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Author Topic: Luchador's Map Thread  (Read 13136 times)

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Luchador

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Luchador's Map Thread
« on: February 09, 2009, 12:32:56 am »

*Update February 11th, 2009*

I've been working pretty hard on casino the last couple of days. Those of you who have been around awhile probably remember an official Casino map based on Goldeneye's casino. That map's developer disappeared, but a lot of the assets made for it were still distributed with the beta. I've been using a lot of those models and textures and I feel like they really add to the map's atmosphere.

I just tested it a couple hours ago with some members of the nw clan and it went pretty well except Pakrat didn't add some of the custom textures. Hopefully the map will be working within the next day! Until then, here's a couple of screenshots.  :)




------------------------------------------------

First I want to congratulate the team on a good well done. Beta 3 is amazing and addictive! I'm sorry I've been too busy with RL to help out, but once I tried the game I had to make time convert my old maps. For those who don't know I made ge_citadel_2007, ge_siberia, ge_layfayette (WIP), and cr_casino.

I've started by converting citadel since it's the easiest to convert and uses no custom content.

Screenshots:





Download:
http://files.filefront.com/ge+citadel+luchrar/;13247649;/fileinfo.html

Since this is one of the first, if not the first, custom maps for the new beta I'd appreciate it if anyone could let me know about any errors they find. Then anything third party mappers need to know that isn't already in the wiki can be added there. My biggest concerns are making sure the player and weapon spawns are working properly.

Thanks to the programmers for making weapon spawns much easier to set up in Hammer! I hope the community enjoys this map and the ones to follow.  ;D

« Last Edit: February 11, 2009, 07:22:39 am by Luchador »
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Mark [lodle]

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Re: Luchador's Map Thread
« Reply #1 on: February 09, 2009, 12:51:58 am »

Hey Luchador, long time no see.

Should be good that you are porting your maps over but can you change the names from the originals (maybe add Luchador to the end) so when the dev team release their version we wont have problems (if we do).
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major

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Re: Luchador's Map Thread
« Reply #2 on: February 09, 2009, 01:48:15 am »

Make sure you make Siberia have 32 man spawns ;)
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InvertedShadow

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Re: Luchador's Map Thread
« Reply #3 on: February 09, 2009, 01:51:48 am »

Nice luchador, good to see you still mapping.
You should post it
http://forums.goldeneyesource.net/index.php/topic,2926.0.html
there too.
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mookie

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Re: Luchador's Map Thread
« Reply #4 on: February 09, 2009, 01:58:20 am »

Running with 8 right now. No noticeable problems so far.
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Luchador

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Re: Luchador's Map Thread
« Reply #5 on: February 09, 2009, 02:27:01 am »

Don't worry Lodle, I named it ge_citadel_luch and I'll continue with that naming scheme. Good idea major, I'll make sure Siberia has lots of spawns. And I'll post citadel in the community map thread in a moment. Just played it in the game with mookie and didn't notice any problems either. Now I'm on to updating cr_casino.

InvertedShadow

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Re: Luchador's Map Thread
« Reply #6 on: February 09, 2009, 04:23:06 am »

I played your map today, it was pretty fun. Good job.
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kraid

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Re: Luchador's Map Thread
« Reply #7 on: February 09, 2009, 10:50:52 am »

Pretty good work, like expected, i like the changes you made. The Skybox is great too, adds a feeling as if the enviroment is much bigger then the place you are playing in.
But there were a few things i noticed, no big issues, but i thought i post them anyway.

1. Soundscape does not loop the music. i ran the map with developer 2 enabled, but i didn't see a soundscape beeing triggered a single time.
Maybe you should add a lot of small soundscape entities to the map and have them triggered by the player, at lest this is how the soundcapes in other maps act like.
2. A lot of surfaces are to reflective and especally colored lights will cause the normalmap walls to have very intense relief appearience.
3. there's a weapon spawn at the hole above the bridge covered with glass. The weapon itself spawns in mid air between the two glass decks (i think it was supposed to be on top of the upper one).
Well, it is spawning > falling down > disapearing > respawning ... and so on.
IMO it shouldn't be located in there cause of the nonstop respawning thing
4. the refrigerator is using a strange cubemap, it doesn't even belong to something in this map, it's much to reflective, too.
5. last but not least i saw this strange thing (attachment 1)
Not sure if this is ment to be or not.
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Luchador

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Re: Luchador's Map Thread
« Reply #8 on: February 09, 2009, 03:33:41 pm »

Thanks for finding those problems, Kraid. I'll keep them in mind if I ever release another version. I agree that a lot of surfaces are too shiny, but I think that just comes with using the Complex textures. Number 3 is a good catch. In beta 1.1 that weapon would spawn in the air and stay there, but now in beta 3 the weapons seem to be under the influence of gravity. Number 5 is just a strange error, I have no idea why that spot doesn't look like the rest of the floor. Thanks to everyone for their feedback!

Ryan [Saiz]

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Re: Luchador's Map Thread
« Reply #9 on: February 09, 2009, 03:56:35 pm »

Hey luchador nice map I don't know if this bug has been posted yet but here it is

at
setpos 969.875000 482.906250 64.083412;setang 23.627913 116.094193 0.000000


there is a bit of tearing

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kraid

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Re: Luchador's Map Thread
« Reply #10 on: February 09, 2009, 06:42:44 pm »

I think the prop you used has a build in cubemap (check the .vmt file for it).
If not it's getting it's reflection from a env_cubemep nearby, so if there is no env_cubemap in that room, it might be the cubemap from the mainroom (although it doesn't look like the mainroom)
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Ryan [Saiz]

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Re: Luchador's Map Thread
« Reply #11 on: February 10, 2009, 03:29:39 am »

Kraid that is a floor not a prop lol

So it is a brush not a model.
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Re: Luchador's Map Thread
« Reply #12 on: February 10, 2009, 11:33:22 am »

I talked about the refrigerator in the 2nd pic.
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