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Old 06-01-2007, 04:20 AM   #81
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I like the detail on the pillared buiding in the middle of the second shot. I think the map will be cool once you've had youre wicked way with it.

Quote:
Originally Posted by Circitous
Oh man that last screenshot... that needs some serious work.
Comments like that are not constructive, especially when Beetle already said that so far he has just blocked it in.
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Old 06-01-2007, 04:26 AM   #82
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Nah man I'm pretty sure he knew exactly what I meant, considering his reply.

NO NEED TO ELABORATE ON THAT WHICH IS PAINFULLY OBVIOUS.
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Old 06-01-2007, 04:36 AM   #83
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..Which is that this is still WIP? If you're going to post and state the painfully obvious at least try and say something postiive.
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Old 06-01-2007, 04:37 AM   #84
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See, this is why I don't comment on maps.
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Old 06-01-2007, 04:40 AM   #85
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Old 06-01-2007, 06:37 AM   #86
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lol. I don't take Circ's comments as an asshole-ish move. I know how he comments, and its no big deal. I kinda post those dull-looking ones so you have something to compare it to when it looks good, kinda as a psychological move...idk if you have any clue what im talking about but more pics to come as soon as i think of something that looks good for the fort area.
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Old 06-02-2007, 12:24 AM   #87
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High-five, Beetle. THANK YOU FOR NOT LETTING ME HURT YOUR E-FEELINGS.
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Old 06-04-2007, 08:08 PM   #88
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The first alpha version of ff_thecove can be found here.
Please keep in mind its rough, some places are more polished than others.
Circ, I think you'll be slightly more pleased with the last area, but I've only just begun with it.

Also, since I don't know how to include materials into a map, and I tried looking, you need to download cncr04s and HourPitores packs from the Mapping Resources Thread. If I forgot about one, the rest are on that page too, I just can't remember which ones they are.
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Old 06-04-2007, 08:23 PM   #89
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winbsp can include the textures in the map, or you can zip them all up with subdirectorys in tact, but to do it that way you have to make the folders off the root of your hard drive ala C:\materials\mapname C:\models and such to include to the zip file so it keeps it right for players, then they just unzip to ~\hl2mp and what not
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Old 06-04-2007, 08:29 PM   #90
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Quote:
Originally Posted by barronofhellion
winbsp can include the textures in the map, or you can zip them all up with subdirectorys in tact, but to do it that way you have to make the folders off the root of your hard drive ala C:\materials\mapname C:\models and such to include to the zip file so it keeps it right for players, then they just unzip to ~\hl2mp and what not
One should go for the winbsp so that if their map is downloaded via server they dont have missing textures. Dunno if it downloads them anyway tho...
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Old 06-04-2007, 08:32 PM   #91
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Well most of you that review maps are mappers yourselves so most of you probably have those packs anyway. so for this, im not recompiling until i make significant changes.
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Old 06-04-2007, 08:34 PM   #92
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i dont think you have to recompile for winbsp, also i never have or will play hl2dm for personal reasons... and i have no map packs but thats just me
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Old 06-04-2007, 08:35 PM   #93
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you might get it to work with hl2, but without the textures you'll have a lot of pink. also you ahve to download SirTiger's custom water texture.
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Old 06-04-2007, 10:06 PM   #94
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about to DL

Quote:
Originally Posted by Beetle
you might get it to work with hl2, but without the textures you'll have a lot of pink. also you ahve to download SirTiger's custom water texture.
just wanted to clarify again, its by PVKII (almost %100 sure).
http://www.pvkii.com/images/maps/island05.jpg
But it shouldnt matter on release, because I think I see a nearly identical water texture in the new video that you should be able to use
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Who gives a shit? Tired of hearing about this...
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Old 06-05-2007, 02:35 AM   #95
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Thanks for providing a download link!

I downloaded and gave the map a quick run through but without the custom textures (materials) it isn't much to see

Let me confirm what one needs to get for the custom textures to show up:
1) Download cncr04s and HourPitores packs from the Mapping Resources Thread
2) Download SirTiger's custom water texture.

Are there any others?

I'd like to put this on our FF Map server we have up for people to be able to check out and play on the few FF maps they can using standard Death Match.

However, first I have to figure out which custom textures are used, then download them and put them on our server and fast download server for people to see the map for what it really is.

The map looks great from what I could see without any of the custom textures.
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Old 06-05-2007, 03:10 AM   #96
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Quote:
Originally Posted by -=bingo-bango=-
about to DL



just wanted to clarify again, its by PVKII (almost %100 sure).
http://www.pvkii.com/images/maps/island05.jpg
But it shouldnt matter on release, because I think I see a nearly identical water texture in the new video that you should be able to use
but earlier in this thread someone said "props to ST," and SirTiger said thanks. Plz clarify, SirTiger.
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Old 06-05-2007, 04:52 AM   #97
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Quote:
Originally Posted by 417
Let me confirm what one needs to get for the custom textures to show up:
1) Download cncr04s and HourPitores packs from the Mapping Resources Thread
2) Download SirTiger's custom water texture.
No.
No.
and..
No.

Beetle remove that link, winbsp it, and reupload it. No need to confuse people up. Simple and easy...k
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Old 06-05-2007, 04:56 AM   #98
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I'm confused myself. I don't know what to do to include the textures.
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Old 06-05-2007, 06:10 AM   #99
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Quote:
Originally Posted by Beetle
I'm confused myself. I don't know what to do to include the textures.
just include them with the download
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Old 06-05-2007, 07:30 AM   #100
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^ Do not, please.

I forgot, winbsp sucks "dick" compared to pakrat

http://www.geocities.com/cofrdrbob/pakrat.html

It couldn't get easier....now PAKRAT IT (scan then add, how ez)

If you need a full tutorial on it, here it is:

http://dayofdefeat.net/forums/archiv...p/t-71579.html
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