looking good so far any update on this i only ask because ive lost all interest in completing mine just cant enjoy doing it at the moment, but less about me. if you want i could make you a small vmf of a moving cart and post a link.
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Thu May 29, 2008 5:00 pm
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Re: The Shed for Cows, Chavs, and Heavies.
Looks good mate
Do you want a play test
Fri May 30, 2008 12:15 pm
Scythe
@H|H Reg
Joined: Sun Apr 06, 2008 10:35 pm Posts: 580 Location: behind you
STEAM_0:0:6266087
Re: The Shed for Cows, Chavs, and Heavies.
Cheers for the Support. Gimpy I'd Love a playtest, once I've got the Problems sorted out. One thing I've been putting off and Putting off is the Lift I need to make for the Centeral Rocket room (So people who fall down can get up) Now I've faced my fears and Its broken the map. I don't want to get rid of the lift, so I'm desperately trying to sort it out.
And I'm moving the second enterance To the Intel room. I've teken up the wonderfull Idea of using the Celler door (The one at the bottom of the stairs) And I've been making a nice scenic cellar, with a wall knocked out into another mine. This goes down further, and once I've worked out How will reach a lift up Straight into the Intel room, Through a door which will only open if your coming from beneath, so although it will be another way in, theres the risk of going up the lift, turning up in the room and POP theres a sentry right in fron of you. Ouch. I'm also considering making the cart along the original way into the Intel, giving it a disadvantage over the other way.
I'd love to say the rest of the map is finished, but it isn't.
List of things I need to do: fix holes Add mre detail to almost everything A lot of work on the Intel room and Rocket room Work on the skybox, with a road in the distance, mayby a little wood or two.... work on the hill and the port. More work on Intel Widen a few corridors Get rid of those damn textures that are light sometimes and dark the rest of the time (Advice please) And overall, finish the damn map!
Any Recomendations, requests will be GREATLY appretiated, as theres still quite a way to go.
And I am getting REALLY annoyed with going on custom maps. Every time I see one i see something I want to duplicate, but know I can't because mine is original, or something that I know I could do better on and want to prove it.. Next thing I know I'm sweating away on Hammer. Realy hurts my practice time.
EDIT
I've fixed the problem, but the lifts don't work. Quess its on to plan B: Make anyone who falls down die. anyone know how to do that?
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Get rid of those damn textures that are light sometimes and dark the rest of the time (Advice please)
sounds like prop textures they normally have non prop textures of the same name just replace them with them and should work fine and for the falling down and diing try a trigger_hurt or better still just block it off somehow use clip brushes.
a tip for future 96 units is minimum gap between something that a player can walk under and 128 is the reccommended width between most corridor walls
and for reccomendations:-
[*]put cows in the skybox [*]try some displacement cliffs for the inside bit with the rocket [*]more distance between bases, just enough for a sniper to actually be of use.
Sun Jun 01, 2008 10:41 pm
Scythe
@H|H Reg
Joined: Sun Apr 06, 2008 10:35 pm Posts: 580 Location: behind you
STEAM_0:0:6266087
Re: The Shed for Cows, Chavs, and Heavies.
Cows in the skybox? now thats an Idea.... so how do I maike models...
trigger/hurt? is that how you kill someone? If so, then thats a problam I've had for ages sorted out. Cheers.
And finaly, The distance between the Baces can't realy be extended... I actually want it to, but extending it would mean I would have to: Repeat the 2 day job to make the back passages, as they would have to be longer Widen the rocket room, wich would take Ages. Alter the skybox.... Groan Probably add another road in the middle... Therefore another barrier, another toll booth, another days worth of work on the skybox...
And come to think about it, a nerf on the snipers would be Greatly Appretiated by All (Except the snipers) I've already made it so the snipers can, from a place on the roof, see all but one of the exits from a bace, allowing them to camp over one exit, but giving the team a chance to escape. And the exits that will be uses more are easier to see, and less in the open (Than from behind the barrier)
As for the glowing brushes, was it that I just need to re-texture? With the same texture?
not the same texture as such some textures are used for models/props and those are the ones that glow/darken depending on distance but there are non prop versions of the same textures almost all of the time.
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