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[DM] - WhiteSand Hideout

Postby MachoBastard » Tue Nov 19, 2013 11:35 am

This time i brought:

[WhiteSand Hideout]
Rev. 12

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Historic Manure:

None!, this map is the by-product of a "mysterious cowboy weed" cigar. :twisted:


Map Details:

-Bot Friendly

-Good for 5+ players

-PK3 Ready (Just copy to "Smokin' Guns/smokinguns/" and you are ready to go!)

-Includes Dev Files (.map/textures/scripts and so, for those who feel like mapping)

-Hi-Res Lightmaps (May cause weird lightning glitches, depends on your hardware based on my tests.)

-2 Modes Included (2 different maps).

-Cash Mode (Only cash spawns in the map, classic SG)
-Weapon Mode (Only weapons spawn in the map, no cash).

Tech Details:

-Some new textures made by me (Some are from SG slightly modified).
-It took me Aprox. 15 mapping hours and 2+ design hours.
-Compile time 8min Aprox.

Was planned to be release about 5 days ago but some health issues got in the way.

Also, i'm starting a texture/maps (not exclusive to SG)DB blog project which took some of my free time. i'll add a link as soon as i've it decent enough.


That said, let's roll!.

Download here y'all!
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Re: [DM] - WhiteSand Hideout

Postby Biondo » Tue Nov 19, 2013 7:28 pm

Wonderful! Another map that looks quite enjoyable. And great textures too (love those saguaros and yucca plants, or whatever they are). Nice work, MachoBastad.
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Re: [DM] - WhiteSand Hideout

Postby MsH » Wed Nov 20, 2013 4:40 pm

Wow, this is simply beautiful!
I kinda like that white-purple colourtheme :D
If you tried to make very bright map you successes very well!

Keep mapping!
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Re: [DM] - WhiteSand Hideout

Postby Tequila » Sat Nov 23, 2013 1:11 am

Great work !

I also mirrored the file there: WhiteSandH-Rev12.rar

:twisted:

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Re: [DM] - WhiteSand Hideout

Postby TheDoctor » Sat Nov 23, 2013 7:59 pm

Thank you, Macho, for another map. You really getting into top form :wink:.

From today on, the map is available on Baller Bude and can be voted for by opening the in-game console and typing \callvote map dm_wsand (with money) and \callvote map dm_wsand-w (with weapons).

Finally, my apologies for not responding earlier, but since the release of this map, this is my first day at home again.

Best regards,

TheDoctor
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Re: [DM] - WhiteSand Hideout

Postby TheDoctor » Sun Nov 24, 2013 1:43 pm

One immediate feedback: I really do like your idea of restricting the players via trigger_hurt, but on some corners, the hurt is too close to the buildings.

Taken the above linked picture as an example, a player can barely make it around the lower left corner without getting hurt. Since there is no optical cue such as a different texture, this could be very frustrating.

Aside from moving the boundaries, one may also consider to change set dmg to 1 and use the slow parameter of trigger_hurt, which reduces the damage frequency to one per second. After all, you want just communicate to the player where not to go, not really to kill them off:
QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW

Any entity that touches this will be hurt. It does dmg points of damage each server frame. Targeting the trigger will toggle its on / off state.

SILENT - suppresses playing the sound
SLOW - changes the damage rate to once per second
NO_PROTECTION - *nothing* stops the damage
DMG - damage value; default 5 (whole numbers only)


I'll post more feedback later.
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Re: [DM] - WhiteSand Hideout

Postby Biondo » Sun Nov 24, 2013 6:09 pm

MachoBastard, I am curious about this burning restriction around the walking area (TheDoctor technically called it "trigger_hurt"). Don't know if I like it or not, but I'd like to understand what motivated you for introducing such a strange anomaly.
I also agree with TheDoctor that -- since you don't have any kind of clue about your reaching the invisible (and sometimes deadly, depending on your actual health) obstacle -- in some points, the burning danger is too close to the buildings.

