deathrun_metal_city
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If you make or convert a map make a new topic for each one that you submit so comments or problems can be discussed.
If you make or convert a map make a new topic for each one that you submit so comments or problems can be discussed.
Re: deathrun_metal_city
Map is ready.
Link: Updating...
If you have white stuff and shit happening in-game, build cubemaps.
Also, ant and nick, if you need to re-compile the map in hammer, read what I sent you in pm.
Sorry 'bout map size.
Link: Updating...
If you have white stuff and shit happening in-game, build cubemaps.
Also, ant and nick, if you need to re-compile the map in hammer, read what I sent you in pm.
Sorry 'bout map size.
Last edited by Peter Brev on Wed Jan 02, 2013 11:13 am, edited 1 time in total.
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Re: deathrun_metal_city
You know, if they build cubemaps, it writes them into BSP, which makes it being different than on server and in conclusion -> they cant connect due to different BSPCpt. Goomba wrote:Map is ready.
If you have white stuff and shit happening in-game, build cubemaps.
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Re: deathrun_metal_city
I just tested it, the map looks awesome. Good work.Cpt. Goomba wrote:Map is ready.
Link: http://www.mediafire.com/?qfdl8fji13333mf
If you have white stuff and shit happening in-game, build cubemaps.
Also, ant and nick, if you need to re-compile the map in hammer, read what I sent you in pm.
Sorry 'bout map size.
Re: deathrun_metal_city
Ty mate. No lags?Cpt.Travis wrote:I just tested it, the map looks awesome. Good work.Cpt. Goomba wrote:Map is ready.
Link: http://www.mediafire.com/?qfdl8fji13333mf
If you have white stuff and shit happening in-game, build cubemaps.
Also, ant and nick, if you need to re-compile the map in hammer, read what I sent you in pm.
Sorry 'bout map size.
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- Former Server Admin
- Posts: 714
- Joined: Mon Oct 03, 2011 2:07 am
Re: deathrun_metal_city
Not at all, I played it with my old laptop from 2002. With a pentium cpu and nvidia geforce GT 6600.Cpt. Goomba wrote:Ty mate. No lags?Cpt.Travis wrote:I just tested it, the map looks awesome. Good work.Cpt. Goomba wrote:Map is ready.
Link: http://www.mediafire.com/?qfdl8fji13333mf
If you have white stuff and shit happening in-game, build cubemaps.
Also, ant and nick, if you need to re-compile the map in hammer, read what I sent you in pm.
Sorry 'bout map size.
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- Location: United States
Re: deathrun_metal_city
Just some simple fixes:
1) There is no trigger_hurt under the walkway that opens up:
3) Combine players get stuck in the ar2 ending that counts down 5 seconds before beginning.
Everything else looks really good though.
1) There is no trigger_hurt under the walkway that opens up:
3) Combine players get stuck in the ar2 ending that counts down 5 seconds before beginning.
Everything else looks really good though.
Re: deathrun_metal_city
Should be quick then.
Re: deathrun_metal_city
Map updated: Still updating...
The map has, somehow, gone 90 mb to 50 mb.
The map has, somehow, gone 90 mb to 50 mb.
Last edited by Peter Brev on Wed Jan 02, 2013 11:12 am, edited 1 time in total.
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Re: deathrun_metal_city
Did you remember to pak the sound files?Cpt. Goomba wrote: The map has, somehow, gone 90 mb to 50 mb.
Re: deathrun_metal_city
They are pak mate. But the music doesn't take that much, it's the lightmap scale taking the much.Cpt.Travis wrote:Did you remember to pak the sound files?Cpt. Goomba wrote: The map has, somehow, gone 90 mb to 50 mb.
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Re: deathrun_metal_city
I will check out this map by afternoon and give feedback.
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Re: deathrun_metal_city
Goomba, I'm not sure how you did this, but it's still messed up. You fixed the three things that ant said, however, when I go into the 1st ending, it's not bringing me to the bhop area but the gman ending?! (The combine are sent to the bhop area) So, tele problems on 1st ending.
2nd, I'm not sure if you added music on the 1st version, but the music is not stopping on round restart.
I will have to wait for ant to come home to do a final test (6pm est).
2nd, I'm not sure if you added music on the 1st version, but the music is not stopping on round restart.
I will have to wait for ant to come home to do a final test (6pm est).
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Re: deathrun_metal_city
The music is not stopping because its probably looped.nick_6893 wrote: 2nd, I'm not sure if you added music on the 1st version, but the music is not stopping on round restart.
Re: deathrun_metal_city
Looking.nick_6893 wrote:Goomba, I'm not sure how you did this, but it's still messed up. You fixed the three things that ant said, however, when I go into the 1st ending, it's not bringing me to the bhop area but the gman ending?! (The combine are sent to the bhop area) So, tele problems on 1st ending.
2nd, I'm not sure if you added music on the 1st version, but the music is not stopping on round restart.
I will have to wait for ant to come home to do a final test (6pm est).
Indeed, the bhop brings to wrong ending. This is fixed.
Looking music...
Ok, so freaking shit happens, and this mess wasn't done by me but by something else. This is not major problems and will be fixed quickly.
I don't find the error on music.
The ambient_generic got "Play everywhere", "Start Silent" and "Is NOT Looped" flag checked.
I will add a logic_auto on the spawn to make it stop on round start.
Re: deathrun_metal_city
Link: http://www.mediafire.com/?4k1dmm0i7yhb59u
Map has HDR off.
Map has HDR off.