Thunderdome

Counter-Strike CS
Thunderdome by ALL MUTED
Posted 20 years ago2004-06-24 00:40:19 UTC • Problems • Counter-Strike
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Name
Thunderdome
By
ALL MUTED ALL MUTED
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Problems
Included
RMF/VMF
Created
20 years ago2004-06-24 00:40:19 UTC
Updated
20 years ago2004-06-24 00:45:23 UTC
Views
1637
Downloads
609
Comments
5
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Ok, just started this idea and smacked into a problem. Its a big arched circle forming a cyclinder of skafling. Yes, yes a cyclinder is not a dome, but the dome is much harder to make and runs slower - already tried that. I then made a second slightly smaller copy of the first. It has 32 faces each one was set up as a separate func_ladder. It works well for awhile then boom - it throws the player way into the sky and reports the following error: Got velocity too high 1. Got velocity too low 0. Help??

5 Comments

Commented 20 years ago2004-06-24 16:32:13 UTC Comment #2470
Good god. I'm amazed you even got it to work. Half-Life isn't designed for huge maps, nor smooth cylinders. I doubt you'll manage to fix the error. Maybe if you made the ladders wider or something.
Commented 20 years ago2004-06-24 17:55:47 UTC Comment #2471
The HL func_ladder causes this to happen sometimes. Usually when the player touches the ladder and another surface (like a wall, or another ladder)at the same time. Try tying all 32 brushes into one ladder. I don't know for sure if that will work.
Commented 20 years ago2004-06-25 02:21:53 UTC Comment #2477
sounds like a good idea. but 7th is right; this should be treated as test of your actuall hammer skills rather than a serious map. it will never run well with a lot of players and will most likely lag like buggery. small domes linked by tunnels and doors openable only from the inside could allow for 2v2 set pieces and allow people to choose a challenger if you link domes with multiple tunnels.
just a thought :P
Commented 20 years ago2004-06-25 21:07:29 UTC Comment #2490
this map sounds similar to one i'm working on (cagematch), and i ran into the same exact problem a while back. if i remember correctly, i thought it was caused by making multiple brushes into one func_ladder. now the entire inside of my gigantic cage is fully climbable all the way around. hmm... or maybe try separating the func_ladders a little bit. you can get my map and see if it's what you're tryin to do. www.freewebs.com/fattymaps
gl
Commented 20 years ago2004-07-01 12:00:04 UTC Comment #2565
Will this be like stadium3 from Sven Coop?

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