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View Full Version : Map release - hdn_checkpoint (rc2)



Tsukasa1105
18th January 2007, 10:04
Update: RC3 is out! Get it at http://www.megaupload.com/?d=E3SMJV63

Things I still have to do:

Add those annoying IRIS locations
Fix the random props that you can clip through


About the suggestion to seperate the texture on the front of the building.. I tried, but frames and such with the way I did the balcony looks ugly... I'm up for other suggestions.

----------------------------------------
Above is a zip of the latest build, rc2. It's only 550kb (so why not download it >_>). The theme is a security checkpoint en route to a nuclear test facility. I already have sketches of the entire compound done, i'll see if i can scan them and upload them tomorrow for those who care.. (the map is one piece of a much larger area)

Here are some screenshots
http://www.flickr.com/photos/59017382@N00/sets/72157594486343523/

Thoughts? Suggestions? Criticism? Anything? Feedback is appreciated...

Things on my to-do list for the map so far for rc3...


Add the location areas
Make the ground slightly not flat


I'll add to list above if anyone can suggest some good changes.

edit°
18th January 2007, 10:58
First off, nice work. I haven't played it yet but it looks a bit too dark on the whole. I'll see if DI will host it up later on Smokey's custom map server if you'd like?

Tsukasa1105
18th January 2007, 17:18
That'd be cool. You can also join my server (TX gaming) and vote with escape for it at the end of the round.

Oh yeah, and first person to post the location of Jimmy in my map gets admin for a week on my server.

scratch
18th January 2007, 17:33
I don't find a link there or a button to download it, at the bottom there appears an error message (php code related). Could you upload it somewhere else, too? Megaupload.com, rapidshare.de, ...

Euphoria
18th January 2007, 17:37
Is there any place to get winrar for free? It seems to much of an expense to pay fo it...

MiasmicAnomie
18th January 2007, 17:38
Playtested this with you before it was pretty.

I'll see about putting it on DC when I get a chance.

MiasmicAnomie
18th January 2007, 17:39
Is there any place to get winrar for free? It seems to much of an expense to pay fo it...

You can get the command line 'unrar' tool for free, from the same place you'd get winrar

You have to use it from a DOS prompt, no pretty windowing stuff, but it gets the job done.

Tsukasa1105
18th January 2007, 17:47
WinRAR *is* free

http://www.rarlab.com/rar/wrar37b2.exe

After a month it'l bug you with registering just keep hitting later each time you want to use it... or download 7zip, although it's a bit sketchy on rars.


Here's the map zipped up on megaupload:
http://www.megaupload.com/?d=FEPHU5XI

scratch
18th January 2007, 17:54
Thanks. I'll have a look at the map now.

[Edit]

An error in the .vmt of your custom texture:


"LightmappedGeneric"

{

"$basetexture" "customtex/helipad2"
"$translucent" 1
}

The file is located in materials\Decals though, so it won't show up ingame. The .res file points to the correct location.

Tsukasa1105
18th January 2007, 18:07
Ah, thanks, I was looking for why that didn't seem to work for people.

Uploaded it with the fix: http://www.megaupload.com/?d=FEPHU5XI

I'm editing my previous post to change the link as well.

scratch
18th January 2007, 19:02
Alright, had a quick run on the map.

The corpse on the balcony: Cubemap issue.
http://img266.imageshack.us/img266/8263/hdncheckpointrc20000fx8.th.jpg (http://img266.imageshack.us/my.php?image=hdncheckpointrc20000fx8.jpg)

The roof is a bit leaky.
http://img266.imageshack.us/img266/443/hdncheckpointrc20001iv8.th.jpg (http://img266.imageshack.us/my.php?image=hdncheckpointrc20001iv8.jpg)

The lamps indicate a white light, but it's orange. The textures on the side should be visually separated from the stone texture in the middle.
http://img266.imageshack.us/img266/3820/hdncheckpointrc20002lo7.th.jpg (http://img266.imageshack.us/my.php?image=hdncheckpointrc20002lo7.jpg)

