Housemania

Maps on server and map requests

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PPNL
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Housemania

#1 Post by PPNL » Sun Jan 23, 2011 10:06 am

Hey

I made a new map and finally found out how to make a skybox! and it's finished!

NOTE: I changed something on map, I removed some stuff that are unneeded. It's not shown on the screens

Link: http://www.mediafire.com/?8jz5osgcklegijc
(Included .map file)

Imgs:

Image


Image
Last edited by PPNL on Sun Jan 23, 2011 3:15 pm, edited 1 time in total.
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#2 Post by Rotacak » Sun Jan 23, 2011 10:48 am

White grangers?

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#3 Post by PPNL » Sun Jan 23, 2011 1:05 pm

Rotacak wrote:White grangers?
YESH, white are CUTER!!!
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#4 Post by Iltavuo » Sun Jan 23, 2011 1:33 pm

Some stuff I noticed:
- grangers are missing a texture
- grass floats in midair
- grangers and trees are nonsolid
- human base is missing stairs/or the stairs have been caulked -> hom effect
- the map is quite small, and really symmetrical, some variation would be nice
- both bases are in dead ends, this favours the human team quite a lot, especialy in this small map
- need to jump on to the ramp to get out of the "houses", intended?
- while doors are open, they zfight with the walls ( texture flickering )
- you can see through the map when you look down near open doors
- h team might need a bit more than just one node and reactor at the start, dretches can swarm them quite fast
- your texturing and use of lights has improved

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#5 Post by PPNL » Sun Jan 23, 2011 2:35 pm

- grangers are missing a texture -I want white grangers-
- grass floats in midair - what is the problem if that is?-
- grangers and trees are nonsolid - yep I want it nosolid-
- human base is missing stairs/or the stairs have been caulked -> hom effect -hmm i will take a look to that-
- the map is quite small, and really symmetrical, some variation would be nice -small = better-
- both bases are in dead ends, this favours the human team quite a lot, especialy in this small map -what else i have to do-
- need to jump on to the ramp to get out of the "houses", intended? -nah-
- while doors are open, they zfight with the walls ( texture flickering ) - will fix that-
- you can see through the map when you look down near open doors -really?-
- h team might need a bit more than just one node and reactor at the start, dretches can swarm them quite fast -ok will add more-
- your texturing and use of lights has improved -Thanks :D-
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#6 Post by Iltavuo » Sun Jan 23, 2011 6:52 pm

Import the granger model with an editor of your choice and remove the animations + change the texture. That way you will get real white grangers.

I thought the grass growing in air was a mistake, but if it was intended, then there is no problem.

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#7 Post by Quarko » Sun Jan 23, 2011 11:33 pm

"It is not a bug - it is a feature!"

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#8 Post by Nomad » Mon Jan 24, 2011 1:28 pm

Where did you find the grasszord? Please tell me for free McDretch.






The map looks good, but it's buggy..
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#9 Post by PPNL » Mon Jan 24, 2011 2:23 pm

misc_models and then you search up the grass in models/buildables/treeidkwhat.tga
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#10 Post by Nomad » Mon Jan 24, 2011 2:27 pm

ty
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#11 Post by PPNL » Mon Jan 24, 2011 10:30 pm

np
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#12 Post by Nod_Nod_Nod » Tue Jan 25, 2011 2:53 pm

Do white grangers :(
The nodding of the head once to symbolize a greeting, cuz we white folk to damn lazy to open our mouths and speak up. Nods are also easier to shake off than a flase "hello".
"Person nods at you", or your direction, "you nod back"

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#13 Post by PPNL » Tue Jan 25, 2011 9:51 pm

yes I will :O
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