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Old 09-03-2005, 04:51 PM   #21
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Sooouuurrrcceeee piccc'zzzzz *droool*
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Old 09-04-2005, 04:15 PM   #22
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man this is so easy in the FF entity system

/me frantically gets to work to make sure this is true
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Old 09-05-2005, 05:26 AM   #23
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Sorry, not much on the source front yet. I might just get back to work on this one after I finish a few other things...

(Yea right...)

There IS a retextured recompiled version. Perhaps I could just throw out a screenie or two.
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Old 09-13-2005, 12:19 PM   #24
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FryGuy!!

Will it be possible to to give more points based on who killed the VIP? Like, can I make it so that more points are awarded if a VIP kills the other VIP as opposed to someone on the bodyguard team? This is the only thing I couldn't do in the HL1 version. (Not counting anything I couln't do because of the 512 entity limit)
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Old 09-14-2005, 02:50 PM   #25
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Nezumi!!

Will it be possible to to give screenshots of this map? Like, can we see them?!
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Old 09-17-2005, 04:36 AM   #26
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I've been working on this map a bit for the past few days. The skybox is really fuxored, and I can't seem to fix it (It probably doesn't help that I keep changing the scale on it). But anyway, the map seems to compile ok, and the framerate seems to stay above 60 no matter what. I managed to pull this fresh and steaming screenshot off the map just for you, Donny:



Just a teaser, created when I accidentially bumped the F5 button. I'll get some good screenshots up just as soon as I sort the skybox out.
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Old 09-17-2005, 06:00 AM   #27
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Nice work but I think you need some work on the light house
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Old 09-17-2005, 07:16 AM   #28
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quick question, what is the exact name of the shader you use for the water please ?
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Old 09-17-2005, 09:57 AM   #29
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.

if i am remember correctly that water is called canal03 search for canal in the textures and im sure you'll find it.
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Old 09-17-2005, 01:15 PM   #30
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Oooh nicee!
Just for ME

I think so too that the lighthouse should need some work though
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Old 09-17-2005, 07:12 PM   #31
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Heh, just steal the HL2 single player lighthouse.
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Old 09-17-2005, 09:03 PM   #32
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I think it's kindof big
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Old 09-17-2005, 09:24 PM   #33
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Yeah yeah ;p

If you're not going to make the lighthouse enterable, I'd suggest making the whole thing a prop.
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Old 09-18-2005, 01:58 AM   #34
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Quote:
Originally Posted by Jiggles
Heh, just steal the HL2 single player lighthouse.
Heh, you read my mind. That's exactly what I plan to do. And the lighthouse IS enterable; it's almost certainly the best of the 7 locations in the map, because it's so hard to get up the spiral steps if they're defended, and you can shoot from relitive safety at the top all day long.

Quote:
Originally Posted by nagual678
what is the exact name of the shader you use for the water please?
Wow, Own3r is good. The name is nature/water_canals03. I highly reccomend this one for multiplayer maps.

Quote:
Originally Posted by Donny
I think it's kindof big
The large expanse of water isn't so much for playing in, but for looks. About 2/3 of it is in the skybox anyway. For reference, here's a shot from t3h hammre showing the layout. (Please note: The screenshot is old, but the layout hasn't changed since I took it.)



The skybox has been sorted out, and just needs tweaking, but unfortunately now the water went to hell. Gah!! Some god of editing somewhere is lauging at me. So, once the water doesn't look like random video card memory static, I'll have some real screenshots up.
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Old 09-18-2005, 01:44 PM   #35
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fullbright ugh

Exited to see how this will play
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Old 09-18-2005, 01:51 PM   #36
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That's a screenie from hammer Donny. :/

Good work Nezumi, can't wait for some propper piccies.
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Old 09-18-2005, 02:33 PM   #37
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Quote:
Originally Posted by Darknight
That's a screenie from hammer Donny. :/

Good work Nezumi, can't wait for some propper piccies.
I knew that. There's camera text there, etc.
It's just that such a nice pic but it's not rendered
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Old 09-18-2005, 04:12 PM   #38
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is that boat part of the map? if not, id try and see if you can get a modeller to make you a nice looking boat prop :) all depends on if you can, though
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Old 09-20-2005, 12:40 AM   #39
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Quote:
Originally Posted by Nezumi
FryGuy!!

Will it be possible to to give more points based on who killed the VIP? Like, can I make it so that more points are awarded if a VIP kills the other VIP as opposed to someone on the bodyguard team? This is the only thing I couldn't do in the HL1 version. (Not counting anything I couln't do because of the 512 entity limit)
Yep. I just added this in today. You can even make it so soldiers on the green team killing scouts on the red team give 10 points to the blue team. I don't know why you would do this, but the knowledge that you can is good I suppose
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Old 09-26-2005, 09:35 AM   #40
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First order of business: FryGuy, will you marry me? I love you with all my soul.

Second order of business (Bumped from first after I read FryGuy's statement): Comcast as a business fucking sucks. Both today and about 5 months ago I was trying to get my internet back online after it got cancelled, and BOTH TIMES their registration servers were down! What kind of company doesn't have enough backups for something like this?! Aargh! Well, I was so pissed I learned technomancy just to bring you this post*.

Third order of business: LOTS AND LOTS OF SCREENSHOTS!! YAY!!

I've scribbled on the overview to show the locaitons of the spawn points, 1:boat, 2: little warehouse, 3: big warehouse, 4: train station, 5: house, 6: identical house, 7: lighthouse. Check out the scribbled on version here.

Now, this first one shows a veiw from beside the boat into the little warehouse. Notice the lack of detail props. This is an old shot.


This is inside the big warehouse. The door on the left leads to the little warehouse, and on the right into the midmap kind of area.


This is by the train station. In the current version of the map you can go throught the tunnell and down the cliffs onto the beach.


And the lighthouse, smartly ripped directly from Halflife. It doesn't look nearly so crappy now. I only made a few minor changes, mostly to the inside for gameplay reasons. The front entrance is wider now, and has no door, for example.


Another view showing a bit more skybox. In the current version of the map there aren't so many env_lightglows.


The midmap type area. The trainstation is behind the bulding and up the hill direcly ahead. The big warehouse, little warehouse and boat are down that ramp to the left, the two identical houses are to the right, and the lighthouse is behind.


The inside of the lighthouse. I'm afraid I didn't grab any screenshots of it before I had some texture errors (I have no idea what's causing them, btw), but I wanted to show it anyway.


Hah, yea. This map is like 98.995% as complete as it can be for now. More news as it breaks.

*just kidding. Comcast has people to take calls 24 hours a day so I'm reconnected now. This kind of service did do something to ameliorate my urge to crush.
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