Wrong texture xD.
http://img266.imageshack.us/img266/5803/hdncheckpointrc20003kt6.th.jpg (http://img266.imageshack.us/my.php?image=hdncheckpointrc20003kt6.jpg)

That's a screen with mat_leafvis enabled telling me that you have not func_detail'ed the stairs! Shame on you :D! Also, the carpet on the stairs seems to be a bit misplaced.
http://img262.imageshack.us/img262/5825/hdncheckpointrc20005rs2.th.jpg (http://img262.imageshack.us/my.php?image=hdncheckpointrc20005rs2.jpg)

Same seems to apply here.
http://img248.imageshack.us/img248/6097/hdncheckpointrc20006ko8.th.jpg (http://img248.imageshack.us/my.php?image=hdncheckpointrc20006ko8.jpg)


More things i've noticed:
- You don't need to use a brush for ladders, there is a ladder model.
- There are some props which have no collisions, you can walk right through 'em (PC and keyboard, file cabinet and possibly more).
- There appear alot of error messages in the console while loading. Some aren't an issue (displacement texture on a non-displacement surface), others could be the reason for props not being solid. Haven't taken a closer look at the messages.
- I somehow don't like the combine-ish bridge, as all the combine stuff has a significant "i am combine property" look and therefore normally doesn't fit in maps which are not related to the combine (matter of opinion though).
- The Skybox needs player clips - atm the Hidden can cling to it.


I'd suggest to go on with detailing the architecture a bit more (door and window frames especially), make the map a bit bigger and add a 3D skybox. You could make the whole complex to be on top of a tunnel where a street leads through, something like this:

http://img260.imageshack.us/img260/8792/examplere6.th.jpg (http://img260.imageshack.us/my.php?image=examplere6.jpg)

The red markers indicate the position of your actual map, the rest would be the 3D skybox. Like the idea somehow.

Tsukasa1105
18th January 2007, 19:10
I'll make sure to add those things in (thanks for the feedback).

I like the combine bridge though... I know it's a bit awkward for those of you that have played hl2 (not me), but my other choices for a bridge are rather bland... meh.

Keep 'em coming. I'm aiming to release RC3 by the end of the weekend.

Zabiela
18th January 2007, 20:48
I'm aiming to release RC3 by the end of the weekend.

You shouldnt aim to release it anytime other than when you're absolutely sure its finished.

Tsukasa1105
18th January 2007, 22:21
Well yeah

Zabiela
18th January 2007, 23:33
Well yeah

Sorry for seeming mean, but misaligned, misplaced textures, no func details, and cubemap issues mean its not finished. Also, the underwater passage is somewhat of a bad idea, I can see iris camping its entrances.

Tsukasa1105
18th January 2007, 23:56
In all the runs i've done of the map no one has camped the underwater passage, for multiple reasons. a) the hidden is relatively completely invisible underwater (if looking from outside the water), although when he breaks surface its very visible and b) sitting outside with your gun pointed towards the vent means your back is to most of the level, which is an excellent way to get killed.

Although, I did tweak the mechanics of the submerged room. Before it had a thin layer of air, and IRIS could easily camp and spray since hidden can't pounce in water. Since it's completely submerged now, IRIS can't attack in that room (good place for those movement enhancing steroids if you can deal without a LAM, hidden swims as fast as iris..)

Edit: And just because I release a RC doesn't mean I intend on releasing the full version anytime soon. I'm not done with it until i'm satisfied it matches up with the real maps in terms of quality and fairness.

Zabiela
19th January 2007, 00:10
Whats RC?

Ging
19th January 2007, 00:40
Release Candidate

Zabiela
19th January 2007, 00:44
I retract my "unfinished" statments.


(my guess was recompile)

Tsukasa1105
21st January 2007, 01:16
New version! RC3 is out, check the first post.

