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Author Topic: Mapping?  (Read 69029 times)
SIR_halyavshik
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« on: July 28, 2008, 11:14:35 PM »

can i help you as a mapper?
but if you will give me some idea/wish or total idea about map (with comments)
whats my skill? - check this http://www.fpsbanana.com/members/maps/431722
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ChromeAngel
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« Reply #1 on: July 29, 2008, 09:17:55 AM »

Sure, you can get the EX Map Development Kit from our downloads page.  We can always use more maps.
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Typheron
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« Reply #2 on: July 29, 2008, 09:34:42 AM »

I did have a concept sketch of a plan of a small city map that involved tyranids storming a breach in the city wall and fighting there way into the city centre.

it was an area capture, with a series of squares and important building to be fought over. I will try to dig the image out tonight and post it here.
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SIR_halyavshik
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« Reply #3 on: July 29, 2008, 10:32:21 AM »

I did have a concept sketch of a plan of a small city map that involved tyranids storming a breach in the city wall and fighting there way into the city centre.

it was an area capture, with a series of squares and important building to be fought over. I will try to dig the image out tonight and post it here.
it'll be great
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SIR_halyavshik
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« Reply #4 on: July 29, 2008, 11:51:06 AM »

http://img293.imageshack.us/img293/4466/38431716le9.jpg
i make a IG bunker prefab
i want to make it destroyble and flashing red when its get damage - like in some strtegis
also make ther IG spawns , which turns off when bunker down
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Typheron
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« Reply #5 on: July 29, 2008, 02:48:33 PM »

Save a copy of it so you have an origional, then copy it and start cutting it up so both halves of the cut remain. Then group the bit thats to be distroyed and tie it to a func_breakable.

add some red lights, starting them turned off and set them to turn on when the func_breakable takes damage.

do the same with some smoke emitters/flame emitters for effect.

when it gets damaged it should break and generally look cool.

spawning IG NPC is harder, chrome may know how if its not been diabled
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SIR_halyavshik
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« Reply #6 on: July 29, 2008, 06:01:46 PM »

im not a noob mapper
i said that i want to make it , so im really going to and know how
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Typheron
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« Reply #7 on: July 29, 2008, 10:13:07 PM »

Fair enough, appologies for the assumption but i get a lot of poeple saying similar things and not knowing the first thing about mapping, so i err on the safe side.

Ok that sketch i was talking about:

http://i99.photobucket.com/albums/l320/typheron/RS2-Exterminus/WIP/MapLayout.jpg

its a big scan and photoshopped to make it a little clearer (comes in at 3mb's, sorry about that). The idea was a breach in a city wall that the nids were comign thorugh, space marines were trying to push them back and re-secure the breach while nids were tryign to push forwards and capture/distroy a important civic structure (town hall, IG barracks, that kind of thing). in the middle of this there's a small city square with a forward outpost in it thats to be captured (perfect for those spawning IG's to hold).

use it, dont use, do whatever you want to it, but i hope its of use.
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SIR_halyavshik
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« Reply #8 on: July 29, 2008, 10:26:53 PM »

nice idea
i will make it but little in my way
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Typheron
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« Reply #9 on: July 30, 2008, 09:21:15 AM »

groovy, it will probably be better for your own interpertation, ive got a bad habit of designing maps that work as architecture more than as gameplay.

stupid university trainning.

If you need any assistance (although you seam totally set) let us know.
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SIR_halyavshik
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« Reply #10 on: July 30, 2008, 10:07:17 AM »

aw yes , i need some
my Hammer didnt want to compile under your mod
so i have to compile under Half-Life2
here log of error's
Code:
 Executing... 
 Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe"
 Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\Program Files\Steam\steamapps\SourceMods\ex\mapsrc\ex_ng" Valve Software - vbsp.exe (Dec 11 2006) 2 threads Can't create LogFile:"c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\Files\Steam\steamapps\SourceMods\ex\mapsrc\ex_ng.log"
 Executing...
 Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vvis.exe"
 Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\Program Files\Steam\steamapps\SourceMods\ex\mapsrc\ex_ng" Valve Software - vvis.exe (Nov 8 2007) Can't create LogFile:"c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\files\steam\steamapps\sourcemods\ex\mapsrc\ex_ng.log"
 Executing...
 Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vrad.exe"
 Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\Program Files\Steam\steamapps\SourceMods\ex\mapsrc\ex_ng" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads Can't create LogFile:"c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\files\steam\steamapps\sourcemods\ex\mapsrc\ex_ng.log"
 Executing...
 Command: Copy File
 Parameters: "C:\Program Files\Steam\steamapps\SourceMods\ex\mapsrc\ex_ng.bsp" "c:\program files\steam\SteamApps\SourceMods\ex\map\ex_ng.bsp" The command failed. Windows reported the error: "Cant find specified file."
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SIR_halyavshik
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« Reply #11 on: July 30, 2008, 11:49:18 AM »

in the grim darkness of the savage future
wall , version 0.3
http://img519.imageshack.us/img519/5069/excity10003jp5.jpg
warning - big pic
« Last Edit: July 30, 2008, 04:31:06 PM by SIR_halyavshik » Logged

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Typheron
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« Reply #12 on: July 30, 2008, 12:18:09 PM »

OOOOOOoooooh nice, very very nice!

i think chromes going to have to take a look at your compiling issue, i was unable to figure it out.
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SIR_halyavshik
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« Reply #13 on: July 30, 2008, 04:30:42 PM »

Warning - big pics
wall , version 0.5
from the sky
http://img145.imageshack.us/img145/8176/excity10005fw2.jpg
player vision
http://img145.imageshack.us/img145/9188/excity10006aj7.jpg
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ChromeAngel
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« Reply #14 on: July 30, 2008, 08:59:36 PM »

aw yes , i need some
my Hammer didn't want to compile under your mod
so i have to compile under Half-Life2
here log of error's
...

Hmm, not sure where Hammer gets it's log file path from (appears to be failing because it's trying to make a log file in what is probably a non-existent path).  I suggest checking the MapDir setting in your GameConfig.txt

PS

Nice chunky walls Wink

You might want to try adding some prop_statics with rebar models sticking out of the broken ends.
« Last Edit: July 30, 2008, 09:10:57 PM by ChromeAngel » Logged

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