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Map in the works ***Hooray! It's Done!***

Started by Lava Croft, August 24, 2006, 12:52:40 AM

vcxzet


Lava Croft

Bumped to version 0.8. Read the first post in the thread.

techhead

Uh, this map seems to have a thing against Wall-walkers AND marauders.
Especially in that narrow hallway with all the little cubbies.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
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Lava Croft

Almost the entire map is as Alien-friendly as can be, and you moan about one short hallway that doesn't give the Aliens a huge advantage?

Survivor

At least he's not a hypocrite, he's critizing the only bad point he can find :p
I'm busy. I'll ignore you later.

Lava Croft

Quote from: SurvivorAt least he's not a hypocrite, he's critizing the only bad point he can find :p
Please explain to me how a Human-friendly hallway on a overly Alien-friendly map is 'bad'.

Survivor

Lava take a joke the right way. Not between the lines I am saying that he can't find bugger to complain about with good reason so he just takes something.
I'm busy. I'll ignore you later.

Lava Croft


gareth

A high quality map, it will be interesting to see how it plays.

kaziorvb

yeah, awesome map...
havent tested it's gameplay but i think itll be good out there.
but how it loox... just awesome!

only 1 annoying thing - i can hear engine sound ("pook pook pook...") almost everywhere and its tiring when u listen to that for few minutes
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Taiyo.uk

^1ERROR: Could not open "sound/sokolov/lavamud.wav"
^3WARNING: could not find sound/sokolov/lavamud.wav - using default
^1ERROR: Could not open "sound/sokolov/drone2.wav"
^3WARNING: could not find sound/sokolov/drone2.wav - using default
^1ERROR: Could not open "sound/sokolov/machine_5.wav"
^3WARNING: could not find sound/sokolov/machine_5.wav - using default
^1ERROR: Could not open "sound/sokolov/wind1.wav"
^3WARNING: could not find sound/sokolov/wind1.wav - using default
^1ERROR: Could not open "sound/sokolov/fan.wav"
^3WARNING: could not find sound/sokolov/fan.wav - using default
^1ERROR: Could not open "sound/sokolov/30-60HzHum.wav"
^3WARNING: could not find sound/sokolov/30-60HzHum.wav - using default
^1ERROR: Could not open "sound/sokolov/steam.wav"
^3WARNING: could not find sound/sokolov/steam.wav - using default
^1ERROR: Could not open "sound/sokolov/machine_6.wav"
^3WARNING: could not find sound/sokolov/machine_6.wav - using default
^3WARNING: 'textures/sokolov/lava1.tga' TGA file header declares top-down image, ignoring


Missing sounds? Or do I need the 0.8 pk3 as well (sounds were fine in 0.8)?

Lava Croft

Fuck me, I forgot to rename 'sound' to 'sokolov', sigh.
Get fixed 1.1 here.

Remove map-sokolov-1.0.pk3

Sorry for the retarded mistake.  :oops:

kaziorvb

too bad bsp's name is still sokolov-1.0

QuoteFuck me, I forgot to rename 'sound' to 'sokolov', sigh.

yeah and i think that was why i heard same sound everywhere (i thought its engine sound) - it was just:
Quote^3WARNING: could not find sound/sokolov/lavamud.wav - using default
- default sound

now its great -.-
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Ouranga-thingy

Some strangeness on the map.

I seem to be floating.  Sometimes I will fall to my death from the floor.  Um....

Otherwise, good changes.

Also, you can see the wheel through the hole in the wall from the other side, but I don't seem to be able to see that hole from the wheel side.
worn enemy of the pinky-whitey-thingy

Lava Croft

I cannot watch the demo on my box here, since this a 400MHz that doesnt like Tremulous a lot. Would you mind posting a picture?

