I have decided to knock this map on the head. It needs to be completed so I will stop adding new ideas when some of the original ideas are only 90% working. Now I work on the 'bugs' and see about making the lighting better and the room contents better.
Tuesday, 20 December 2011
Saturday, 17 December 2011
Map: Messyroom1 Dec 17th Update
Got the tardis working now - it is bigger on the inside. I have just made the main room with the console in it - not much detail but at least it works. I want to use a camera so you can see out of the tardis - waiting for other players to enter. I would have liked to have 2 cameras but the game mechanics won't allow 2 active cameras, so I will stick with one.
The shootable targets work fine, dropping from the ceiling and trapping other players who are exploded after a few seconds.
The moving helicopter works 90% now - it moves when you enter it and travels the path I set out but I need to build a return path.
There are 4 conveyer now on the floor that shoot you along the ground fast.
There are 4 cannons that fire the player into the sky. If there are no chutes or gravity changes to the server then they fall to the ground and die, but a server with parachutes can use the cannons easily.
I am working on a bouncing betty-type bomb. The idea is you walk next to it - it rises quickly from the ground and blows you to fuck. It works in a small example I have built. Now I am making the bomb look like a cartoon like cannon ball with a face on it. I did have a nice fire and smoke effect working on it but the minute I move the bomb the fire and smoke don't move with it. I think that is because it is a env_fire entity that is not expected to move. The fire would be nice but I will dump it to save some time I expect.
I know that this map has been ongoing for some time now and I honestly am getting bogged down in it. I think I have made the room to big and therefore filling it up is taking some time.
My son x-Psycopath likes futurama and reckons I should try and make the travel-tubes from the show. I see how to make the idea work in theory (hidden brushes that push a player along a clear tube, or even some sort of speed up player option in water?) but again that might take some time. The map itself is looking a bit ugly and I have not had time to make any jokey elements but a few. I have nuts magazines, duff beer cans, cancer stick fag boxes, some y-front underwear but need to add in some more once I think of them. I want the map to be memorable - that should balance out the ugly factor.
P.S.
I got the digital photo frame to finally work so it displays different images in a sequence. I used one brush and texture, but the texture is saved as an animated texture - which although works okay for in game sprays needed tweeked in the .vmt file to make it work properly.
I still see no way to get the current server time into the map. If I could do that I already worked out how to make my analog clock show the time, so until that is worked out the clock just turns its hands with no relation to the actual time.
The shootable targets work fine, dropping from the ceiling and trapping other players who are exploded after a few seconds.
The moving helicopter works 90% now - it moves when you enter it and travels the path I set out but I need to build a return path.
There are 4 conveyer now on the floor that shoot you along the ground fast.
There are 4 cannons that fire the player into the sky. If there are no chutes or gravity changes to the server then they fall to the ground and die, but a server with parachutes can use the cannons easily.
I am working on a bouncing betty-type bomb. The idea is you walk next to it - it rises quickly from the ground and blows you to fuck. It works in a small example I have built. Now I am making the bomb look like a cartoon like cannon ball with a face on it. I did have a nice fire and smoke effect working on it but the minute I move the bomb the fire and smoke don't move with it. I think that is because it is a env_fire entity that is not expected to move. The fire would be nice but I will dump it to save some time I expect.
I know that this map has been ongoing for some time now and I honestly am getting bogged down in it. I think I have made the room to big and therefore filling it up is taking some time.
My son x-Psycopath likes futurama and reckons I should try and make the travel-tubes from the show. I see how to make the idea work in theory (hidden brushes that push a player along a clear tube, or even some sort of speed up player option in water?) but again that might take some time. The map itself is looking a bit ugly and I have not had time to make any jokey elements but a few. I have nuts magazines, duff beer cans, cancer stick fag boxes, some y-front underwear but need to add in some more once I think of them. I want the map to be memorable - that should balance out the ugly factor.
P.S.
I got the digital photo frame to finally work so it displays different images in a sequence. I used one brush and texture, but the texture is saved as an animated texture - which although works okay for in game sprays needed tweeked in the .vmt file to make it work properly.
I still see no way to get the current server time into the map. If I could do that I already worked out how to make my analog clock show the time, so until that is worked out the clock just turns its hands with no relation to the actual time.
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:
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.
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!
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
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.
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.
Saturday, 15 October 2011
Mapping 04
Yes its true I have already got my fourth map ideas spawning fourth - thanks to some help from my ten year old son. He loves the CS rats type maps and so do I so we have decided between ourselves to imagine what sort of one we would like ourselves.
The idea is currently called messy room so dod_mesroom_b_?.bsp seems like a suitable name for the map. In order to make this map I will need to have completed the other 3 sinply because the ideas we are already discussing involve all of the methods and techiques I see being needed in those maps plus much more!
Imagine a teenagers bed room with the expected elements.
The idea is currently called messy room so dod_mesroom_b_?.bsp seems like a suitable name for the map. In order to make this map I will need to have completed the other 3 sinply because the ideas we are already discussing involve all of the methods and techiques I see being needed in those maps plus much more!
Imagine a teenagers bed room with the expected elements.
- An XBOX 360 with working power button and of course red ring of death. Probably even the DVD eject tray.
- A TV that works with the XBOX.
- A computer or laptop playing DOD.
- A messy bed with some sad loser type covers and pillows.
- Some lads mags.
- Some suitable wall posters.
- Some classic drug objects like a bong.
- Some toys including starwars (that way we can bring in the nice starwars models in HL2).
- Some working toys like a Dr Who tardis police box (bigger on the inside + can move/teleport from one part of the room to another).
- A walking kenny doll from south park that you can ride in (shooting from kennys brain would be cool) along with some way to stop kenny dead and destroy those riding his brain - so watch out campers.
- A train set (manily because I have some tran set models - sad).
- And any other stupid idea we can come up with.
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