10-11-2007, 08:48 PM | #81 |
Join Date: Sep 2007
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I was not trying to tell you to fix it, i was telling him why i didnt want to demo it with 1 conc. Also, i did not mean it sent me back to the beginning everytime, I meant it dd not push me to the roof everytime. I would say it was half tele back and half pushed me out but one time it pushed me all the way to the roof.
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10-15-2007, 12:15 AM | #82 |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
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Ok, after having played through it, some comments.
1. aaatrigger texture shows on the radio in the train station waiting area. 2. On the jump with the fan, the flat open sky area looks unprofessional. Add a fence at least. 3. Not enough pie. 4. Otherwise a great map. The whole fence around the hole on #11 was rather gay, but otherwise it was extremely fun, and a good opportunity to flex FF concing.
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10-15-2007, 12:26 AM | #83 |
Community Member
Server Owner
Beta Tester Forum Moderator Join Date: Mar 2007
Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout Gametype: AvD Affiliations: :e0:Eternal Order Leader Posts Rated Helpful 12 Times
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^I was There
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10-15-2007, 12:29 AM | #84 |
When patch will out?
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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^-Me too but I was stuck on jump 3.
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MAKE MORE ESCAPE MAPS Ingame: punkrock Idle and support #nozoom, #ff.pickup |
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10-15-2007, 12:29 AM | #85 |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
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Yes he was .
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I have a nasopharyngeal and webcam... First infraction! Flaming! |
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10-15-2007, 05:42 PM | #86 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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Thanks for the feedback
1. Aaatrigger texture was suppose to be a button before, untill i forgot about it. 2. I actually had a fence there before, covering all of the roof, but that made the fan way to dark and i didnt want to ruin the jump by adding to many lights. 3. I know :/ Glad you like it, ill put some more time into the next concmap when im not as time preassured as i was this time. |
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10-15-2007, 08:22 PM | #87 |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
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Sounds good. I meant the fence at the beginning of the jump, where one of the walls is just sky. I quite like the lack of fencing at the top, makes it seem more precarious, like a ventilation system would be.
But that fan was just plain annoying.
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I have a nasopharyngeal and webcam... First infraction! Flaming! |
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10-16-2007, 05:23 PM | #88 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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Oh i see, well.. that was actually becouse my creativity let me down. I wanted to make cliff wall instead but it never happend for some reason! And the fan.. its a stupid part of the jump, mostly there to make the whole thing harder. However i could have made it not solid due to the fact that the jump already is hard (a little).
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10-17-2007, 02:13 PM | #89 |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
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True there. Need to get some dang good timing if you want the strafe to be easy with default air accel. But overall it was a very fun and challenging map. I think the one after that one... where you drop down a bit and shoot up through the massive tube, really reminded me of TFC concing, and it was great to be able to work through with it. Last one took me awhile, but I finally got it.
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I have a nasopharyngeal and webcam... First infraction! Flaming! |
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10-17-2007, 10:19 PM | #90 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Looks great, can't wait to give it a shot! Keep up the work, we could all use more good concmaps.
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10-18-2007, 04:18 PM | #91 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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Yeah, as you might have noticed Jump 10 (the big tube) is the only "big jump". The rest is quite narrow and takes lot of prestge to pull off. Once again, im glad you like it!
How00187: Thank you! |
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10-18-2007, 05:18 PM | #92 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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More goodies at the end TBH...
Great map, took me a while to beat it. I'm definitely lookinf forward to seeing more maps like this in the near future. |
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10-19-2007, 04:48 PM | #93 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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Thanks, i will proceed mapping until i get tired of it!
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09-28-2010, 09:15 PM | #94 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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So basicly in the process of adding Quad team in this map in my servers, i found out that the map is missing .res file for servers, so I did it, if you want your server to download to clients all the stuff make a .res file with this stuff inside.
"resources" { "materials/custom/sig_euroskillz.vmt" "file" "materials/custom/sig_euroskillz.vtf" "file" "materials/custom/sign_charybda.vmt" "file" "materials/custom/sign_charybda.vtf" "file" "materials/vgui/loadingscreens/ff_charybda.vmt" "file" "materials/vgui/loadingscreens/ff_charybda.vtf" "file" "sound/ff_charybda/ambient_1.wav" "file" "sound/ff_charybda/ambient_2.wav" "file" "sound/ff_charybda/ambient_3.wav" "file" "sound/ff_charybda/bdoor_close.wav" "file" "sound/ff_charybda/bdoor_move.wav" "file" "sound/ff_charybda/car_idle.wav" "file" "sound/ff_charybda/drip.wav" "file" "sound/ff_charybda/generator.wav" "file" "sound/ff_charybda/jump9fan.wav" "file" "sound/ff_charybda/sdoor_close.wav" "file" "sound/ff_charybda/sdoor_open.wav" "file" "sound/ff_charybda/steam.wav" "file" "sound/ff_charybda/train_alarm.wav" "file" "sound/ff_charybda/train_brake.wav" "file" "sound/ff_charybda/train_horn.wav" "file" "sound/ff_charybda/train_idle.wav" "file" "sound/ff_charybda/train_move.wav" "file" "sound/ff_charybda/train_startup.wav" "file" "sound/ff_charybda/traindoor_close.wav" "file" "sound/ff_charybda/traindoor_move.wav" "file" "sound/ff_charybda/trainstation_indoor.wav" "file" "sound/ff_charybda/wdoor_close.wav" "file" "sound/ff_charybda/charybda.wav" "file" "sound/ff_charybda/wdoor_open.wav" "file" "sound/ff_charybda/windmill.wav" "file" "maps/ff_charybda.txt" "file" "maps/ff_charybda.res" "file" "maps/ff_charybda.lua" "file" "maps/ff_charybda.bsp" "file" } |
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