Competition 32 Created 12 years ago2011-12-16 17:02:11 UTC by Daubster Daubster

Created 12 years ago2011-12-16 17:02:11 UTC by Daubster Daubster

Posted 12 years ago2012-02-11 03:44:52 UTC Post #303280
wow that looks wicked zeeba! do you have some links to his maps? (did nipper also do the de_gijoe map?)
Looks like you could use some enclosure
Absolutely. There is more stuff but it is visgrouped out to save on compile time while i work on seperate sections of the map. the plane itself takes 10 minutes and it's not even done yet. (Still need to propper everything i can on it and also and optimize the shit out of it)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-11 19:55:13 UTC Post #303281
Nipper is "my" hero.

http://www.nipper.thedarkterritory.com/

Check this vid, I think it's his latest weird map.

http://www.youtube.com/watch?v=TlJLZhV69mU

Edit: Sorry I have'nt reviewed your map yet Skals, jsut been busy. It was really nice. Very nice lighting! I don't understand how you got the shadow edges so smooth!

A quick thought, I think some of the buildings were chamfered a little bit too much, instead of being a corner detail it became building design and they all began to look to similar. And the very nice river shouldn't be blocked by the high wall. Very cool buildings on the hill! And some of the doors were way out of scale. And where that one board didn't break, it's understandable why not but you could do something different because it seemed silly for two to break but one not to. And the lights beaming through the windows even though the blinds were down. I guess it is coming through the cracks? Sorry for saying everything bad, it is a very nice map, though I didn't have time to understand the layout yet.

It is a peaceful map because of the warm lighting and nice ambience. I just testplayed it a bit with bots and when I am confronted sometimes there is nowhere to hide. Maybe you could add some more bozes and props. One exaple/ I was on the roof by the boards and a bot began attacking me and I had nowhere to hide or jump down in time.

I also noticed the other view of the river which I didn't notice at first. Very nice!

Edit: Wow, I skied my map and compiled with no leaks the first time! That's unheard of.

Edit: Anyone know generally how many entities you should have up to in your map for counterstrike?
Posted 12 years ago2012-02-12 23:12:16 UTC Post #303345
ATTENTION PROCRASTINATORS
It is now officially crunch time. Get going! :P

Adding info_nodes and clip brushes to mine and testing with hosties in a bit..(if anyone has hints/tips on NAVing and clipping please fire away!) hopefully i'll have a playable demo ready soonish! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-13 05:59:54 UTC Post #303354
Yea unfort I have a project due tom, and a test wednesday. And work tuesday, so I guess that gives me the day it's due to finish it. What time is it due thursday?
Posted 12 years ago2012-02-13 09:51:32 UTC Post #303356
Judging from that video I think Nipper is my hero too. That was awesome.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2012-02-13 21:54:47 UTC Post #303360
so i've never actually made a complete CS:S map before.. this should be interesting...
Gotta do the cameras, buyzones, bomb zones, optimization.. decide on HDR.. skies.. skybox.. water...

damn it seems the list of stuff to do never ends.
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-02-14 00:08:36 UTC Post #303364
Bah, buyzones and bombsights are a matter of making one brush and tying to an entity- optimization is over rated, hdr not really needed, and there's only one good sky anyways :P
Posted 12 years ago2012-02-14 00:26:22 UTC Post #303365
well then.
at least it compiles now ;)
thank the mapping gods for pointfiles.
Gotta finish CT spawn, make the cameras and touch up the NAV files, and i'll be in good shape to make the skybox over the next few days.
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-02-14 02:41:16 UTC Post #303366
Not going to finish my entry in time. Might upload it to the vault later on, though.
Posted 12 years ago2012-02-14 02:46:37 UTC Post #303367
Wasted the last 2 days of editing time player-clipping and adding info_nodes to try and get my hosties to move, but still no go.

SO, 3 days left and i have to dick around with learning navigation meshes, or i'm just making it a fightyard map.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-14 03:17:22 UTC Post #303369
:/ just throw down two bombsites in place of each pair of hosties.

I also just realized that my map's going to be half-finished and the gameplay sucks, but fuck it, gotta submit! thank god i found out about Packrat so I don't have to worry about collecting all the custom shit and properly zipping it.
Posted 12 years ago2012-02-14 03:27:17 UTC Post #303370
ha blitz i never thought of that maybe i will then. =)
And ya Packrat is great! :P

Tetsu0: thank-you for reminding me about cameras. Don't forget your overview as well!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-14 03:55:19 UTC Post #303371
I need to learn how to do an overview for source..
So right now, my map COULD be complete. Skybox is done, it's leak free. the lighting is decent..
I'm at a comfortable spot where i can just fill in the finishing touches for the last couple days, run a full compile, and then post!
i've never been 'done' early before. damn this is a new feeling of relief.
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-02-14 05:04:47 UTC Post #303372
Did you add radar locations? If not I know where you can find a really good tutorial about it.

