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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
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so i have a few maps in the works right now. i have noticed that people complain about 2_fort base not being protected and that whoever made the b3 version didn't fix all the math counters. so i have already taken care of those issues and made some slight modifications in the lighting in some areas. the walls had some sort of custom texture that didn't decompile right, so i will have to do some texturing then i will send this version out. (kudos for spawn protection)
also i have another map in the works that is still not done. unless there are major issues that i overlooked, it just needs a lot of detail and texture work. i sent it to grumpy and if you see it on the practice server feel free to hop on and let me know how it feels. its called hl2ctf_pond_b1 and its a 2 flag ctf style. its not too big, but not small either. its not a complicated map (pretty simple actually), but should allow for some good sniping and close quarter fights.
on top of these two maps, i have already opened up rock2 and looked at that again. i am going to give this map another shot and see if i can get this one to compile. this was my favorite map from the old tomb and would like to get this one on the new tomb. if i can't get it to compile, i will send it to grumpy because he seems to be able to compile maps that my computer refuses to do
oh and how can i forget, grumpy and i have been tag teaming hl2ctf_shipping_b2. i have been making the changes and he has been compiling it. he has a new version of this level and i'm not sure if he has compiled it, but the only issue left is the water reflection. i have already solved the turret door not working and the scoring issue with the double scoring. grumpy told me that murdy's turrets work perfectly, and i have to agree. he sent me the map file and we are so close to getting this one on the tomb. the two of us are going to keep a close eye on this map though because with the wall jumping there are some things that you can do on this map that weren't intended, so future changes might be in order.
long live the Tomb
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Rank: Fecal Impaction For the Win!

Groups: Registered User
Joined: 5/9/2006 Posts: 1,730 Points: 5 Location: in your dreams
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Pond is now being displayed on the testserver. maptest is the password Thanks to a disagreement with my isp the server now has an address of 72.193.3.72:27015 Once Known as Grumpy... Oh hell lets face it... I have and will always be Grumpy
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Rank: You're gonna stick that where?

Groups: {pDs} Member
Joined: 7/17/2006 Posts: 329 Points: 0 Location: Who the hell knows?
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http://i76.photobucket.com/albums/j2/GojinnV1/hl2ctf_pond_b10001.jpgTexture problems on flag bases. http://i76.photobucket.com/albums/j2/GojinnV1/hl2ctf_pond_b10003.jpgShadow issue? Idk. Not even an issue, just something I saw. Detpacks don't destroy the wall. They set off the alarm and text, but nothing more. Looks amazing though. That's definately gonna be a favorite map of mine soon enough! It's like... a snowy 2fort. Perfecto. Although the lights on the bridges.... wander... Ask Grumps, he saw it too, I hope...   [20:39] {pDs} t3h Cam3l: hey craig, how do i set up a private server? [20:40] {pDs} t3h Cam3l: i want to teach my gf how to play and the crypt was empty but its starting to fill [20:40] ҜịηĢ ÄœÅ�ĵÏŅņ: Fail.
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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
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your teams detpack will only destroy the other teams side walls. i haven't set it up yet to reseal your own teams after it has been blown. i don't know if i will do this, but if i do it will come later after i see how gameplay is.
i will work out the shadows and texture issue in the flag room. one thing i'm still playing around with is ground fog over the water. i had it working, but after i started tweeking it to look just right it started giving me issues, so i took it out completely. i will try to put it back in for the next release because i think it adds more character to the map.
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Rank: Fecal Impaction For the Win!

Groups: Registered User
Joined: 5/9/2006 Posts: 1,730 Points: 5 Location: in your dreams
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llenta wrote:
your teams detpack will only destroy the other teams side walls. i haven't set it up yet to reseal your own teams after it has been blown. i don't know if i will do this, but if i do it will come later after i see how gameplay is.
i will work out the shadows and texture issue in the flag room. one thing i'm still playing around with is ground fog over the water. i had it working, but after i started tweeking it to look just right it started giving me issues, so i took it out completely. i will try to put it back in for the next release because i think it adds more character to the map.
Breakable walls dont work at all... We tried and tried to no avail and yes we do try the other teams wall.. We would get the message that Rebels base was breached (while on Combine) and the toot toot of the horn but the wall was still there.
The directional lights on the bridges tend to float up in the air at times. It can be bizarre. Health is also too close to the door in the downstairs ammo room. I could get healed just by touching the door. The sky box is also low which will generate complaints from the cowpietossers ( err i mean grenade throwers) among us.
This may sound like alot but King and I ran it trough the ringer so after these things are worked out it will be pretty much good to go.
On a side note I found it interesting that the water was pretty much perfect here while the water on shipping keeps giving us so much trouble. Once Known as Grumpy... Oh hell lets face it... I have and will always be Grumpy
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Rank: You're gonna stick that where?

