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My the first SG map

Postby MsH » Tue Nov 02, 2010 8:15 pm

Hello guys, my first map which is mapped with radiant...
It's not ready yet, but i will send it into this topic soon..
I have a few problems with compiling.

So, here is little preview ;) (Is FPS good?)
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Postby LuckyGenDago » Tue Nov 02, 2010 9:48 pm

try to pack a .pk3 and upload it somewhere

looks not bad.

greetings

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Postby MsH » Wed Nov 03, 2010 8:49 pm

The .pk3 file..
So, the lights are not the best (fast compiling), i have lots of dublicate planes.. and other planes..

Anyway: http://www.megaupload.com/?d=G7F1N8VG
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Postby Juaro Juarez » Thu Nov 04, 2010 3:25 pm

Looks like a fine dm map ;)

Good work :D
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Postby kaiyouw » Thu Nov 04, 2010 5:11 pm

Yeah, nice map
The thing is, looks very different from the official SG maps, you know why? Because the terrain is flat. Take El_Paso, Farm and Coyote_Bluff for example, all of them have several terrain levels, and thats what makes the gameplay interesting. i dont really know how hard it is to do it when building a new map, but you should consider that. Anyway, your map looks nice, the buildings are really cool! :D
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Postby MsH » Thu Nov 04, 2010 7:15 pm

Thanks guys :)

And the terrain.. I don't know.. I think that i make some cliffs behind Sheriff's office and jail.. Dunno.
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Postby ^SDE^Evans » Thu Nov 04, 2010 10:03 pm

Good job ..... MSH really good =)
I hurt myself today (8)
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Postby MsH » Fri Nov 05, 2010 11:46 pm

Lol, I played my map with 15 players (14 bots and me) and FPS was 10 :D
(I have to caulk many brushes.)
I have lots of duplicate and degenerate planes brushes, how i fix them? And what means "BOGUS 84 leafs filled"?

I made some cliffs behind jail and sheriff's office..
I will try play with easygen.. :)
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Postby MsH » Wed Nov 24, 2010 4:06 pm

Do you guys want that I make this br version too? I think it's not good for br.
I'll continue mapping now :D
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Postby Pardner » Thu Nov 25, 2010 3:31 am

Try it as both, the worst that can happen is that you decide that it is not a good BR map. Its fairly easy to convert a working DM/TDM map into a BR map. Just rename it as br_mapname.map and add an escape point.

Having a br and a dm version increases the chances of people playing your map. (some like DM, some like BR, some like both)
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Postby ReD NeCKersoN » Thu Nov 25, 2010 3:53 am

Pardner wrote:Try it as both, the worst that can happen is that you decide that it is not a good BR map.

I'd agree that it's worth a quick try.
Ultimately, you'll have to judge for yourself if it's a worthy br design or not. For instance, I later released br modes for both of my dm maps... which didn't turn out to be popular. br_CoyoteBluff gets played once in a great while & br_HangemHigh almost never. They just weren't designed for good br gameplay from the start. If I had it to do all over again I would have saved myself the trouble & left br out for them.

Speaking for me, probably a better idea to design a decent br map & then add dm if I want to... rather than the other way around. I lost many hours trying to "force" decent br gameplay into these dm designed levels, without much success, & created bugs along the way that had to be fixed. Lesson learned.
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Postby Joe Kari » Sat Dec 04, 2010 3:46 pm

@ Red: No, Hang'em High is a good BR map !!! It probably doesn't fit open internet server, but it is good for LAN game, 1 vs 1 or 2 vs 2. I have had fun with it ;)
There is only one BR map playable 1 vs 1, so don't underestimate your work ;)
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Postby MsH » Fri Dec 10, 2010 9:18 pm

New version of Deadwood :)

I ask help from old mappers to increasing FPS, I have tried caulking (almost all) and farclipping some brushes.. FPS is still 10-30 with 10 bots.
I will put more sounds and money.
No br mode yet.

http://www.megaupload.com/?d=GYIFP7LO

I hope you like it. :P
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Postby moRtem » Fri Dec 10, 2010 10:17 pm

Joe Kari wrote:@ Red: No, Hang'em High is a good BR map !!!


It definately is.

And i have played it quite a couple of times (online of course).


/quit
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Postby Joe Kari » Fri Dec 10, 2010 11:53 pm

Just tested, and I see that you have some trouble with farclipping on some entity.
I guess your func_static doesn't have an origin brush.

Without that, the map origin (coordinate 0,0,0) is used for your func_static, so distance calculation will be wrong.
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