Author Topic: Street-Clash-b1  (Read 11911 times)

ULTRA Random ViruS

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Street-Clash-b1
« on: October 21, 2010, 03:09:34 pm »
If i were to release it, i need to do a quick test to see if it is balanced. The actual thing kinda makes aliens feed humans, but if humans don't know the paths and aliens build in the right spot, they'll nack it. I recomend a mod of this map im making for Z server too, just i ened to get rid of the space part.

Question(s) and problems (oh noes):
1. I can't release it YET because i don't know what to do with the other files after compiling, but i just slip in the .bsp file in the maps folder.
2. I need a better version of netradiant or gtk radiant as my compiler doesn't work after 50 compilings for some random reason.
3. IS THERE A FASTER WAY TO GET THE FRIGGIN TEXTURES OUT!!! SOO ANNOYING!!!
4. As i said at number two, the 'compile as test settings; fastest' is the only one that works, so shadows look hell squarish, and only 1/50 million compilings the system actually can communicate with the light compiling process.
5. Should i make one of the teleporters adv-goon proof, but allowing tyrants to get through? Don't know how it works, just does :D

By the way, i got gtk/netradiant v 1.5. I am actually not sure it is gtk or net as the folder says net but the the other stuff says gtk radiant by default.

MAP XTRAS:
There will be bunker shades i copyright (which doesn't exist, but i will sort of get pissed if someone uses this idea), a fort, a oh-noes- world, space (which i will get rid of in the zombie version and probs the actual one if it gets too annoying as the low gravity and high knockback for people in air), and a shitload of hidden teleporters with some annoying destinations. There is also a trigger_heal around everywhere except for space so humans can't camp there. The reason is so dretches heal faster, humans don't camp, (got this idea from GMOTW's un-released map), and also if it has zombies, zombies will heal.

WARNING: DO NOT DECONSTRUCT AS BP IS 300 (though that is a lot) AND THE MAP HAS SOO MANY STRUCTURES IT WILL REQUIRE ~750 BUILDING DECONSTUCTION TO GAIN BP. But as for aliens, it is fine as they have 500 bp instead, and little amount of buildings so they can build in the best places as possible. If this gets annoying for the humans, have you heared of a grenade?

Plague Bringer

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Re: Street-Clash-b1
« Reply #1 on: October 21, 2010, 05:40:36 pm »
U R A Q T

CreatureofHell

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Re: Street-Clash-b1
« Reply #2 on: October 21, 2010, 05:58:00 pm »
Question(s) and problems (oh noes):
1. I can't release it YET because i don't know what to do with the other files after compiling, but i just slip in the .bsp file in the maps folder.
You don't use the other files except for the .bsp though you can throw in the .map just for kicks
2. I need a better version of netradiant or gtk radiant as my compiler doesn't work after 50 compilings for some random reason.
Delete old radiants and get Ingar's NetRadiant builds.
3. IS THERE A FASTER WAY TO GET THE FRIGGIN TEXTURES OUT!!! SOO ANNOYING!!!
What do you mean?

If this gets annoying for the humans, have you heared of a grenade?
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c4

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Re: Street-Clash-b1
« Reply #3 on: October 21, 2010, 06:47:19 pm »
finding the textures he used in other pk3's
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ULTRA Random ViruS

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Re: Street-Clash-b1
« Reply #4 on: October 23, 2010, 04:23:03 am »

What do you mean?

finding the textures he used in other pk3's

Takes a shit load of boring times. Luckily, i only used like 10 that isn't in the default maps like atcs, karith etc.

c4

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Re: Street-Clash-b1
« Reply #5 on: October 23, 2010, 01:45:02 pm »
If it's so boring, use your own texture set next time.
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ULTRA Random ViruS

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Re: Street-Clash-b1
« Reply #6 on: October 26, 2010, 11:31:05 am »
I don't create textures. :police:

DraZiLoX

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Re: Street-Clash-b1
« Reply #7 on: October 26, 2010, 06:48:10 pm »
Then download custom set.

swamp-cecil

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Re: Street-Clash-b1
« Reply #8 on: October 29, 2010, 08:17:32 pm »
I don't create textures. :police:

this isnt moved to mapping help center yet?

anyways, you dont have to make textures. i steal all my textures, but you always have to give credit. if you use default textures (nexus6, nieveus, uncreation), they dont need to be included in the .pk3. same if you use default models and (i think) particle ejectors and sounds. And dont ever use atcs textures other than the sand and forcefield textures.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

c4

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Re: Street-Clash-b1
« Reply #9 on: October 30, 2010, 01:18:56 am »
additionally, evillair has a ton
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your face

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Re: Street-Clash-b1
« Reply #10 on: October 30, 2010, 02:28:08 am »
spam spam spam, waste waste waste!

