|
View Poll Results: When someone picks up the flag should they turn into the civilian model?? | |||
Yes, that would be awesome! | 16 | 33.33% | |
No, they should remain looking like their playerclass. | 32 | 66.67% | |
Voters: 48. You may not vote on this poll |
|
Thread Tools | Display Modes |
10-16-2006, 02:59 AM | #1 |
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
|
Murderball Forever: Released!
---------- RELEASED!!!!!!!!!!!!!!!!!!!!!
-------------------- ------------------------------ ---------------------------------------- ----------------------------------------------- http://theoverkill.brinkster.net/murderball_forever.zip ----------------------------------------------- ---------------------------------------- ------------------------------ -------------------- ---------- http://theoverkill.brinkster.net/mur...orever0001.jpg http://theoverkill.brinkster.net/mur...orever0005.jpg http://theoverkill.brinkster.net/mur...orever0006.jpg http://theoverkill.brinkster.net/mur...orever0013.jpg http://theoverkill.brinkster.net/mur...orever0043.jpg http://theoverkill.brinkster.net/mur...orever0044.jpg http://theoverkill.brinkster.net/mur...orever0049.jpg *Note: map will be ported to FF once FF is released. since many of you havent realized this is a TFC map. ----------------------------------------------- Last edited by o_nuk3m; 11-26-2006 at 12:06 AM. |
|
10-16-2006, 03:17 AM | #2 |
Join Date: Jul 2006
Location: Austin, Texas
Posts Rated Helpful 0 Times
|
looks good, I want to be your firsat download!
|
|
10-16-2006, 03:25 AM | #3 |
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
|
hehehe wow thank you thanks for the comment
|
|
10-16-2006, 03:40 AM | #4 |
Join Date: Jan 2005
Location: California
Posts Rated Helpful 0 Times
|
yes please port over the shit maps..
|
|
10-16-2006, 03:46 AM | #5 |
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
|
wow.
|
|
10-16-2006, 01:25 PM | #6 |
Join Date: Jul 2006
Location: Austin, Texas
Posts Rated Helpful 0 Times
|
ok.. I know your not anywhere being done, but down the rode I would use a different texture for the metal supports in the skylight.
|
|
10-16-2006, 02:03 PM | #7 |
Join Date: Aug 2005
Location: Portsmouth, England
Posts Rated Helpful 0 Times
|
Lol, makes me laugh when people complain about textures on an unfinisged map.
|
|
10-16-2006, 02:26 PM | #8 | |
Join Date: Jul 2006
Location: Austin, Texas
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
10-16-2006, 04:13 PM | #9 |
Join Date: Dec 2005
Posts Rated Helpful 0 Times
|
so this is for tfc?how will iit be different from normal tfc murderball?
|
|
10-16-2006, 04:38 PM | #10 |
Join Date: Jul 2006
Location: Austin, Texas
Posts Rated Helpful 0 Times
|
looks like it is an urban feel
|
|
10-16-2006, 05:32 PM | #11 |
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
|
instead of being brick its going to be more industiral, and i moved flipped the respawn, with the ammo room, now ammo is ontop, and the back entrance is completely in the back now, other work is being done, and yes i changed the metal supports, those were only place holders.
|
|
10-16-2006, 10:31 PM | #12 |
Join Date: Apr 2006
Posts Rated Helpful 0 Times
|
i would stay away from perfectly rectangular doorways/ramps/halls etc
from what i've seen so far alot of the FF maps are more open for movement and such, and the archways make it look alot more appealing besides that its looking nice--> i especially like how the bathroom is turning out |
|
10-16-2006, 10:38 PM | #13 |
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
|
wow it is either me or the engine is going nuts. it is claiming there is a leak, but the places where i find the leak, is non existant. there is no leak, and i dont know what to do. i thought maybe it was too much vis slicing but its not even that.
