room. It also makes the balcony way more usefull, which is naturally a more difficult way.
The Mine leading to the Intel has been blocked, and a different way (A longer way) through the mine is being made, and once I can get it to work a mining cart (Like the train in well) will sometimes trundle allong a track killing anyone in its way; slowing down scout rushes.
I am still verry shaky on the errors, but the map is looking better by the day. I'll send the finished file to someone who can edit it, because I certinately can't.


Sun May 18, 2008 10:34 pm
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Post Re: The Shed for Cows, Chavs, and Heavies.
nice to hear some news what do you mean the maps too big? it's tiny compared to something like dustbowl or goldrush


Mon May 19, 2008 9:23 am
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Post Re: The Shed for Cows, Chavs, and Heavies.
A map can effectivly be as large as it wants as long as you are very good with your zoneing/ hint and skips.


Mon May 19, 2008 11:13 am
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Post Re: The Shed for Cows, Chavs, and Heavies.
I know, the map Isn't too big. But the client says it is, and I've no Idea how to rectify that.
Anyway, When the Brishwork is complet I'll try and fix that Problem, and then you can all play! Yay!


Mon May 19, 2008 4:28 pm
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Post Re: The Shed for Cows, Chavs, and Heavies.
I fixed the Bloody problem. Spent a long time backtracking, compiling, faling, changing, removing possible problems, compiling... you get the picture. Turns out it was a Broken Moved texture or something boring like that.
I'll be trying to attach pictures of the newly compiled version. Those eagle eyes of you will notice changes, the rest of you probably don't care.Still haven't worked out to make a train like the one in Well, and it turns out I need a lift of some sort. But I'll get to that Later. I'd still like someone to debug BTW, but that comes in when I'm finished. Whoever does it can put their name on the 'Who made it' bit of FPSbanana (next to mine, just a lot smaller and in a colour that blends into the background)


Attachments:
File comment: Ground view
3new.JPG
3new.JPG [ 79.73 KiB | Viewed 1611 times ]
File comment: Balcony view
2new.JPG
2new.JPG [ 68.08 KiB | Viewed 1611 times ]
File comment: Rocket room
1new.JPG
1new.JPG [ 60.23 KiB | Viewed 1608 times ]
Mon May 19, 2008 9:54 pm
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Post Re: The Shed for Cows, Chavs, and Heavies.
Yes, more Amazing pictures


Attachments:
File comment: Overall view
5new.JPG
5new.JPG [ 95.9 KiB | Viewed 1602 times ]
File comment: Side corridor (New)
4new.JPG
4new.JPG [ 43.8 KiB | Viewed 1606 times ]
Mon May 19, 2008 9:56 pm
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