Also did you take advantage of CSS' move to Source2009 and add some colour correction? If not I know where you can find a really good tutorial about it.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-02-14 08:45:41 UTC Post #303373
I'ts getting to the point where making gold look good is like making sh** taste good. Add sugar, and then more, and more, and more until it tastes good.

Last bug I need to fix, my water textures won't allign for anything. They are seperate entites touching eachother with wave height of 1. They are textured the same, I even re built the entire thing without any vm to avoid imperfect texturing and the water edges/ waves still don't allign. Any idea?
Posted 12 years ago2012-02-14 12:11:19 UTC Post #303374
Are the textures aligned with alt-rightclick?
Other than that I have no idea :(

Archie, I have both those tutorials bookmarked, don't you worry. Thanks.
I feel like I ran out of creative juice making the map and now I have no ideas for the skybox. Gotta jump into google images for some more ideas.
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-02-14 12:26:18 UTC Post #303375
Jus tried and didn't work. :aghast: I mean, could make it a huge func_water under the entire map to void the problem but then it would be wasteful and probably cause more errors. Plus i'd have to box it in. Any other ideas? Otherwise I may just have to end up doing so.

Also, it's weird because sometimes when I texture a brush with null it casts a shadow and sometimes it doesn't. It was great to give shadows to models, I wonder how to always make it cast a shadow.
Posted 12 years ago2012-02-14 13:04:12 UTC Post #303376
zeeba: be easier to advise you with a screenie maybe? i can't quite understand what u mean. Goldsource water is the worst, but it's fun trying different tricks to make it look good.. :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-14 20:29:50 UTC Post #303387
User posted image
User posted image
User posted image
The diagonal body of water used to connect by the vertices but I extended them beyond to connect with straight edges rather than diagonally. The problem ocurred before as well.
Posted 12 years ago2012-02-14 21:09:06 UTC Post #303388
Is it all tied to the same entity?
Posted 12 years ago2012-02-14 21:48:19 UTC Post #303389
You could always just place some pipes or a grate down over the problem areas to mask it if you can't find a solution :/
Posted 12 years ago2012-02-14 21:52:05 UTC Post #303390
what if you connect all the vertices together?
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-02-14 22:10:49 UTC Post #303391
What i would do is make a water brush big enough to cover the entire area. I've heard this can cause lag, not sure about that. Maybe it's netlag if this is a deathmatch map.
Best to test it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2012-02-14 22:17:30 UTC Post #303392
No, they are not all the same entity. If you do so it makes major problems, like the entire map becomes func_water. I've gotten it to work like this before.

That's a good idea Blitz but it would interfere with circulation. I am completely done with the rest of the map now though so I should have some time to figure it out tomorrow after school. I have to spend the rest of today cramming for a testicle.

I also want to figure a way to label the map ie a banner with my name and twhl.info on it. I was thinking of maybe newspaper on the ground that had it written on it as news print. Or a banner like in de_dust2_cz. Or something.

And for goodness sake I wanted a secret too! Dagnabit.

And unfortunately I cannot have scenes outside the map because it is way too brush intensive to add more stuff. And i'm out of wad memory. Oh wells, maybe I can eventually make a source version of this map, it practically looks like source.

Edit, Yea atom i'd rather have a few glitches than a laggy map. I'll experiment with it tomorrow. Hey, maybe it's the texture... eh?
Posted 12 years ago2012-02-15 00:13:22 UTC Post #303393
The entire map becoming func_water?? Never happened to me. But also I've never used that many brushes for a func_water. Too bad it won't work, that's what I would have done.
Posted 12 years ago2012-02-15 03:07:04 UTC Post #303395
'Tis very odd zeeba! First maybe try clipping whereever the is a junction so vertices are definitely aligned. ALSO i would for sure break up that cylinder shaped water brush into rectangles.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-15 21:36:09 UTC Post #303415
Still working on mine! Loads left to do but i feel like i'm in O.k. shape <cough>extension<cough-cough> :P

User posted image

Don't mind the s3dskybox, i've only just started it.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-15 23:04:20 UTC Post #303417
Is that a concrete texture on the plane?
Posted 12 years ago2012-02-15 23:17:16 UTC Post #303418
It's like the Spruce Goose, but with concrete?

IT'LL NEVER FLY
Luke LukeLuke
Posted 12 years ago2012-02-16 00:12:32 UTC Post #303420
DiscoStu: Maybe...?

Luke: no you! :P Behold, original Spruce Goose(decompiled):

User posted image
After the compo I might rebuild her.. :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-16 03:07:28 UTC Post #303425
adding info_nodes to try and get my hosties to move, but still no go.
You have to use the nav graphs in CSS (what the bots use) for hostages too.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 12 years ago2012-02-16 04:04:19 UTC Post #303427
I think my only solution now is to eliminate wave height. This will look silly by the water falls though...

I checked out de_aztec_cz and it's water has no waves which is prob. for the same reason. I also noticed a really bizarre grass effect in the water. Like, grass sprites appear as you walk, it looks super horrible.