** Executing... ** Command: Change Directory ** Parameters: C:\Program Files\Steam\SteamApps\nukem373@hotmail.com\team fortress classic ** Executing... ** Command: Copy File ** Parameters: "C:\Hammer\maps\Map1.map" "C:\Hammer\maps2\Map1.map" ** Executing... ** Command: C:\Hammer\tools\hlcsg.exe ** Parameters: "C:\Hammer\maps2\Map1" hlcsg v3.4 Final (Feb 25 2006) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: C:\Hammer\tools\hlcsg.exe C:\Hammer\maps2\Map1 Entering C:\Hammer\maps2\Map1.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] clip hull type [ legacy ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] nullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90 %... (0.19 seconds) SetModelCenters: 40%...50%...90%... (0.00 seconds) CSGBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90 %... (0.77 seconds) Using Wadfile: \hammer\wads\halflife.wad - Contains 31 used textures, 96.88 percent of map (3116 textures in wad) Using Wadfile: \hammer\wads\tfc2.wad - Contains 0 used textures, 0.00 percent of map (395 textures in wad) Using Wadfile: \hammer\wads\tfc.wad - Contains 1 used texture, 3.13 percent of map (279 textures in wad) added 6 additional animating textures. Texture usage is at 0.38 mb (of 4.00 mb MAX) 1.00 seconds elapsed ----- END hlcsg ----- ** Executing... ** Command: C:\Hammer\tools\hlbsp.exe ** Parameters: "C:\Hammer\maps2\Map1" hlbsp v3.4 Final (Feb 25 2006) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: C:\Hammer\tools\hlbsp.exe C:\Hammer\maps2\Map1 Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] noopt [ off ] [ off ] null tex. stripping [ on ] [ on ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192) SolidBSP [hull 0] 500...1000...1170 (0.25 seconds) Warning: === LEAK in hull 0 === Entity item_armor3 @ (-336, 336, 312) Error: A LEAK is a hole in the map, where the inside of it is exposed to the (unwanted) outside region. The entity listed in the error is just a helpful indication of where the beginning of the leak pointfile starts, so the beginning of the line can be quickly found and traced to until reaching the outside. Unless this entity is accidentally on the outside of the map, it probably should not be deleted. Some complex rotating objects entities need their origins outside the map. To deal with these, just enclose the origin brush with a solid world brush Leak pointfile generated SolidBSP [hull 1] 500...1000...1251 (0.17 seconds) SolidBSP [hull 2] 500...889 (0.09 seconds) SolidBSP [hull 3] 500...1000...1355 (0.19 seconds) 1.48 seconds elapsed ----- END hlbsp ----- ** Executing... ** Command: C:\Hammer\tools\hlvis.exe ** Parameters: "C:\Hammer\maps2\Map1" hlvis v3.4 Final (Feb 25 2006) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: C:\Hammer\tools\hlvis.exe C:\Hammer\maps2\Map1 >> There was a problem compiling the map. >> Check the file C:\Hammer\maps2\Map1.log for the cause. ----- END hlvis ----- |
|
10-16-2006, 10:50 PM | #14 |
Join Date: Jan 2006
Posts Rated Helpful 0 Times
|
Warning: === LEAK in hull 0 ===
Entity item_armor3 @ (-336, 336, 312) do you happen to have an armour bag outside the rest of the map? |
|
10-16-2006, 11:07 PM | #15 |
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
|
nope thats just telling me what the leak is closest to
|
|
10-16-2006, 11:10 PM | #16 |
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
|
oh my god i know there is no leak wtf is going on. i need expert help here.
ive spent 2 hours trying to find the leaks but all the solids are touching, everything is sealed i know it has to be, or this engine is tripping on acid. i wish the trepids would help me out here or someone. |
|
10-16-2006, 11:58 PM | #17 | |
Join Date: Jul 2006
Location: Austin, Texas
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
10-17-2006, 01:05 AM | #18 |
Join Date: Aug 2005
Location: New Jersey, USA!
Posts Rated Helpful 0 Times
|
Looks great to me so far! I'll be your second downloader!
|
|
10-17-2006, 01:32 AM | #19 | |
Join Date: Jan 2006
Location: Southern USA
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
10-17-2006, 01:43 AM | #20 |
Join Date: Dec 2005
Posts Rated Helpful 0 Times
|
map> load pointfile?
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|