New map project - Desert Rush
103 posts
• Page 2 of 5 • 1, 2, 3, 4, 5
egglaf wrote:map scripting looks quite tough, do you need any help on that? I am not experienced in it but with some help from uncle google and some examples I might be a help to you.
I think I can handle it, it's not my first map. But thanks anyway.
Also, looking at the map now, I think it's most suitable for 10v10.
ye but i mean the positions are kinda the same as well, allies + axis spawn, 2nd allies spawn, flag, gate and both objectives
but ye, looks at least not so oversized.
but ye, looks at least not so oversized.
"Some people believe football is a matter of life and death.
I am very disappointed with that attitude.
I can assure you it is much, much more important than that."
I am very disappointed with that attitude.
I can assure you it is much, much more important than that."
I wonder if it's not a mistake that you don't cover all surfaces with textures from the moment you create them. Now you'll have a lot of work to put textures on all surfaces, to check if there's a texture on every visible surface. And still it might happen that you'll miss some small surfaces. From my little expirience with mapping (half-life, counter-strike) I know that it is best to set the textures when block is created. Then if you clip or whatever you have all surfaces covered with this texture automatically and just less work to do. And of course no need to do this bothersome texture work.
Ye but I haven't done any structures yet, only couple of arches. What you see there is just some cubes marking the spots where to build. And It's stupid to cover all surfaces with texture, because it'll cost dearly for the FPS.DMG_Kowi wrote:I wonder if it's not a mistake that you don't cover all surfaces with textures from the moment you create them. Now you'll have a lot of work to put textures on all surfaces, to check if there's a texture on every visible surface. And still it might happen that you'll miss some small surfaces. From my little expirience with mapping (half-life, counter-strike) I know that it is best to set the textures when block is created. Then if you clip or whatever you have all surfaces covered with this texture automatically and just less work to do. And of course no need to do this bothersome texture work.
Anyway i have finished the hardest part - scripting. Next up terrain, buildings, sky.
- Plastic_Jesus
- Posts: 2713
- Joined: Mon Jan 22, 2007 1:00
- Location: Finland
Diamond wrote:Diamond wrote:
Can't get the satchel working properly at the side wall, so must use dyna now.
Well are you sure you have it scripted right? What is the piece of script you have made? Because if it doesn't work then there is a typo somewhere.
But I must say you have done great job. I am struggling with my problems to get textures fit on the walls which have even a bit different angle. Your work pretty much looks like that you are old maker that you are used to do these kind of things.
When you think about to who are you directing these the maps, there are a lot small maps like these but not any single large maps. Ok there are some but those really do not face the right requirements.
But as said, good job you have done.
-*S
S.S.Atrocity wrote:Im pretty sure Saukko will have pages worth of bugs found before anyone knows about the release...lol
@Saukko, there's no typo (imo), because if I set dyna it works perfectly. with Satchel It blows up and everything, but the problem is that it doesnt trigger the death: The wall is supposed to blow up and spawn debris. Also it should remove _toi (the "you are near.." text).
You can rotate textures with S, on path/mesh Shift+S.
Anyway thank you all for compliments
- Code: Select all
cavewall
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}
death //doesn't work
{
alertentity cavewall_debris //toggles the debris from invisible to visible
trigger cavewall_toi remove
wm_announce "The Allies have destroyed Cave Wall!"
}
}
cavewall_toi
{
trigger remove
{
remove
}
}
You can rotate textures with S, on path/mesh Shift+S.
Anyway thank you all for compliments
ye well it just jumped in my eye when i saw the map, didn't mean it in a bad way, good luck with it and i hope it will be nice playable map as well
"Some people believe football is a matter of life and death.
I am very disappointed with that attitude.
I can assure you it is much, much more important than that."
I am very disappointed with that attitude.
I can assure you it is much, much more important than that."
103 posts
• Page 2 of 5 • 1, 2, 3, 4, 5
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