Saturday 19 November 2011

Map: Messyroom1 (Work In Progress) additional

I have been working on the messy room map again with success and failures abound.  Every 3 steps forward drops me back 1, but progress is being made.

I have a helicopter that I would like players to jump in, which should then automatically follow a tanktrain path.  This works a little but is not moving all the way along the paths.  I used a trigger_multiple to make it work.  The rotors have stopped rotating but I know that I made a mistake with tie-2-entity - that can be fixed.

I have some huge targets on the ceiling that can be shot and then drop to the floor.  After so many seconds they respawn and can be shot to drop again.  The problem with them is I would like them to damage players on the ground when the come into contact with them - they don't damage them.

P.S. Some research and I have fixed it.  I used env_explosion along with my trigger_multiple.  The new process is:


  • Shoot the trigger_multiple which looks like the target -  does that mean its just breakable and not a trigger?
  • That lets the target which is a physbox drop to the ground.
  • 6 seconds after the shooting the env_explosion is set of.
  • 8 seconds after the shooting the trigger_multiple it is respawned using the point template.
  • 10 seconds after the shooting the physbox is respawned using the point_template.
Sounds a little complex because it is a bit.  Its a bit of a headfuck.

My next problem is working on my tardis.  I want it bigger on the inside?  LOL - I wonder if I will manage that.

P.P.S.

Tardis idea working so far.  I used a trigger_teleport to enter and exit the tardis, so it really is bigger on the inside.  The only problem is I need to make a camera on the door so the player gets the impression that they are seeing into the tardis from outside and also one that does the same on the inside.  That way players will be able to see if there is someone in the tardis and also when they are in - see if anyone is going to come into the tardis.  I might also have the tardis light on top activate in some way when the tardis is occupied.  I added some orange and green lighting to the inside of the tardis that didn't show up.  After a few hours of not thinking about it I realised that the tardis inside was a cube outside of my main room - therefore no skybox enclosed it, so thats why there was no light!  You need a skybox around the tardis inside as well.

Silly really. >> didn't work (.  Back to the drawing board.



Saturday 12 November 2011

Map: Nuke Town

I have acquired a CCS version of COD Black Ops map Nuketown, which I am busy converting to work in DOD Source.  Here is a work in progress.  Mainly just retexturing now coz the ones used were all CSS textures, how annoying.

There will be a GG (Gun Game) and a CTF (Capture The Flag) version soon!


Just a quick update.  The retexturing is done, the counterstrike crap have been removed and I am in the process of adding in some props that were on gamebanana (a tanker trunk, a long trailer truck which I am making out of the tanker and a helicopter).  The props were okay but again te textures were mostly gone because they were made for counterstrike course.  I have also had to fix the helicopter because the rotating blades were made incorrectly and did a jiggle more than a rotate!


Friday 11 November 2011

Map: Red Water 1

I have completed redwater1 in two forms.  There is a gun game (GG) version and a capture the flag version (CTF).  It has been posted on a few websites so others can get it.

Here are some screenshots.







It is based on some classic orange-type maps I have seen over the last few years but with some 'twists' to make it more interesting.  The spawns are protected from other team invasion, there are two towers and a raised middle area.  You can get out of spawn 3 different ways, underwater, jump out or run along a walkway.  The walkway takes you to the niddle.  If you play the CTF version then the 2 towers and middle area have the capture points which are identified by the blue electric beams!  There are a number of special effects including vertical moving platforms to shoot from, the 'Hellraiser' cube and a dark, moody, red and wet killing arena.

Some links to the maps are:

http://www.strategyinformer.com/pc/dayofdefeatsource/map/40916.html

and also

http://www.strategyinformer.com/pc/dayofdefeatsource/map/40915.html

But you can find the maps also in http://www.map-factory.org/

Enjoy!  Feel free to decompile the maps and see what I have done in Source SDK.

Link to CTF Redwater 1 on gamebanana
Link to GG Redwater 1 on gamebanana



Thursday 10 November 2011

Map: Messyroom1 (Work In Progress)

Messyroom1 Map

This is the progress so far with a RATS type map which can be used for DOD public CTF, Gun Game and also Sniper (possibly).


The development time on this map is growing simply because I need to make the room look 'full' i.e. I need to make objects.  I have worked on an xbox 360 and controller, some DVDs, CDs, a plasma tv, some ikea type furniture, a samsung galaxy phone, some storage baskets, but every time I make an object for the room I see that I have so much more to make.  The storage baskets are enpty so I need to make objects to put in them!  It is a time consuming job but hopefully the end result will be a good rats map and played by the dod source community.

Updated Nov 14th 2011.  I have added a number of elements to the room including a giant Kenny doll.