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-=DVF=- Gaming Community • View topic - Great Fun Map - Part 2
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Running in circles (or in a maze) with the knife, not knowing where the enemy is, could be getting borring... If it's to big it's not good, otherwise, make something like the shotgun room, dark with places to hide. And put some nice posters on the wall :norty:

Anyway that's only my humble opinion, you guys know better, the only thing I ever made for counter-strike are dents in my desk of frustration.


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PostPosted: Tue Jan 06, 2004 5:00 pm 
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You could have them appear like the ghost in de_vegas.


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Each map I do I learn loads more about Hammer and the engine, and there's still a lot more to work out :)

And there are often a number of ways of creating the same effect - the door method should work fine as well. You just have to play around to see which entities you like using most for different situations, and which are most efficient :)

The trickiest complication about the mechanics of a map is that we're using an engine that wasn't specifically designed for round-based gameplay, meaning we need to use handmade resetters and work out which entities reset automatically and which don't each round. (Which gets even more complicated when, say, a particular button may reset while the texture on it doesnt :) )

Env_renders are lovely little entities, and combined with cycler_sprites, multimanagers and trigger_relays you can do almost anything in terms of complicated effects that are unnecessary and take up too many resources, but are fun to make :)


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That's it, sod the essay and revision, I'll start my version of this map today :) I'd be well up for a combined effort with anyone else, each contributing a room or two or something.

A few ideas so far:
- Shotgun map where each team is in a train running parallel to the other, blasting at each other
- Knife arena inside a giant, spinning microwave, with random beams hurting you
- Para map in a beach assault kind of setting
- Dark AK map, not sure of the setting though...
- A low-grav AWP map maybe...
- A Matrix lobby rip of, naturally
- A deagle map on a chessboard, with certain squares being booby traps or getting removed as time goes on

Have to limit it to five or six rooms at most though I think, especially if they're going to look decent and different :/


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PostPosted: Wed Jan 07, 2004 1:29 pm 
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Id love to help ..... :? Oh My PC is in a box (storage) :*(

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PostPosted: Wed Jan 07, 2004 1:32 pm 
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:(

Get coming up with ideas then for a "creative consultant" credit :p


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aye ill help u if u want m8....some nice ideas for layouts there, i got the spawn area built for my version atm....9 doors for each team

SNIPERS
ASSAULT RIFLES
SMG'S
PISTOLS
NADES
PARA
SHIELDS
SHOTGUNS
KNIVES

but only the nade actual area buitl...which is naturally...a box with a glas wall in middle.

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following an earlier post.


for resetting stuff...rather than using the doors which everyone else uses.....i use trigger_auto, it activates once at the start of each round.

as for changing textures....is that done with func_wall_toggle or is there some other way?.....or changing the render of a texture from say normal to flicker (so the texture looks the same as the light that is next to it) so that when u turn the light on, it and the texture both flicker... :?

only thing ive ever used func_renders on is chickens....like on italy, but like on italy i got the problem that some rounds they didnt re-appear.... :?

i aint got a ferkin clue about beam entities (which is what is used to make ppl spawn in diff pits on fun_allinone knife part....if there r many ppl then it starts going back thru the pits...personally i would jst used a helluba lot of targetchangers to redirect the teleporters.)

actually that last bit gave us an idea for de_tain2 choppa teleporters.....
to make sure no 2 ppl teleport to the same spot......either use beams (if u get it?) or this method.....altho its feckin complex.

18 target changers, trigger multiple...1 trigger_teleport and 9 teleport_destinations, 9 multi-managers

prepare for worlds longest explanation...(if u dont have a clue what were on about.....dont bother wasting ur time reading, ull fall asleep)

make the bottom of the chute 1 big trigger_teleport (r whatever it is), name tele, target nothing
then another thin trigger_multiple above that..as thin as possible, name changer, target c1m. wait - 0

name the destinations d1, d2, d3, d4, d5, d6, d7, d8, d9

multimanager, name c1m, extras : cc1 - 0 ; c1 - 0
targetchanger, name cc1, target changer, newtarget c2m
targetchanger, name c1, target tele, newtarget d1
multimanager, name c2m, extras : cc2 - 0 ; c2 - 0
targetchanger, name cc2, target changer, newtarget c3m
targetchanger, name c2, target tele, newtarget d2
multimanager, name c3m, extras : cc3 - 0 ; c3 - 0
targetchanger, name cc3, target changer, newtarget c4m
targetchanger, name c3, target tele, newtarget d3
multimanager, name c4m, extras : cc4 - 0 ; c4 - 0
targetchanger, name cc4, target changer, newtarget c5m
targetchanger, name c4, target tele, newtarget d4
multimanager, name c5m, extras : cc5 - 0 ; c5 - 0
targetchanger, name cc5, target changer, newtarget c6m
targetchanger, name c5, target tele, newtarget d5
multimanager, name c6m, extras : cc6 - 0 ; c6 - 0
targetchanger, name cc6, target changer, newtarget c7m
targetchanger, name c6, target tele, newtarget d6
multimanager, name c7m, extras : cc7 - 0 ; c7 - 0
targetchanger, name cc7, target changer, newtarget c8m
targetchanger, name c7, target tele, newtarget d7
multimanager, name c8m, extras : cc8 - 0 ; c8 - 0
targetchanger, name cc8, target changer, newtarget c9m
targetchanger, name c8, target tele, newtarget d8
multimanager, name c9m, extras : cc9 - 0 ; c9 - 0
targetchanger, name cc9, target changer, newtarget c1m
targetchanger, name c9, target tele, newtarget d9


now even tho i have jst torn my mind apart thinking that thru to make sure ive got something which could actually work....im fairly certain it should work.

it will also reset itself....so it goes in a continuous loop of 9 destination points (i doubt all 9 ppl will still be stood where they appeared by the time a 10th person makes it down....u can always add/take some on/off)

only concern is that the triggers will either reset 2 quickly and jst 1 person going through it will change it 9 times exactly...and everyone will spawn in same spot....or itll get triggered so many times in such a short period of time itll crash :nuts:

still.....try it if u want, jst make a test map with the choppa area and the grid where ppl come down.....and that lot....

theres 38 entities there :nuts: and 1 helluba lot of work :nuts: (actually compared to my fun_Allinone copy its pretty simple :nuts:)
so i doubt u will....and using beams would be much easier, but i wont be able to say ought about that till i figure them out myself

now im tired of typing and thinking and am going to collapse......

:nuts: :nuts: :nuts: :nuts: :nuts: :nuts: :nuts: :nuts: :nuts: :nuts: :nuts:

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Last edited by Bullet on Wed Jan 07, 2004 5:19 pm, edited 1 time in total.

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as ive said bfor.....u reeeeeeallllly need a mapping forum ;) id suggest it 2 JS but the fact im only CRO that does mapping i dont think itd be worthwhile over our end ;)

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PostPosted: Wed Jan 07, 2004 2:13 pm 
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Blimey, I'll read and reply to that later :p :lol:

Hmm maybe you're right about a mapping forum...... Or maybe a "custom maps and map-making forum"...


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Can we call the new forum "Mappa-ack-Pak-Pak" :shrug: :thumbs:

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PostPosted: Wed Jan 07, 2004 2:19 pm 
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Last edited by Worm on Wed Jan 07, 2004 2:33 pm, edited 1 time in total.

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