06-17-2005, 12:39 AM | #21 |
Join Date: Dec 2004
Location: Melbourne
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The attic is the most boring position to defend which might be due to the high bment height (hard to nail the conc consistantly on an average server :/) but also because there's really no other way to get there. Perhaps join the useless water tower thing to the bment so more offy go top or atleast have the option to.
Fall damage, shmall damage |
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06-17-2005, 08:02 AM | #22 |
Join Date: Dec 2004
Location: New Zealand
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I think you need to up your geometry. Your version of mulch_dm looks like a HL1 map :(.
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06-17-2005, 09:08 AM | #23 |
Join Date: Feb 2005
Location: Tennessee
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That would be because it IS a HL1 map. The architecture is 100% accurate (every block is in it's place from the original map). I'm still a beginner when it comes to lighting, so I'll be learning as I go with mortality.
I thought about connecting the water towers with the battlements ala monkey_madness_r style and I will fiddle with the different options for that. Also, please keep in mind that in American TFC heavy classes are used often on offense and I want to encourage people to play heavy classes on offense, as opposed to the boring scout/medic combo that is all you see these days. I'll figure something out, so keep checking when I update this thread for updates on it so that I can get you all's input. Thanks for your suggestions! |
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06-17-2005, 10:13 AM | #24 |
Join Date: Jun 2005
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perhaps if you opened the balc/attic route up for heavy classes you would destroy the balance of the map?
2 sols in attic would wipe out attic def, and then they are in FR ?! doesnt sound good to me ! |
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06-17-2005, 10:22 AM | #25 |
Join Date: Jun 2005
Location: Brum.
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Yeah Alzan, i think we should play more American style TFC, its more exciting. Lets not stop at Hevs on offy what about having 8 flags on Sd2 instead of 2, or POWERPLAY where the team can run through walls and insta kill on touch, or abit of Nail gun INSTAGIB, or MID MAP Cheerleaders.
New Flag Design... |
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06-17-2005, 11:19 AM | #26 |
Join Date: Feb 2005
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Mortality is a huge map by ctf standards, heavy classes aren't supposed to be effective on offence. Huge yard, huge ramproom, huge flagroom, very few chokepoints. But hey, maybe you should just change the map layout completely and then call it mortality just for the sakes of it. :P
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06-17-2005, 11:42 AM | #27 | |
Join Date: Dec 2004
Location: New Zealand
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Re: Remaking mortality_l: Suggestions?
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06-17-2005, 12:53 PM | #28 |
Join Date: Jun 2005
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I remember now why I didn't start up mapping again - when I try to run Hammer now, it just siezes up as soon as I run it. I can create one brush (with a lot of hardware lag trying to stop me) and then that's it, game over, freeze. Is there a work-around for this?
If I can get it running I'll see what I can come up with. I still sketch out the odd design from time to time and if I can find the plans I have a few good ones in the bank that I'd like to make. Edit: Oh and from what I can tell the camera view doesn't seem to be functioning at all. What have they done to this editor? Ewul. What I really need is a good setup guide, the 'official' one covers the compile and gameinfo stuff but doesn't tell me where to get textures, materials etc. Utter crap from a noob's point of view. (3.4GHz P4, 1GB ram, Radeon 9800 pro) |
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06-17-2005, 02:02 PM | #29 |
Join Date: May 2005
Location: Newcastle Upon Tyne, England
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WF my system is inferior yet I dont have any probs maybe try and get rid of all that spyware and pron dialers on your comp first? :P
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06-17-2005, 02:25 PM | #30 |
Join Date: Jun 2005
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Well I managed to get it working to an extent now - for some reason I have to close steam.exe via ctrl-alt-delete while I'm working, else it won't work. Now if someone could tell me where to get some textures, I'll be off.
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06-17-2005, 02:34 PM | #31 |
Join Date: May 2005
Location: Newcastle Upon Tyne, England
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they should automatically appear when you restart steam - this is all I had to do! |
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06-17-2005, 03:54 PM | #32 | |
Join Date: Jan 2005
Location: Montreal
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06-27-2005, 10:03 PM | #33 |
Join Date: Feb 2005
Location: Tennessee
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I've started back from where I started before I left for vacation. I've got all the basic architecture done except for the air shoot, the flag room, and some of upstairs. I'm doing one base first, then I'm going to copy and flip it. I'll do the midfield and water tunnels then, saving the skybox for last.
I've got the next few days off before I go back to work, so odds are I'll have one of the bases done by the end of the week. |
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07-06-2005, 04:13 PM | #34 |
Join Date: Feb 2005
Location: Tennessee
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I'm at the point where I've begun texturing the bases and adding props and details. Does anyone know where I can find a fan prop for the shoop? I looked through all of the prop folders for HL2DM (the base mod I use at the moment), but couldn't find one in there.
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07-06-2005, 05:47 PM | #36 |
Join Date: Dec 2004
Location: Melbourne
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You could use the one from dm_lockdown. A model would be better though :>
(unless it was a model...can't remember) |
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07-06-2005, 06:20 PM | #37 | |
Join Date: Feb 2005
Location: Iceland
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07-08-2005, 06:39 AM | #38 |
Join Date: Jan 2005
Location: Australia
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if u change this map ur gonna kill it
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07-08-2005, 07:22 AM | #39 |
Join Date: Mar 2005
Location: In your pants.
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damnit! I've been working on Mulch_DM as a sort of secret project lately Didnt realise that it was actually going to be developed by the team
Whatever, good practice I guess. (W.I.P. screenshots) It obviouslly needed to be brightened up quite a bit in a few spots... and textures... oooh the horrible textures |
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07-08-2005, 09:22 AM | #40 |
Join Date: Feb 2005
Location: Tennessee
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Do the guy with the fans hasn't gotten back to me yet. Does anyone know how I can get CS:S models into HL2DM's folders? So that I can have a larger base of props and such.
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