Map ideas for twhl dm server Created 14 years ago2009-10-09 13:35:34 UTC by zeeba-G zeeba-G

Created 14 years ago2009-10-09 13:35:34 UTC by zeeba-G zeeba-G

Posted 14 years ago2010-01-19 00:39:53 UTC Post #278133
I think he's talking about the snow map he's working on with surf elements. He posted pictures of it on the previous page.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-01-19 01:31:39 UTC Post #278135
I thought so.
Just wanted to make sure.
Posted 14 years ago2010-01-19 04:05:07 UTC Post #278138
i'm almost down for the rat's idea..

I'll have to rest on it though..
Posted 14 years ago2010-01-27 18:21:08 UTC Post #278140
Well I was inspired by a dream to begin making a map where each different section has its own music. I'll either make the music in fruity loops or just get it from somewhere. I was also inspired by captain terror's intro to my rooms entry. I will probably include more certain aspects to abide by for the map. I really want to make a dance club but that could possibly be the next competition if we decided on it... Oh yea I must have been really inspired by disco stu's room and the tribute room map as well.
Posted 14 years ago2010-02-18 00:38:04 UTC Post #279037
User posted image
This is the start of my stalkyard based map. Its very small and will have cat walks over the main storage area. Much more vertical gameplay will be included than the original stalkyard. I just sketched out a quick floorplan so the entire map is pretty much layed out already.
Posted 14 years ago2010-02-18 01:15:42 UTC Post #279038
Looks good so far.

Fill with more than just crates pl0x.
Rimrook RimrookSince 2003
Posted 14 years ago2010-02-18 01:36:26 UTC Post #279039
No, fuck you.

Put a shitload of crates in. Flood that fucker with crates until you can't move without jabbing your dick in a crate.
Posted 14 years ago2010-02-18 01:51:09 UTC Post #279040
Hahaha you guys are retarded as sheeyot. Yea i'll put a sh#& ton of crates. And other stuff as well. Im going to make it look really old and run down. I'll post another wip b4 I quit for the night.
Posted 14 years ago2010-02-18 04:36:47 UTC Post #279042
Well, if there was one ridiculous as hell item to fill a warehouse with, what would that item be?
Rimrook RimrookSince 2003
Posted 14 years ago2010-02-18 04:48:26 UTC Post #279044
I don't know but your starting to make me think out side the box :glad: Really though maybe it will be a certain type of ware house other than just one filled with boxes though I am sorta remaking a new version of stalkyard, we'll see...
User posted image
User posted image
Done for tonight. Wow I mapped a lot for one sitting. Must have been that monster I drank! :plastered:
Posted 14 years ago2010-02-18 09:41:19 UTC Post #279047
Well, if there was one ridiculous as hell item to fill a warehouse with, what would that item be?
Toll booth barricades and dimes. We're going to need a shitload of dimes.

I'm not so sure about how much vertical wall is showing on the exterior of the building as well as the perimeter wall. It is probably an illusion from the screen shot, however, I'm sure you'll address it anyway as its only a couple of days old. Other than that, looks good zeeba. Good luck.
Posted 14 years ago2010-02-18 12:18:53 UTC Post #279050
Well, if there was one ridiculous as hell item to fill a warehouse with, what would that item be?
User posted image
Also, ten points to Nefarious for the Blazing Saddles reference.
Posted 14 years ago2010-02-18 16:38:46 UTC Post #279053
I thought of the same thing!

Nefarious, it sorta goes underground.
Posted 14 years ago2010-02-18 16:46:55 UTC Post #279054
Reminds for some reason of one of the multiplayer maps from Goldeneye
Rimrook RimrookSince 2003
Posted 14 years ago2010-02-18 16:53:32 UTC Post #279055
Are those steps floating?