I also textured every face of my water except the top with null which significantly lowered the patch count. Weird that it even works.
Posted 12 years ago2012-02-16 04:13:33 UTC Post #303429
Rabid: I found a few tutorials on building navigation meshes(is that the same thing?), but i was scart away by the length of the turorials and the sheer number of commands. (if i had more time i would surely try to figure it out)

The one tutorial had some utility to speed things up, but i think that was only for info_nodes?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-16 09:46:23 UTC Post #303436
Yes, navigation meshes are the same thing. It's the same method that Left 4 Dead/2 uses for their bots' navigation. But yea it takes some time to get the bots working properly...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 12 years ago2012-02-16 10:38:50 UTC Post #303437
Just when i'm ready to submit, something strange happens. Every 30 sec.s or so my map very briefly lags and you can hear it. I've erased everything I did last but nothing worked. Oh well, i'm submitting now and maybe I can figure it out later, maybe it's my computer, I need sleep. :lol:

Edit: submitted :ciggie:
Posted 12 years ago2012-02-16 13:22:23 UTC Post #303439
My color correction wasn't working, the fade in/fade out didn't fade.
everything immediately snapped to a dark violet/bright white highlight when i entered the fade area, and THEN faded into the color correction.
Couldn't fix it so its staying how it is.

Also i just ran a bot test last night, and it seems the T's have the advantage 2:1. gotta tweak that.

Still some more detail work that needs to be done, as well as a final compile, getting the overlay's to work, adding in more round-start cameras, ambiance, and tweak the 3Dskybox a bit more. I've followed the FPSBanana tutorial on custom overlays to the T but my overlay is shifted off center and fiddling with the text file has no effect on it- it could be my VMF settings but I ran out of time to test everything's wanted to last night.

Anyone have any hints on custom overlays?

I SHOULD be in on time- depending on the overlays and whether or not pakrat works for me.
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-02-16 21:44:15 UTC Post #303452
Is anyone feeling a small extension? If i had like one more day i could complete so much more stuff..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-16 22:22:49 UTC Post #303453
It's amazing how the moderators always pick a time frame for compos that is one day shorter than everyone needs :P
Jessie JessieTrans Rights <3
Posted 12 years ago2012-02-16 23:20:11 UTC Post #303458
It's always the same:

1. compo begins. 2 months and i think to myself why the hell would i need 2 months?! o-well...

2. work on the map for one week and either get bored or overwhelmed at how much work it's going to be. contemplate dropping out, and alternate playing orcs must die and tf2.

3. final week. Think to myself: hmm well i guess i don't want to quit it fuck i better get started. map like a banshee

4. 1 day left, start begging for exceptions :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-16 23:38:12 UTC Post #303459
Yep, same here. I could have easily finished forever ago hadn't I procrastinated by playing cs the entire time. I did a lot of work in a short period of time.
User posted image
User posted image
User posted image
Posted 12 years ago2012-02-16 23:44:35 UTC Post #303460
Anyone have any hints on custom overlays?
Mine were a little off-centre even though I used the exact offset values (I thought I screwed them up the first time so I printscreened them the next and still no good.) I think the camera's position relative to the radar/overlay map is just abit skewed.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 12 years ago2012-02-16 23:56:03 UTC Post #303461
That looks breathtaking zeeba! :o

Final compile and 8 minutes to go can he do it?! =P

Rabid: ya tet having trouble with those too! learning overlays was another thing on my long to-do list for for this compo, that did not get done.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-17 00:07:41 UTC Post #303462
well i'm gonna try the VDC tutorial instead of the FPS banana one.
I have to recompile anyway.
Now to get pakrat and host, and submit.
hopefully i can do all that in an hour lol.

waitwaitwait.. it closed already? NOOOO :( wtf man
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-02-17 00:30:33 UTC Post #303464
Damn, missed the deadline myself. :D

Gave it a 3-day extension, that should let you guys iron out any issues over the weekend. Will that do?
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-17 00:38:25 UTC Post #303466
Posted my entry on the mapvault for anyone who wants an early look :)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 12 years ago2012-02-17 01:02:04 UTC Post #303467
Thank you Daubster that is just what i needed! now i will have time for sounds, a few custom textures, and more small detailing/porps! PLUS maybe i can get my Navigation Mesh sorted for bot play. <=

THANK YOU.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-17 01:15:28 UTC Post #303469
Wouldn't miss a 747 entry for the world. :crowbar:

Also really looking forward to playing all of these.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-17 01:15:42 UTC Post #303470
Woot :lol:

Mine's in el vault too!
Posted 12 years ago2012-02-17 01:30:00 UTC Post #303473
Honestly zeeba, your hammer screens are frameable. What is your secret? Do you have the Golden-mapping Goose hidden under your waistcoat or what :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-17 01:38:42 UTC Post #303475
Hahaha thanks pal. My secret is that I have no life. ;) And yes, I have the goose as well. I found it raiding my pantry for an oreo and captured it.
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