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Old 06-03-2006, 12:42 AM   #141
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For now people can assume I'm going with the dustbowl armor/grens for each part initially, although I've heard complaints from various soruces about the half armor. Everything is subject to change after playtesting but the half armor thing is really likely to change.

I'm wondering if it'll be possible to do a frag+rocket jump all the way up the cliffs.
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Old 06-03-2006, 12:54 AM   #142
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http://invade-defend.com/default.php

Check out what they have to say since they are expert in that sort of gameplay
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Old 06-09-2006, 03:53 PM   #143
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News: I tried getting someone else to compile the map for me and I still get a "Pure virtual function call" error.

So now I think it's actually a problem with the map so I'm gonna go take a look at it and see if I can isolate the problem.
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Old 06-09-2006, 04:07 PM   #144
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hey.. nice to see a dustbowl style map from you Nez.. Push it forward!
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Old 06-10-2006, 06:31 AM   #145
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Ok, more news:

The attacking team, instead of being blue, is going to be GREEN.

I was thinking of making the defenders yellow but it might make them hard to see against all the dust. If making them yellow works without significant problems though, they will be.

Why? Because it'd be fun. Plus blue and red hog all the attention and I want to be different.
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Old 06-10-2006, 10:08 AM   #146
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And on the forums, there seems to be a lot of tension between the yellows and greens
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Old 06-10-2006, 11:26 AM   #147
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Yarr, go for it. It's time for blues and reds to make some room for the gazelles and the mighty swords.
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Old 06-11-2006, 04:16 PM   #148
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You gonna use the image with the broken gazelle horn as propaganda?
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Old 06-11-2006, 04:48 PM   #149
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Rofl, yea, I should.
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Old 06-11-2006, 08:36 PM   #150
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Do it do it do it!
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Old 06-12-2006, 04:51 PM   #151
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Quote:
Originally Posted by Nezumi
News: I tried getting someone else to compile the map for me and I still get a "Pure virtual function call" error.

So now I think it's actually a problem with the map so I'm gonna go take a look at it and see if I can isolate the problem.
someone else compiled and you get the pure virtual function call? or does he have it to?

maybe you can try a few things:
leave out every single entity and compile, if you still have the error, (that whould be verry unlikely), you could try to only compile parts of your map, and find the bad part that way, but if you don't have the error afther taking out the entities, you'll have to find the entity thats causing the error.
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Old 06-12-2006, 06:08 PM   #152
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Ok, I'll try that. Right now I'm in a position where there are several parts of the map half-finished that don't even have skybox over them or anything. Once I get things patched up I can start looking for the error.
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Old 06-13-2006, 08:29 AM   #153
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Hm... aparently the pure virtual function call was being caused by putting the clip texture on a displacement. The compiler gave me an error that said I couldn't put nodraw on a displacement surface but it never said anything about clip

So anyway, the map compiles now (I hope. I tested the 3rd CP by itself and it worked). I've been playing around with putting the cool spinup-timer models from near the combine teleporter in HL2 near CP3 to countdown the last 3 minutes of the match along with a lot of cool lasers and lights and sound. I want it to be really hectic and panicky when time is almost up. I've actually got a lot of the effects in but it's hard to coordinate all the outputs (especially since trigger_relays really don't like it when they have too many outputs). As long as I don't get fancy and quit messing around with LFO it should work soon.

Like I say, the whole map isn't really in any playable state atm (huge chunks of sky have to be refitted to cover more natural rock around the first section and there are 2 or 3 half-finished areas in the second section that at least have to be boarded up) so it'll be a day or two before I can compile the whole map together.

On the plus side, lighting seems to work in HL2 so the map will be lit somewhat properly at least.

Maybe I might release section 1 by itself or something in the near future. I dunno though. Section 2 is actually coming along so I may just finish the whole thing first.
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Old 06-13-2006, 04:02 PM   #154
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Cool, sounds like you're getting it fixed up. I'll definitly test it for you.
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Old 06-13-2006, 04:10 PM   #155
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In the beginning most of the maps looks primitive but this looks presently better now wich i hopes.
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Old 06-13-2006, 06:33 PM   #156
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Quote:
Originally Posted by Etzell
However, please don't make the D start with 50% health, that's more annoying than it is a hinderance. I have to camp a bag for a while, yar.
Consequently you take longer to get into the battle again. I personally think the 50% armor is fine but for this map it could be 75% armor.
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Old 06-15-2006, 06:48 AM   #157
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The first area, again. I keep tweaking the smoke and light and sky. The sky, by the way, is gonna blend with the fog color in the final version.


Part of area 2. This is just inside the gates, where the def will probably be setting up. It's too dark and the arch there in the foreground has a terrible normal map, but other than that...


The 3rd cap point. The models in the back are the countdown timer things from nova prospekt in HL2. The door to the spawn room is visible over there on the left.
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Old 06-15-2006, 07:11 AM   #158
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First SS looks amazing and you gave it a sort of dustbowl enviroment with the dust actually being there.

Great looking map you got there

Gj once again
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Old 06-15-2006, 07:45 AM   #159
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I consider THIS MAP IS shit. there i said it.



nice map, looks good.
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Old 06-15-2006, 07:54 AM   #160
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Dang. Quite nice.
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