ULTRA Random ViruS

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Re: Street-Clash-b1
« Reply #11 on: October 31, 2010, 05:03:55 am »
I don't create textures. :police:

this isnt moved to mapping help center yet?#1

And dont ever use atcs textures other than the sand and forcefield textures.#2
#1: Well, technically, i'm GOING to release the map after i fix the light rendering and texture picking problem.
#2: Why?
___________________

I'll show you what i'm up to now: (the lighting is super bright because the rendering stuffs up as usual. Should i really keep these rets here? The sound and the attacking is a little off but it shouldn't bother people. note: this is for zstreet-clash.)

A Spork

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Re: Street-Clash-b1
« Reply #12 on: October 31, 2010, 05:21:21 am »
#1 this section is for map RELEASES not maps that may or may not be released in the near future.
#2 because they suck(unless you're really smart about your usage)
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ULTRA Random ViruS

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Re: Street-Clash-b1
« Reply #13 on: October 31, 2010, 06:32:36 am »
#1 this section is for map RELEASES not maps that may or may not be released in the near future.
#2 because they suck(unless you're really smart about your usage)
Do you want me to post a 'sneek peak' here? It will be on test settings and as you know, the lightings are shit as.

swamp-cecil

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Re: Street-Clash-b1
« Reply #14 on: October 31, 2010, 01:33:55 pm »
#1 this section is for map RELEASES not maps that may or may not be released in the near future.
#2 because they suck(unless you're really smart about your usage)
Do you want me to post a 'sneek peak' here? It will be on test settings and as you know, the lightings are shit as.

for sneak peak, go the random dev shots in other mapping related matterial.

straight line maps are like box maps
=[ Boxmaps suck if they have no concept ]=
so if they dont have a concept and other stuff, it sucks. if you want an example, look at cathas icetrap.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

ULTRA Random ViruS

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Re: Street-Clash-b1
« Reply #15 on: October 31, 2010, 01:38:13 pm »
Does that include rocks?

swamp-cecil

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Re: Street-Clash-b1
« Reply #16 on: October 31, 2010, 01:41:24 pm »
Does that include rocks?

it includes EVERYTHING

look at cathas icetrap.

look at the detail.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

ULTRA Random ViruS

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Re: Street-Clash-b1
« Reply #17 on: November 14, 2010, 08:07:16 am »
Since my gtkradiant compiling thing stuffed up, i need to dowload a new compiler which i am doing now.
I'll post the map as soon as possivle but i'll rename the map to alpha because my brother says 'alpha aren't fully debugged. Beta are.' So i said whatever and to get him away i just did it. Oh well.

Aelita

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Re: Street-Clash-b1
« Reply #18 on: November 14, 2010, 09:00:30 am »
Beta is a debugging stage. Alpha is pre-completion.

Knowitall66

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Re: Street-Clash-b1
« Reply #19 on: November 14, 2010, 11:35:03 am »
Beta is a debugging stage. Alpha is pre-completion.
No.

ULTRA Random ViruS

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Re: Street-Clash-b1
« Reply #20 on: November 27, 2010, 02:52:27 am »
Actually i am just going to post my map as soon as i get my internet back at full speed. It will be in a pk3, but there won't be any textures, just takes too long. At the moment i am re-assorting my textures so they are easy to hand pick.

c4

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Re: Street-Clash-b1
« Reply #21 on: November 27, 2010, 04:23:56 pm »
If you don't include them, nobody will play your map.  Just select 'show all' in the textures menu.  Then click 'hide unused' then make a brush on your map and texture it with the remaining texture(s) one at a time.  surface inspect them to find what folder they're in.
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ULTRA Random ViruS

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Re: Street-Clash-b1
« Reply #22 on: December 05, 2010, 11:51:21 am »
surface inspect them to find what folder they're in.
Still takes a long time. I wished gtk radiant had a menu "sort textures" for the textures box, and add "show directory, and show as list"

ULTRA Random ViruS

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Re: Street-Clash-b1
« Reply #23 on: December 05, 2010, 12:12:27 pm »
new update: I cancelled the normal a vs h version and just make a modification of the humans vs zombies like what chuck and jake did to tremship and ztremship. Reason to do that: I would have to re-debug the stuff again and fix a whole lot of shit.


Anyways, i increased bp to 700 for both teams, though it won't do a thing to humans. I also re-added a space section so humans will have at least some challenge getting across an abyss to the zombie section.

I need a little help with timing trigger_hurt and sounds: when i decrease trigger_hurt to once a second, and do the same to sound, sound is one second but trigger_hurt is something like 0.78 of a second or something like that. And i change sound delay to 0.75, the trigger_hurt changes to one second.I change sound to 0.9, trigger_hurt ends up going back to 0.7. OMG! SOO ANNOYING! Any help trying to end this madness?

Also i need help with max_tw_verts exceeded (24) error. Swamp-cecil says it is too many surfaces in one area like you clip the whole map or something. I don't have that many surface in one area, infact my map is a little lacking detail i have to admit. Is it the models that cause this? In the manual it says that when compiling, models FUSE into the map like a brush.

I don't really get this.

this isnt moved to mapping help center yet?

Maybe you should, because i'm asking for too much help. I'll create a proper map posting board when it's finished.