And that L-shaped hallway on the left of the building (on both outside screenshots) kinda worries me. What the hell is that?
Posted 14 years ago2010-02-18 17:24:21 UTC Post #279056
Lol its a hallway and stairs. It looked better in the floorplan on paper, im trying to figure out how to make it work the best. And yes things are floating, the map is far from finished. Back to work :hammer: Texturings a pain in the 455 right now because my right mouse button isn't working so pay no attention to it.
Posted 14 years ago2010-02-18 17:38:21 UTC Post #279057
I've never used the right button for texturing. What does it do?
Posted 14 years ago2010-02-18 18:13:53 UTC Post #279058
boy are you missing out, Stu. Time for you to experiment.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2010-02-18 18:43:56 UTC Post #279059
Alt+ right click, stu, learn the magic
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-02-18 18:55:19 UTC Post #279060
Just make sure when you've got one face highlighted, use the right click on a different face.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2010-02-18 20:03:15 UTC Post #279064
I didn't even know that, wish I did a few days ago. I would have gotten cp_castle done much quicker.
Posted 14 years ago2010-02-18 21:07:23 UTC Post #279069
Omg ya'll didn't know that? ? ? Mappings so slow without it.
Posted 14 years ago2010-02-18 21:12:01 UTC Post #279070
I wonder the success of my koth and cp triggers. I don't want Hotdog and I to be the only people mapping for it. I worked hard to build those! :(

Also I swear by the alt-click thing nowadays. Makes mapping feel more natural.
Rimrook RimrookSince 2003
Posted 14 years ago2010-02-18 21:15:06 UTC Post #279072
I'm going to use them pretty soon rimrook.
Posted 14 years ago2010-02-18 21:26:32 UTC Post #279074
I want to make some maps, the first thing I did after the first time we played the cp map was start up Hammer and start making my own. But unfortunately a glitch or something happened recently on my PC. A lot of recently made files can only be opened or even seen using the program that created them. They can't even be seen in Windows Explorer. This seems to be the reason why maps aren't compiling. The compile tools can't access the map to compile it. And I can't send it to another computer to compile it, because I need Windows Explorer to do that. It's getting rather frustrating.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2010-02-18 22:26:19 UTC Post #279077
That's a weird glitch.

If no one can come up with a better solution, try the latest restore point. Its sounds to me like a system file got messed.

As for the CP and KOTH stuff, I haven't received too much feedback. That's why I asked questions when playing TWHL3 on the server. Improvements can be made if necessary, or if the templates are confusing I can write a guide or something. :)
Rimrook RimrookSince 2003
Posted 14 years ago2010-02-19 01:26:18 UTC Post #279084
Thats why we need to plan on playing through some maps together at a certain time, im off tomorrow.
Posted 14 years ago2010-02-19 03:51:22 UTC Post #279089
Some progress after today, should explain the weird L shape thingy.
User posted image
User posted image
User posted image
User posted image
Bout done with the layout. Now its time for detail and yes... BOXES!
Posted 14 years ago2010-02-19 13:53:55 UTC Post #279094
Wow Zeeba, that's really detailed. I like the way the shadows on the floor. But is poly count going to be too high for any more details?

Also, I see a truck. Is that a prefab or did you make it?
Rimrook RimrookSince 2003
Posted 14 years ago2010-02-22 04:28:03 UTC Post #279098
I'd show more screenshots but I might as well just wait untill I submit the map. Its looking pretty good. I have to work the next few days and have lots of homework so progress will go a little slow but i'll get it done. I really want to play it in the server!
Posted 14 years ago2010-02-22 07:44:26 UTC Post #279155
Lookin' pretty good.
One of the good things about stalkyard was the lighting, which was very well balanced between light and dark (imo). Keep it in mind.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-02-22 13:34:35 UTC Post #279164
I'll try, so far its pretty much all lit really bright. I'll try to include more dark areas. Maybe i'll make the sky night instead of dusk like in stalkyard.
Posted 14 years ago2010-02-22 17:26:41 UTC Post #279166
Wow, dude. I will definitely download that map when you are done.