Groups: Registered User
Joined: 7/30/2006 Posts: 398 Points: 0 Location: behind you!
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aside from what grumps and king found i found that is rains in the water in the middle around the bridge and unless someone else left before me there was a pile of radiators in team combines base by the breakable wall
other then that i just have to say its a fantastic map  MakeSureItsCharcoalGrilled wrote: you, sir, are a complete dickhead! thank you for your insightful contribution. please don't ever return. Cantrip wrote:EXSUGO MEUS TESTIS abby whip pwnage! -------------(>*.*)>----->
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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
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lol, i will have to jump into your server because i haven't seen any of those problems on my own computer when i test the map. the only issue that i have witnessed is the rain in the water. i understand the skybox being low, but i was worried about the fps, thats all, i will raise it if the map was running fine for you guys.
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Rank: Fecal Impaction For the Win!

Groups: Registered User
Joined: 5/9/2006 Posts: 1,730 Points: 5 Location: in your dreams
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Fps stayed strong throughout.. Once Known as Grumpy... Oh hell lets face it... I have and will always be Grumpy
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Rank: You're gonna stick that where?

Groups: {pDs} Member
Joined: 7/17/2006 Posts: 329 Points: 0 Location: Who the hell knows?
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Yeah FPS was strong, I lagged once or twice due to FPS spikes because it is on a dedicated/listen server which is fine. Reaper, the radiators were there, because I was lobbing everything at the explosive barrel there trying to blow it up, because enough force will explode them, and I felt like trying EVERYTHING to explode that wall. I threw a couple hundred grenades at it too...lmao  [20:39] {pDs} t3h Cam3l: hey craig, how do i set up a private server? [20:40] {pDs} t3h Cam3l: i want to teach my gf how to play and the crypt was empty but its starting to fill [20:40] ҜịηĢ ÄœÅ�ĵÏŅņ: Fail.
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Rank: Polio Power!

Groups: {pDs} Member, Server Admin
Joined: 5/15/2006 Posts: 642 Points: 27 Location: Behind you, with a crowbar...
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server not responding... 
EDIT: lol - posted 14 seconds before Grumpys post on the map being taken down.
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Rank: Fecal Impaction For the Win!

Groups: Registered User
Joined: 5/9/2006 Posts: 1,730 Points: 5 Location: in your dreams
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LOL
I went through the map with llenta and we figured out what was going on with that wall. The same issue answered the question that you and I had about why would you have a hole on side of a room and a breakable wall on the other. The answer is you dont.
It would seem that when you use the det pak on one wall the other one is the one blowing up. I am not up on all that map lingo but llenta seems to have it narrowed down to some sort of triggering issue. It is being reworked of course.
The current version of the map is now taken down since it would not be considered to be obsolete. llenta is reworking the issues that were discovered and hopefully he will have a new version for us to see soon. Once Known as Grumpy... Oh hell lets face it... I have and will always be Grumpy
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Rank: Polio Power!

Groups: {pDs} Member, Server Admin
Joined: 5/15/2006 Posts: 642 Points: 27 Location: Behind you, with a crowbar...
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Thanks to Grumpy for reopening the server for me. Here's my 2 cents.
I saw the snow (not rain) in the water. It's only in the open areas. Problem with floor/water boundary? The sliding effect on the upper levels is pretty cool.
The two health packs by the door definitely need to move to the back of the spawn - or maybe just one so that you have a small source of health on the other side.
I found 5 runes - only Drain was missing. The lung will be a key player on this map.
I noticed a distinct lack of explosives. WTF? I gotta have wacky balls, air bursties, RPGs and SMG nades! OK - so I found some SMG nades and air bursties. They are pretty well hidden by the texture of the floor which may be a good thing.
I tried to set the det pak again to blow the remaining wall but it didn't work. The det pak kind freaked out a little in that it said "det pak set" as soon as I set it down. It didn't really set until I held the use key, though. The opposite wall blowing may prove to be an entertaining feature. It will definitely be good for a laugh on the part of those that know about it and watch people try to blow the wall in front of them.
The OICW in the lower spawn room seems to be a little low (in the floor?) because I couldn't pick it up with the grav gun.
That's all I got. This one looks like it will be a lot of fun.
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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
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sorry old guy but i hate combine balls, so i never put them in my levels. as far as the smg nades and the airbursts, there are 1 of each in the middle on either side. i had to relocate them because of all the headache of whoring lately. its ok, if you want them you can load up there.
i haven't looked at the wall issue yet but i'm sure i already know what is wrong and i should get to it in a day or two. as for the rest of the map, it looks like it ran well and i just have to do a lot of detail work.
i have been working on hl2ctf_2fort_b4 all night. i decompiled the current version and there are a lot of things messed up with it that have taken me a lot of time to make right again (triggers, filters). i also replaced the current turrets with ones that will rotate around so they will be more usefull. i am playing around with new wall textures and grafiti around the map because although the current map texture is nice, it was a custom job and was lost in the decompile. of course the spawns are now fully protected. i have also added some personal touches to the pipes that are in the map. i have made them leaky. i haven't compiled yet so i don't know how this looks yet, so if it doesn't looks that good, i will get rid of it. otherwise this version should be done as soon as i can decide on a good set of textures for the map. oh yeah, and there shouldn't be crazy high scores anymore.
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