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Author Topic: Map submission thread  (Read 28347 times)

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April 22, 2010, 10:29:24 AM
Reply #15

Offline PR3D (Backup)

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Re: Don't get hit by a speeding tram!
« Reply #15 on: April 22, 2010, 10:29:24 AM »
Oh i remember this one you were gonna throw it in i guess the um ?? Halt has forced you to post it here?

April 22, 2010, 01:50:51 PM
Reply #16

Offline Mobius

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Re: Map submission thread
« Reply #16 on: April 22, 2010, 01:50:51 PM »
Lol damage sector.

Glitches aside, I think it's an alright map. Took a bit to get around the place cause I got lost. It took me a few tries to intentionally get run over. I wish there trains were longer though, looks like little box cars moving across.

April 22, 2010, 07:33:03 PM
Reply #17

Offline r_rr

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Re: Map submission thread
« Reply #17 on: April 22, 2010, 07:33:03 PM »
My mistake on not noticing this thread.   :geek:

Well, I've been busy with school, but when I have more time this weekend I'll mess with my map.  The scripting was not originally meant to kill players, and the fast moving sectors can make the tramcars "miss" at times.

April 22, 2010, 08:13:52 PM
Reply #18

Offline Mobius

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Re: Map submission thread
« Reply #18 on: April 22, 2010, 08:13:52 PM »
I like the tramcars killing things..

This gives me an idea for a train station map derived from 149 Street in the Bronx.

May 26, 2010, 10:43:50 PM
Reply #19

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Re: Map submission thread
« Reply #19 on: May 26, 2010, 10:43:50 PM »
Here's a small contribution I made.

The actual layout for the map is taken from the AOW12 caves I made some time ago, so AOW2 players might be able to recognize this map.

http://morpheus.podzone.net/files/gvh_aow12.zip

(it runs on GVH33, btw)

May 27, 2010, 08:31:13 AM
Reply #20

Offline Mobius

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Re: Map submission thread
« Reply #20 on: May 27, 2010, 08:31:13 AM »
Not that I see anything wrong with the map, but it's a bit drab. I mean, Gvh29 is kind of plain too, but it has more than 6 textures in the overall map and a gimmick (bowl with a large vertical object in it). This is just a cave with snow looking textures blocking the exits for some reason and gray everywhere. I mean the floor is nice but, I don't know.

Gvh32 uses more textures than this map, but I am not saying that you should use a million.

June 03, 2010, 07:43:46 PM
Reply #21

Offline CarThief

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Re: Map submission thread
« Reply #21 on: June 03, 2010, 07:43:46 PM »
I fixed a few things in my map (since apparently Cutman forgot :P) and in the meanwhile added a optional camera, a button to stop the sparks, flames, and steam. The steam being for strategic purposes i guess. The console thing has a more.... simple look to it as well.

(click to show/hide)
http://www.speedyshare.com/files/22831912/GVHLMv2-2.zip
EDIT: I forgot to scan the map and there where some errors i had to fix. Uploaded a fixed one.

Its still named GVHLM though, if you're going to update the version in GVH with this one dont forget to rename the map and other stuff. :P
I tested the camera while checking the FPS counter, it didnt lag while not visible, so i figure its all save and convenient. Off by default.

June 10, 2010, 09:11:59 AM
Reply #22

Offline CutmanMike

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Re: Map submission thread
« Reply #22 on: June 10, 2010, 09:11:59 AM »
I will update it for the architecture and such, but that console thing seems like a bad idea. First of all, all other maps have been rid of cameras due to complaints so I'll have to take it out. The console thing seems a bit weird to me. Anyone can go there and turn the special effects on and off? So let's say someone with a less powerful machine plays and wants that stuff off. He'll be struggling to turn the effects off while other people (Mobius  :p) will keep trying to turn them all on.

June 10, 2010, 02:48:53 PM
Reply #23

Offline CarThief

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Re: Map submission thread
« Reply #23 on: June 10, 2010, 02:48:53 PM »
Hmm... I suppose, though there mere layout of this map is enough to let the older computers cry in pain. Well, should i do anything about the console in that case or will you remove/alter it? Mind you i'd prefer if atleast the fire effects remain, not sure about the steam if it cant be toggled, unless i just make it silent, i could do that.

Have you tried the camera though? So far i know it really doesnt lag while completely covered up.

June 10, 2010, 02:55:02 PM
Reply #24

Offline CutmanMike

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Re: Map submission thread
« Reply #24 on: June 10, 2010, 02:55:02 PM »
No but I fear that any new camera added is going to result in 10+ email complaints to uncle jitterskull.

June 10, 2010, 03:00:14 PM
Reply #25

Offline CarThief

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Re: Map submission thread
« Reply #25 on: June 10, 2010, 03:00:14 PM »
Ah, i suppose. Maybe i'll change it later, i'm sure keeping the steam as an option to toggle will do fine, for tactical reasons of course, luckily steam doesnt seem to cause any lag, it's just noisy. :P

June 17, 2010, 02:32:05 AM
Reply #26

Offline Ivory

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Re: Map submission thread
« Reply #26 on: June 17, 2010, 02:32:05 AM »
Here a contribution I've been working on for a while.

Moon Light Glade: A small beautiful mountain range within the middle of a great forest. One night on a full moon, the ghouls came out to play.

Called GvH33 in game. It uses textures and sprites from the GvH Into and GvH16.

June 17, 2010, 05:20:18 AM
Reply #27

Offline Mobius

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Re: Map submission thread
« Reply #27 on: June 17, 2010, 05:20:18 AM »
The map looks so... happy. I mean, it is sort of a step above GVH08 in terms of flow and design. It is just.. the flats for the ground are so.. not creeper friendly.

The music is pretty fast pace but the map just doesn't.. look like it fits it. I mean, there is also the amount of height variations going around with minimum room. I just see a complete ghoul rape in larger games. I suggest making some of the lower ground levels have more room for humans to glide through without the worry of jitters just swinging about.

Feel free to object though. I would host a test server but lol port forwarding.

I do like the creepy spots though.

June 17, 2010, 05:34:30 AM
Reply #28

Offline Ivory

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Re: Map submission thread
« Reply #28 on: June 17, 2010, 05:34:30 AM »
I've ran small private testings, about 4v4 - 8v8 range. It played very nicely and my feed back was positive. As for the more tranquil theme, I thought it was a nice change from GvH's typical hellish, destroyed, factory, evil, etc maps.

It is possible to widen the outside, but I'll just keep it as it is for now until I get some more feed back on it. The private testing shown it to be an ideal size. No classes were too overly powered. But then, 16+ games are a whole different story.

June 17, 2010, 09:33:09 AM
Reply #29

Offline TERRORsphere

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Re: Map submission thread
« Reply #29 on: June 17, 2010, 09:33:09 AM »
That map is beautiful. Now fill it with a small white bright spark spawner that moves with the wind. Make it even more beautiful :D

The only complaint I have is the outside area is a little too tight. The marine won't stand a chance against the flying sjas and the sky box... don't ever use line_horizon like that for stars. Stars are VERY far away, so they'll have no perspective. You can use F_SKY1 in the skybox you know? Use mapinfo to make the base sky the texture you want.

And fix the moon texture (software)