shitmaps

Maps on server and map requests

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shitshitshit
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#61 Post by shitshitshit » Thu Apr 18, 2013 7:48 pm

first try explain :P
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imp
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#62 Post by imp » Thu Apr 18, 2013 9:08 pm

umm ok then.
U need to make and black 16x16 texture and save it as mirror.tga
then add this to your shaders:
copy this code to your yourmap.shader file --- wrote:textures/MAPNAME/mirror

{

qer_editorimage textures/MAPNAME/mirror.tga



noPicMip

noMipMaps



surfaceparm nolightmap

surfaceparm playerclip

portal

{

map textures/MAPNAME/mirror.tga

blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA

depthWrite

alphaGen portal 256

}

}
I've already explained u this whole thing about textures and shaders in your .pk3 so i guess u dont need that again.

Then u just texture something with your mirror text. and u need to make an misc_portal_surface and place it close to face of your mirror, pointing opposite way.
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shitshitshit
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#63 Post by shitshitshit » Tue Apr 23, 2013 7:23 am

how to make a ladder?
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imp
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#64 Post by imp » Tue Apr 23, 2013 7:30 am

common➜ladder.
Its gonna be invisible so u need to put this slightly above surface u want to be ladder.

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MegaMedic
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#65 Post by MegaMedic » Tue Apr 23, 2013 8:08 am

Good job Shit!

Keep continue with working. And then post your map here to add it on server! :]

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shitshitshit
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#66 Post by shitshitshit » Wed Apr 24, 2013 1:32 pm

Map almost complete. They were just minor things to do, but more details will do just as it'll play me know where and how to add such a platform would not be too easy. For now a lot of open spaces, but the map is not so easy for humans. Scenario? Based on the Polish fairy tale "Captain bomb". Department of star fleet is designed to cleanse the aliens, trans-shipment warehouse belonging to the star fleet. The action takes place on the planet A.S.S.

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shitshitshit
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#67 Post by shitshitshit » Mon Apr 29, 2013 3:15 pm

http://www.speedyshare.com/SCVDg/map-kapitanbomba.pk3

Map prepared. Now you'll play and see what is wrong. What is too much and what is too little. Then I put the patch and come out a beta version.
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#68 Post by Pikachu » Fri May 03, 2013 11:57 am

The rooms are huge and open... think it'll be a human camp map. Esp with jets. I think you need to put in some stuff to avoid having the very long line of sight in those rooms.
zap zap zap

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shitshitshit
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#69 Post by shitshitshit » Fri May 03, 2013 1:15 pm

we'll see when we play in it the entire group. For each room are at least two entrances so humans must have eyes in the back of the head. Besides need to build a base at the bottom so they do not come with a seat in the ceiling. Sure I'll do some platform for goons and maruders. But how we play.

Now, I finished a new version of ATCS. It's called atcshit and includes two tunnels and a slightly larger area outside. But I have yet to earn some extra invisible blockade that people did not fly too high. ;)
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imp
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#70 Post by imp » Sat May 04, 2013 2:24 pm

shitshitshit wrote: Now, I finished a new version of ATCS. It's called atcshit and includes two tunnels and a slightly larger area outside. But I have yet to earn some extra invisible blockade that people did not fly too high. ;)
Oh noes another atcs xD.

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BillyRazOr
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#71 Post by BillyRazOr » Sun May 05, 2013 5:08 am

shitshitshit, your map is very good!!! Just like me, I don't know how to make mirrors or elevator.

I'll test for my own for making mirror. But how to make water? The players can go into brush...., like "surfaceparm trans" or what something to put the codes like create shader files...

Hope everyone can help me. :)
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imp
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#72 Post by imp » Sun May 05, 2013 9:59 am

for water u can use shader from nintendoland f.e.
and here i don't know what do u mean:
BillyRazOr wrote: The players can go into brush...., like "surfaceparm trans" or what something to put the codes like create shader files...
please precise your needs

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MegaMedic
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#73 Post by MegaMedic » Tue May 07, 2013 12:00 pm

Shit I saw your map yesterday and is very good. But I suggest you something. The map is very big and jetpacks are very annoying for aliens. Try to disable jetpacks from map.

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#74 Post by iain » Tue May 07, 2013 12:16 pm

MegaMedic wrote:Shit I saw your map yesterday and is very good. But I suggest you something. The map is very big and jetpacks are very annoying for aliens. Try to disable jetpacks from map.
I actually disagree and think it was really bad ^^

1) Stupidly high rooms with absolutely no ways for aliens to get flying humans --> Some parts of the map are impossible for larger aliens to even get to.

2) Alot of relatively large textures compressed into a rather small space, making the map much harder to render than other typical maps causing fps drops

3) You need to look at the lighting in the map. Some parts are way too dark.

The worst thing though is clearly the balance, humanity is way overpowered in the map. I know you were talking about adding platforms to fix it, but tbh, you really do need to lower the height of the ceilings as well

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#75 Post by Pikachu » Tue May 07, 2013 2:17 pm

Shit, to speed up your map try changing small brushes to detail (shift+m).
You can turn the visibility of detail brushes on/off by pressing ctrl-d.
That should result in better portal structure.

You should probably also do most of your work on a high gridsize (say 16-128) for structural brushes.
zap zap zap

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