Author Topic: New Map : Across The Valley  (Read 19574 times)

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #20 on: August 04, 2012, 03:09:17 AM »
ok reuploaded sorry i forgot.

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map : Across The Valley
« Reply #21 on: August 04, 2012, 10:54:18 AM »
Some more pics...


Red: One edge.


Red: One more edge.


Red: One more edge.
Blue: Wrong texture/overlapping brushes.


Red: It would look a lot better if you would make this brush a little bit more narrow that it fits with the wall.

Map is online @ [OTB] Beta!

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #22 on: August 05, 2012, 12:31:38 AM »
ill fix when i can

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #23 on: August 08, 2012, 01:59:22 AM »
done fixed that.... uploaded b6

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #24 on: August 11, 2012, 07:50:29 AM »
Uploaded beta 7
Now with plant life
and i fixed as many missalignments and w.e i could find

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map : Across The Valley
« Reply #25 on: August 12, 2012, 04:23:48 AM »
Add the script sktrees1 to your requiredfiles, "requiredfiles" "scripts/skgrasses1.txt scripts/sktrees1.txt".

Add something that you can't run and shoot through the trees.

Oh, I'm not sure if I already mentioned that, but if your map only supports one gamemode (worldspawn), then you don't need to add the gamemode to specific entities (e.g. bases, flags, player spawns).

One more screenshot...


Red: Move this texture faces up a little bit.
Green: Move this texture face to the right a little bit.

Beta 7 is online @ [OTB] Beta!

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #26 on: August 12, 2012, 05:57:29 AM »
Add the script sktrees1 to your requiredfiles, "requiredfiles" "scripts/skgrasses1.txt scripts/sktrees1.txt".

Add something that you can't run and shoot through the trees.

Oh, I'm not sure if I already mentioned that, but if your map only supports one gamemode (worldspawn), then you don't need to add the gamemode to specific entities (e.g. bases, flags, player spawns).

One more screenshot...


Red: Move this texture faces up a little bit.
Green: Move this texture face to the right a little bit.

Beta 7 is online @ [OTB] Beta!
Itll be in b8
ps: what should i use to stop people from shooting and going through the trees.
Pps: you did mention it didnt realise i put it on the enititys sorry about that.

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map : Across The Valley
« Reply #27 on: August 12, 2012, 07:05:57 AM »
Add a brush with the surface properties "nodraw" and "detail" where the tree trunk is.

Rockyar_96

  • 68 Carbine
  • Posts: 369
Re: New Map : Across The Valley
« Reply #28 on: August 12, 2012, 12:46:39 PM »
or "player clip" and "corpse" ;)

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #29 on: August 13, 2012, 01:08:00 AM »
Add a brush with the surface properties "nodraw" and "detail" where the tree trunk is.
Thanks.
or "player clip" and "corpse" ;)
I dont trust you some reason ;).

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #30 on: August 13, 2012, 01:58:10 AM »
Ok so this happens when i do that?

Rockyar_96

  • 68 Carbine
  • Posts: 369
Re: New Map : Across The Valley
« Reply #31 on: August 13, 2012, 03:08:29 AM »
just do it.
It is the best solution for the problem shown by the screen.
Just take the clip texture and apply also "corpse" to the hole brush.
corpse means that u can't shoot trough the brush.

In the end u will have a invisible wall, without the problems caused by the nodraw brush. Believe me, it works.

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #32 on: August 13, 2012, 03:21:54 AM »
ok....
It works now :)

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #33 on: August 13, 2012, 04:57:34 AM »
Uploaded b8.

gonass

  • 68 Carbine
  • Posts: 383
Re: New Map : Across The Valley
« Reply #34 on: August 13, 2012, 04:32:07 PM »
Keep working on maps deadfroggy.  Need more mappers.

Rockyar_96

  • 68 Carbine
  • Posts: 369
Re: New Map : Across The Valley
« Reply #35 on: August 13, 2012, 04:54:09 PM »
need more good mappers who keep on working  :D

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #36 on: August 14, 2012, 12:35:20 AM »
haha, Thanks.

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #37 on: August 26, 2012, 04:44:55 AM »
uploaded beta 9.

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map : Across The Valley
« Reply #38 on: August 29, 2012, 03:42:11 AM »
The ladders looks a lot better.

I'd move the trees out of the walls. Looks bad if the tree models touch the walls and are cut off.

I'd also delete the wall brush you can walk through, because it's not really a secret room with the windows.


Red: Creating this brush thicker would look a lot more realistic.


Red: There's a brush missing at the X. You can also look in the tunnel because of that.

Beta 9 is online @ [OTB] Beta!
« Last Edit: August 30, 2012, 02:55:27 AM by Chef-Killer »

deadfroggy

  • Autococker
  • Posts: 562
Re: New Map : Across The Valley
« Reply #39 on: August 30, 2012, 01:54:22 AM »
you posted the same picture twice?