Author Topic: Mapping  (Read 53860 times)

I guess I will never solve my elevator problem

Really, no feedback?

Darn.

It looks really nice

It looks really nice
Too bad now it crashes after being run for 10 seconds

I would show my DOOM II map but I can't take screenshots of it, I'll find some way around it

My elevator problem has kept me from working on my map. I tried using move path linear, but then my elevator doors dont open when they reach the desired floor.

You need an ent_fogcontroller.
I've done this and still water is see through :(

Although the rest of my map is getting pretty close to done.

God damnit I screwed up my whole elevator

Tails, you might have a leak, compile with just bsp and load pointfile.
if it comes up with an "Open" menu then theres no leaks, if it doesnt check everywhere for a red line, itll go from an entity and show where something could get to the void.
You don't need an env_fogcontroller for water, but a water_lod_controller would help if you have a lot.


Also, I fixed my map crashing bug! :D

Tails, you might have a leak, compile with just bsp and load pointfile.
if it comes up with an "Open" menu then theres no leaks, if it doesnt check everywhere for a red line, itll go from an entity and show where something could get to the void.
You don't need an env_fogcontroller for water, but a water_lod_controller would help if you have a lot.


Also, I fixed my map crashing bug! :D
You need a fogcontroller in l4d2.

You need a fogcontroller in l4d2.
Oh, i wouldn't know that since I map for CSS and my l4d2 hammer crashes onstart

Anyone know how to scale the particles form an env_ember brush entity?

Double Toast

I've done a lot of work on de_gulag tonight, revamped the outside area, changed the tone, added rain, added props around, 3d skybox, it all looks very good right now. ( At least the B bombsite outside)

What I'm planning to do:

  • Add a trapdoor somewhere
  • Add many more cells
  • Separate T and CT spawns
  • Add in more details and things
  • Buyzones
  • Alternate route to B
  • Hidden room with credits
  • Hidden Turtle
  • Add more effects and lights
  • Add Cubemaps to all rooms
  • Add some finishing touches
  • Create Radar image
  • Check if there is already a de_gulag
  • Release de_gulag_a1(Unless there is already a de_gulag, will rename if there is)

Then I rearm it for TTT, test it out on the ConjointGaming TTT server, then start on ttt_gulag... that'll take a while

Will post pictures tomorrow

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« Last Edit: July 14, 2010, 04:49:56 PM by Irishbandit »

Speaking of TTT mapping, I should work I my map more.  Do you need any special entities in the map for it to work with TTT?

Speaking of TTT mapping, I should work I my map more.  Do you need any special entities in the map for it to work with TTT?
Well, you can either map it in a game, then port it to Gmod, install TTT for yourself and put the weapons in using the rearming tool.
Or you can map for Gmod using special TTT entities and such.
Here's a guide to both:
http://ttt.badking.net/mapping-guide
http://ttt.badking.net/rearm-guide

Edit: I made separate thread for gulag because this thread seemed dead when I posted it: http://forum.blockland.us/index.php?topic=119486.0

My TTT map so far:

Cyber Cafe.

The center park bit.

That doorway will be to an apartment type building, and may have a way to some rooftops.