Now that I played it against human opponents a few times, I can confirm my first impression that it's a really fun map.
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Re: [DM] - WhiteSand Hideout

Postby MachoBastard » Mon Nov 25, 2013 8:35 am

Taken the above linked picture as an example, a player can barely make it around the lower left corner without getting hurt. Since there is no optical cue such as a different texture, this could be very frustrating.

Aside from moving the boundaries, one may also consider to change set dmg to 1 and use the slow parameter of trigger_hurt, which reduces the damage frequency to one per second.


Sup doc, yeah, i took a lot of considerations and stuff about the damage trigger, but when i put set it to slow it was just way too slow, the main idea was to stop the player from wandering around and check out the map limitations, i guess i just wanted to preserve the illusion of a big desert lol.

After all, you want just communicate to the player where not to go, not really to kill them off:


I did make a post sign model, but i never implemented it mostly because i had no idea what the message should be, it actually said "Caliente!", refering to sun heat |D

if this turns out to be a big problem gameplay-wise or player-wise, i'll definitely recompile a revision with a few changes. :)

MachoBastard, I am curious about this burning restriction around the walking area (TheDoctor technically called it "trigger_hurt"). Don't know if I like it or not, but I'd like to understand what motivated you for introducing such a strange anomaly.
I also agree with TheDoctor that -- since you don't have any kind of clue about your reaching the invisible (and sometimes deadly, depending on your actual health) obstacle -- in some points, the burning danger is too close to the buildings.


Hiya Biondo, Indeed the limits are a bit "tight", mostly because i felt the terrain was a bit too small, to tell the truth i never intended to release this map, but i kinda liked how it turned out in the final stages. :)

Wonderful! Another map that looks quite enjoyable. And great textures too (love those saguaros and yucca plants, or whatever they are). Nice work, MachoBastad.


The textures were a bit annoying to blend, specially the sand-plaster-brick, but its worth it, i'm thinkin' on implementing it on all my other mapping projects.

And they are actually "Agave" plants, which didn't turn out so good looking so i had to photoshop em like hell. ergo, the darkened leafs and stuff |D

Wow, this is simply beautiful!
I kinda like that white-purple colourtheme :D
If you tried to make very bright map you successes very well!


Glad you like it MsH, the purple part was not entirely on purpose but i didn't try to change it cause it kinda gives a "cold sand" feeling on the darkest parts of the map. :)

Now that's what i call a long reply |D
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Re: [DM] - WhiteSand Hideout

Postby JippiJaYeah » Tue Nov 26, 2013 4:57 am

MachoBastard, I am curious about this burning restriction around the walking area (TheDoctor technically called it "trigger_hurt"). Don't know if I like it or not, but I'd like to understand what motivated you for introducing such a strange anomaly.
I also agree with TheDoctor that -- since you don't have any kind of clue about your reaching the invisible (and sometimes deadly, depending on your actual health) obstacle -- in some points, the burning danger is too close to the buildings.


Hiya Biondo, Indeed the limits are a bit "tight", mostly because i felt the terrain was a bit too small, to tell the truth i never intended to release this map, but i kinda liked how it turned out in the final stages. :)


Btw: It's possible to run through the invisible fire up to the end of map.
In game: JippieJaYeah aka TheFlyingChicken
http://www.lameclan.org
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Re: [DM] - WhiteSand Hideout

Postby Pardner » Sat Apr 12, 2014 6:11 am

I popped on kiwi for a few minutes and played this map.

WOW

just WOW


this maps plays extremly well to the WQ3 2.0 days of sneak and shoot game style. I only played a 1vs1 match against someone who refused to give me his alias other than Stranger.

Very good map. I am very jealous. Just beautiful. Very simple. Very clean easy to navigate and adheres wonderfully to the SG gamestyle.

They only thing I noticed was a lot of ammo, but no money.
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Re: [DM] - WhiteSand Hideout

Postby TheDoctor » Sat Apr 12, 2014 1:22 pm

Pardner wrote:They only thing I noticed was a lot of ammo, but no money.

The recent maps of Byox/MachoBastard contain two modes: one where money is placed (\callvote map dm_wsand) and one where weapons are placed (\callvote map dm_wsand-w).
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