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.

Are you ready to play the map when it will come out?

Poll ended at Sat Dec 29, 2012 7:22 am

Of course I will
3
60%
Not yet, need to think about it.
2
40%
 
Total votes: 5
Peter Brev

Re: deathrun_metal_city

Post by Peter Brev »

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.
Last edited by Peter Brev on Wed Jan 02, 2013 11:13 am, edited 1 time in total.
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Xseba360
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Re: deathrun_metal_city

Post by Xseba360 »

Cpt. Goomba wrote:Map is ready.
If you have white stuff and shit happening in-game, build cubemaps.
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 BSP
Cpt.Travis
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Re: deathrun_metal_city

Post by Cpt.Travis »

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.
I just tested it, the map looks awesome. Good work.
Peter Brev

Re: deathrun_metal_city

Post by Peter Brev »

Cpt.Travis wrote:
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.
I just tested it, the map looks awesome. Good work.
Ty mate. No lags?
Cpt.Travis
Former Server Admin
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Re: deathrun_metal_city

Post by Cpt.Travis »

Cpt. Goomba wrote:
Cpt.Travis wrote:
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.
I just tested it, the map looks awesome. Good work.
Ty mate. No lags?
Not at all, I played it with my old laptop from 2002. With a pentium cpu and nvidia geforce GT 6600.
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ant_8490
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Re: deathrun_metal_city

Post by ant_8490 »

Just some simple fixes:

1) There is no trigger_hurt under the walkway that opens up:
  • Image
2) There are no gravity guns in the "physics" ending. I did see that there is a point_servercommand running "give weapon_physcannon" but that will not work since the server/console cant give itself a weapon. (not sure if this is where you used the point_servercommand though)

3) Combine players get stuck in the ar2 ending that counts down 5 seconds before beginning.

Everything else looks really good though.
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Peter Brev

Re: deathrun_metal_city

Post by Peter Brev »

Should be quick then.
Peter Brev

Re: deathrun_metal_city

Post by Peter Brev »

Map updated: Still updating...
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.
Cpt.Travis
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Re: deathrun_metal_city

Post by Cpt.Travis »

Cpt. Goomba wrote: The map has, somehow, gone 90 mb to 50 mb.
Did you remember to pak the sound files?
Peter Brev

Re: deathrun_metal_city

Post by Peter Brev »

Cpt.Travis wrote:
Cpt. Goomba wrote: The map has, somehow, gone 90 mb to 50 mb.
Did you remember to pak the sound files?
They are pak mate. But the music doesn't take that much, it's the lightmap scale taking the much.
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nick_6893
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Re: deathrun_metal_city

Post by nick_6893 »

I will check out this map by afternoon and give feedback.
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nick_6893
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Re: deathrun_metal_city

Post by nick_6893 »

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).
Demon
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Re: deathrun_metal_city

Post by Demon »

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.
The music is not stopping because its probably looped.
Peter Brev

Re: deathrun_metal_city

Post by Peter Brev »

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).
Looking.
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.
Peter Brev

Re: deathrun_metal_city

Post by Peter Brev »