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Old 02-05-2007, 04:58 PM   #1
o_imbrifer
 
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ff_gap (surprise!)

Well, I've been working on this map for a few months in different forms, concurrently with other projects.

This is a sniper map - with a twist. The two teams (yellow and red) each have objectives.

Every minute or two a 'signal' darts across the sky, and a 'radio tower' under the signal starts blinking. If it is on your side of the gap, you have to go to it and turn the wheel to raise the antennae to 'capture' the signal and get 3 points. Trouble is, these towers are in pretty plain view, so the opposing snipers will be able to hit you pretty easily.

Anyhow, here are the screenies:

And here is the updated beta!

The scoring system is not 100% yet - that is, it doesn't keep track of your score. (I don't know how to do that, and I'll wait for FF entities anyway)

Comments?

Last edited by o_imbrifer; 02-07-2007 at 04:31 PM.
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Old 02-05-2007, 04:59 PM   #2
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Looks alright from the screenshots, will have to try it out later when I get home.
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Old 02-05-2007, 06:53 PM   #3
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download no worky :< Geometry is all there, but instead of textures I have landscapes of pink checkers
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Old 02-05-2007, 07:16 PM   #4
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I uusally don't look through this forum but I saw this message and glaced... So, I've put this map on the server, but it is much much smaller then the rest, only 2 megs. I'm guessing the textures weren't saved in it. (which is probably why you get the checkerboard)

On a side note, I still need your steam-id Imbriefer so you can edit the feedback for your maps.

Scuzzy
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Old 02-05-2007, 08:39 PM   #5
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Imbrifer, you should know better....either include root folders with textures OR BSPZIP it
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Old 02-06-2007, 12:53 AM   #6
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Looks good now. I liked the junkyard, but the autumn forest fight is much more original (on the source engine anyway). The wood bridges and stuff are neat.
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Old 03-13-2007, 06:20 PM   #7
Imbrifer
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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   #8
own3r
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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   #9
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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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