The wheel you see in the lava pit is _not_ the same flywheel you see in the engine room. The wheel in the lava pit was placed there as a cheapass solution to a 'bug' that Quake3 has concerning target_speakers. If you would have been in the engine room, and then walked back to the lava pit, you would magically still hear the engine engine clanking around, so I put an extra wheel in the lava pit wall to make it less weird when you hear the sound there.

kaziorvb

Lava: the demo shows a strange thing - when u jump on the Dopefish crate and when u jump off from it - you get hurt O_o but its not that high O_o
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Lava Croft

I have just had janev and p0m take a look at the demo and explaining me what is happening. While it still makes me go o_O, expect to to be fixed. Thank you Ouranga Thingy!

Seffylight

That's because Dopefish is shooting you for jumping on him. :|
Stop it. Seriously.

Taiyo.uk

It happens to me when I walk into the side of the box that faces the steam engine, by walking into it and slowly turning I fall foul to gravity. Without turning I bob up and down rapidly.

Lava Croft

Quote from: SeffylightThat's because Dopefish is shooting you for jumping on him. :|
It's powers reach far beyond what any of us can imagine.

KOsAD

Wow one of the best visual map ! I love it.

Just two minor bugs for you:


the lava brush doesn't fill entirely cracks (the 2 one near the stairs)


patchs are not sticked (with the default subdivision settings), but i don't know if you can do something for this one except to put a black texture behind it, to avoid HOM, or prey nobody see it :p.

Ouranga-thingy

K. Now first, I love this map.

BUT...  there are a fewplaces where the brushes don't quite fit together (most are one or two areas that were duplicated), and void is visible through the cracks.  More of an attention ot detail thing than a real issue, you may or may not fix it.

To see this issue, just do r_clear 1 to pink up the void, and do a map walkthrough.  Mostly in the human base area and the big fat industrial tunnels with the curved brushes that must have been a stone cold to fit together properly. A couple more tiny ones below the alien base.
worn enemy of the pinky-whitey-thingy

Lava Croft

'r_clear 1' is a cheat protected variable. Like KOsAD mentioned, it will be a pain in the ass to get all those (useless fucking annoying) patches to line up correctly. With 'r_clear 0' you barely notice the cracks. I will take a good look at the first picture posted, that one is new to me. Expect either less cracks, or more likely, a lot less patches in my next map.

Ouranga-thingy

Quote from: Lava Croft'r_clear 1' is a cheat protected variable. Like KOsAD mentioned, it will be a pain in the ass to get all those (useless fucking annoying) patches to line up correctly. With 'r_clear 0' you barely notice the cracks. I will take a good look at the first picture posted, that one is new to me. Expect either less cracks, or more likely, a lot less patches in my next map.

And lol.. pause.

I understand your emotion. Sorry if this was already mentioned.  I did say that the curved areas were probably a stone cold biatch to do, so I guess this is my apology for inadvertently rubbing salt into it.

Again, thanks for the awesome map.
worn enemy of the pinky-whitey-thingy

Lava Croft

Haha, I wasn't annoyed at all orso, and those cracks never really bothered me either 8)

Ouranga-thingy

Ok, not annoyed is good.

In that case, I saw a few other places with HOM effect, and yes you can see it in game.  In fact its the first thing I see spawning into the human base - thanks to the cheap-ass version of the cheat protected r_clear 1 - a tele. Standing in a tele, all void will be rendered in tele pale blue, rather than r_clear pink
.
Here"s what I see spawning into the human base:



A closeup:



The next billboard around:


(Same sort of thing)

And that spot in the big tunnels:



Thanks to ImageShack for Free Image Hosting
worn enemy of the pinky-whitey-thingy

vcxzet

wth hacker this buildable display is lame

Lava Croft

Ill try to see what I can do about those minor graphical glitches, but I am not planning on spending a lot of time on it, since it does not 'break' anything other than the potential 'professional' look of the map.

Ouranga-thingy

Quote from: vcxzetwth hacker this buildable display is lame

Tell TJW, it's his.
worn enemy of the pinky-whitey-thingy

n00b pl0x

will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?