Just from the screenshots, It looks well-built and well-lit (in the areas that actually have lighting. keep up the good work! :glad:
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-02-23 02:32:09 UTC Post #279188
Thanks, I took darkie's advice and will experiment with the lighting a lot. To make it resemble stalkyard more. I'm also going to add shooting stars in the sky if I keep it a night map. Thanks for the inspiration to hurry and get it done guys!
Posted 14 years ago2010-02-23 16:50:49 UTC Post #279206
Shooting stars? I'd like to see that implemented.
Posted 14 years ago2010-02-23 20:40:32 UTC Post #279211
Cleaned up the King of the Hill Template.

Details in description.

Sorry but I haven't made a new example map for the new KOTH system. I hope its up to par and won't have any more problems.
Rimrook RimrookSince 2003
Posted 14 years ago2010-02-26 03:42:30 UTC Post #279293
Rimrook, im very interested in creating a level where say three or more areas of the map are made and one is played at a time for a while and than the next area is played and so on. I've played a cs map like this and it was lots of fun. Also the idea of different weapons only in each area is a great idea. Could you do this?
Posted 14 years ago2010-02-26 05:57:49 UTC Post #279296
Its possible. Have the equip also targetted by the hill counter and triggers so depending on which hill you're on, you get different weapons. Just name the equips "hill1" or "hill2" etc.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-01 19:12:09 UTC Post #279381
Alright, i'll mess with it if I begin a map for it. As for my stalkyard map i've added boxes and got rid of my sky box. Its almost dones just have to add weapons, spawns, a few more things and of course "secrets".
Posted 14 years ago2010-03-01 21:05:20 UTC Post #279385
Can't wait to see it.

Edit: User posted image
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-08 20:35:09 UTC Post #279405
Edit:
User posted image
Wow I just came up with an amazing discovery finishing up my map! It will be a surprise.
Posted 14 years ago2010-03-08 20:50:35 UTC Post #279568
Upload it already!

:P
Posted 14 years ago2010-03-08 20:55:24 UTC Post #279569
APLODE EET NAOW!
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-08 21:16:07 UTC Post #279570
I vil I vil, I have a test and work tom. I'll try to finish it this week!
Posted 14 years ago2010-03-18 09:51:56 UTC Post #279806
In 2 or 3 weeks I'll have a mini holiday of about a week( if not 2, but I don't know). Until then I will upload my cubicle( which frankly, is kind of a mess, but perhaps it's funnier that way... you'll see..).
Then, I will try to start on a map using the King of the Hill, as Rimrook suggested. Hurrah to Ati ! :D
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-18 13:32:37 UTC Post #279807
Yay!

Its being attempted by Hotdog to make the capture points not always available, but you have to capture in sequence. I may combine this with the system of alternating hills to get the same effect on the capture points. Might have to experiment and make an update.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-19 01:02:35 UTC Post #279810
Well, not completely. My modifications could be reworked to apply to all capture points, I might do that myself. But my current system for my map only affects Point 2 and 3. Point 3 is locked to all teams until Point 2 is captured. That team (say Blue team) can then capture point 3. So long as Point 2 remains in Blue's control, then Point 3 is available for them to capture and hold. If, however, the opposing team captures Point 2, wether or not Blue control Point 3, then Point 3 will be reset and available to capture bby thge red team only until Blue recapture Point 2.

Point 1 and 4 are as normal.
Posted 14 years ago2010-03-19 01:38:13 UTC Post #279811
I like the good old simple method used by day of defeat. Capture them all and you win and thats it. Its almost hard to get people to cooperate on rim's beer fort little alone something so complicated. Not saying it isn't a good idea though. Btw im finished with my map, just have to finish the secret. And im wating for a day off to submit it so I can be the first to play test it in the server...
Posted 14 years ago2010-03-19 02:14:53 UTC Post #279813
I wonder if you could make a map based on the Onslaught mode of UT2004.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-03-19 04:23:15 UTC Post #279814
I was actually thinking of a way to recreate Warfare mode in Half-Life. It's possible, but once the game was won, it's not possible to reset it. Same would be for Onslaught. You would not be able to reset the game unless there were no breakable objects. So maybe if we use shootable buttons instead...

rubs hands in glee
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