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Old 02-10-2007, 01:29 PM   #21
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Quote:
Originally Posted by STA_SirTiger
Like Owner said, I felt emo while being cut by sharp displacements while browsing the map.
i spoke to emo afterwards. he said you were too rough.....
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Old 02-10-2007, 07:22 PM   #22
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o rly
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Old 02-11-2007, 12:37 PM   #23
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Pakrat is the win, btw.

http://www.geocities.com/cofrdrbob/pakrat.html
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Old 02-12-2007, 02:27 AM   #24
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Smooth out the replacements? Will do!

Any other comments? Anyone try sniping other people on it? How about the concept? Any adjustments?
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Old 02-12-2007, 03:13 AM   #25
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Quote:
Originally Posted by Imbrifer
Smooth out the replacements? Will do!

Any other comments? Anyone try sniping other people on it? How about the concept? Any adjustments?
hey, you in the coat. check your PM
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Old 02-12-2007, 04:51 AM   #26
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I have a feeling THAT GUY OVER THERE ^ is trying to steal our third mapper mappers!
/me cries
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Old 02-12-2007, 12:49 PM   #27
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woot! way to go Imbrifer!
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Old 02-12-2007, 02:55 PM   #28
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Quote:
Originally Posted by STA_SirTiger
I have a feeling THAT GUY OVER THERE ^ is trying to steal our third mapper mappers!
/me cries
Naw, I'm no thief. I just wanna chat!
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Old 02-12-2007, 08:16 PM   #29
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Schtoofa and I have just both been having problems with our manatees, so we're helping eachother out.

Regardless of what may happen, i'll keep working hard on my maps. I've got something new coming up in the next week or two to show you all. My "real life" (whatever that is) will just have to suffer!
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Old 02-15-2007, 06:01 AM   #30
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Manatees?! What kind of sick ppl are you?!

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Old 02-17-2007, 03:00 PM   #31
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there is a little gap in your displacement, on the red base, left side of the bridges (left if you are facing the yellow base)
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Old 02-19-2007, 04:01 AM   #32
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Quote:
Originally Posted by stino
there is a little gap in your displacement, on the red base, left side of the bridges (left if you are facing the yellow base)
Intentional [see name]
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Old 02-19-2007, 06:00 PM   #33
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Stino, you'll have to be a bit more specific - I looked and couldn't find what you are talking about.

As for the sharp displacements, I'm smoothing some of them out and putting some player clip boxes where needed.

But I can't do much right now since my 'net is fried and apparently the latest Steam update made it so you can'd load hammer in Offline mode no more. :'(
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Old 02-20-2007, 12:24 PM   #34
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Quote:
Originally Posted by Imbrifer
Stino, you'll have to be a bit more specific - I looked and couldn't find what you are talking about.

As for the sharp displacements, I'm smoothing some of them out and putting some player clip boxes where needed.

But I can't do much right now since my 'net is fried and apparently the latest Steam update made it so you can'd load hammer in Offline mode no more. :'(
if you walk over the bridge at the left side, and walk to the left when you come on the land, at the end of that brush, drop down to the side and look trough the wall in the direction of the left side of the enemy base, you see the 2 rock parts not being sewed together.

there are 2 trees over there, its right behind the tree that is the closest to the bridge.


found a spot where you can see it very good, stand in the water, look between the 2 tress to the antenna, you'll see the gap in the center of your screen.



appart from light slipping trough your desplacement edges, i don't see any bugs.

the light comping from below the displacement can be blocked of with block light textures on a brush behind it.


and the gameplay is a little confusing? are you supposed to open the antennas where the yellow/red light is flashing? sometimes you can't open it, and sometimes they stay open even when there is no signal in the air, but thats becouse of the momentary stuff, i have this problem also in my new map.



but i love the map
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Old 02-20-2007, 06:17 PM   #35
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Thanks for the thorough feedback, Stino!

I'll address those displacement issues (gaps and light) once my Hammer is working again.

You are supposed to raise the antenna on which the light is blinking, but I noticed it locks sometimes too. I'll address that.

So my to do list is:
  • Address displacement gaps
  • Block light from coming through displacements
  • Fix antenna lock-ups
  • Make sexier skybox
  • Continue to smooth rough edges

Anything I missed?
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Old 02-23-2007, 06:11 PM   #36
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Quote:
Originally Posted by Imbrifer
Thanks for the thorough feedback, Stino!

I'll address those displacement issues (gaps and light) once my Hammer is working again.

You are supposed to raise the antenna on which the light is blinking, but I noticed it locks sometimes too. I'll address that.

So my to do list is:
  • Address displacement gaps
  • Block light from coming through displacements
  • Fix antenna lock-ups
  • Make sexier skybox
  • Continue to smooth rough edges
Anything I missed?
since it's snipers only i don't think i can give you some more, but if there are other classes you could get into problems with the domes

i'm currently making a new map and i have lots of problems when it comes to sealing the map. CONCING IS ANNOYING IF YOU WANT TO KEEP PLAYERS IN THE MAP. i'm thinking of something a la unreal tournament, maxheight, if player is above maxheight > pushdown
trigger push maybe?
but therefore i need to know the speed of a perfect vertical conc.

trigger_push is quite funny when its pointing up, throw a physical object in it and it starts going up, and down, and up and down
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Old 02-23-2007, 10:41 PM   #37
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Good idea, I think that would work well. I hear ya, having heights where people can conc totally changes how you design the map and the skybox. Erk.
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Old 03-13-2007, 06:20 PM   #38
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HELP!

Alright, I'm having issues for real on this map.

I replaced the skybox, and now the map actually looks like its in a canyon (yay! )

On the downside, the one problem I'm having before I can say this map is 'done except for FF entities' is that the 'wheels' you turn to activate the radio towers become unusable after you use them once.

They don't just do the 'locked wiggle', they become downright unusable - i.e. they seem to become prop_static entities.
Right now they are 'momentary_rot_button's. func_button_rotating (or whatever) doesn't work because there is no 'OnUnpressed' output.

So my questions are:
1. Are 'momentary_rot_button's only single-use?
2. Are there any bugs with 'momentary_rot_button's?
2. Is there another entity type which might have the same function, but not be single-use?


What I want to happen:
1. As you turn the wheel, the antenna raises.
2. If you let go of the wheel, the antenna and wheel move back to their starting positions.
3. Once you get the wheel to fully open and a compare trigger returns a positive value, the wheel and antenna lock.
4. After a set period of time, the wheel and antenna are unlocked
5. Both are usable again.

Right now, steps 1-4 work just fine, but after the wheel is unlocked and it returns to its original position, it seems to die.

Help?
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Old 03-13-2007, 06:54 PM   #39
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I don't have any experience with them but I did find a page about them
http://developer.valvesoftware.com/w...ary_rot_button
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Old 03-13-2007, 11:57 PM   #40
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Thanks for the link. I checked it out, but it doesn't help me with my situation
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