Can an admin change the title to hdn_checkpoint (rc3) *update* ? It let me update the (subtitle?) but under mapping the title stayed the same.

scratch
21st January 2007, 03:43
About the suggestion to seperate the texture on the front of the building.. I tried, but frames and such with the way I did the balcony looks ugly... I'm up for other suggestions.

Just build a frame for the door and texture the whole wall with one texture only / two textures which fit together. Btw, door and window frames are a must have. Take a look at your house how that looks like.


I've found a strangely looking visleaf on your map:
http://img443.imageshack.us/img443/820/hdncheckpointrc300013uf.th.jpg (http://img443.imageshack.us/my.php?image=hdncheckpointrc300013uf.jpg)

In fact there is another visleaf on top of it to complement the visleaf you see here. Perhaps that's also a reason for the strange gfx glitch you get sometimes? Dunno. Perhaps those visleafs are normal too, haven't run into one of those on my maps though, that's why i point it out. I still think slanted visleafs of this kind are strange. :rolleyes:

Alright, the Hidden can still cling to the skybox (at least the upper part); the small stairs at the end of the bridge need to be func_detail'ed (perhaps the strange visleaf will disappear then) and the placement of the light entities inside the buildings should be corrected a bit (you've used this "up-down" lamp model, so both sides of the lamp should be lit evenly). Shame though that you haven't added more architecture and other details - work harder! :D
Oh and i still think the stairs with the carpet in the first building do look misplaced. The bright side of the stairs for one thing, the carpet for the other.

Tsukasa1105
21st January 2007, 10:09
I checked out the visleaf, and it just likes to cut it that way.. weird.


Shame though that you haven't added more architecture and other details - work harder!

Yeah well those windows out of the roof were a royal pain in the ass. =P


Oh and i still think the stairs with the carpet in the first building do look misplaced. The bright side of the stairs for one thing, the carpet for the other.

Err, I still have no idea what your talking about. It looks fine to me... Take a screenshot and circle in paint where / why it looks weird?

Oh, and I need some help on one fix... when the hidden spawns under water a handful of times if you aim upwards and dont crouch or some form of upward movement (only when you spawn, ive tried for a long time normally and it doesn't seem to work), you manage to clip through the roof. The hidden spawns feet touching the ground with a good margin (atleast 25 units) from the ceiling. The roof is 18 units thick and everything seems solid. I'm going to attempt to fix it with a 1 unit thick nodraw texture but should I be looking for something else?

scratch
21st January 2007, 10:29
Uhh, noticed the windows, nice work there. Still, it's the same small map size.

The first building at the Iris spawn has stairs inside leading to the second level, with red carpet on it. It doesn't look wierd - just completely out of place, like placing marble tiles in a cave.

The fix for the Hidden-under-water spawn bug is easy - remove the underwater spawn point.

Oh and btw, you still have brush ladders - there is a ladder model.

Tsukasa1105
22nd January 2007, 06:33
The fix for the Hidden-under-water spawn bug is easy - remove the underwater spawn point.

Oh you are such a creative license kill.


Oh and btw, you still have brush ladders - there is a ladder model.

Yes but why is this bad? It's functional and doesn't create leafs, so why change it?


Still, it's the same small map size.

It's as large as stalkyard and traindepot. If it feels "small" why don't you try not camping in the corner all map =P. Seriously though, why is this an issue? There's more then plenty space on the map.

scratch
22nd January 2007, 08:10
Oh you are such a creative license kill.

Well, you won't have another choice if you can't find a workaround.


Yes but why is this bad? It's functional and doesn't create leafs, so why change it?

It's not that bad, it's functional, yes. But it looks even worse than brush-built ladders, especially because you haven't resized the brush properly so that the black edges disappear. The ladder model is just far more convenient. A basic rule says: If there is a model - use it - instead of building something with brushes (models just look better). This depends on the style you want to achieve of course, sometimes brush-based models are indeed better than ordinary models (this combinish bridge for example :P), but that's up to you.


It's as large as stalkyard and traindepot. If it feels "small" why don't you try not camping in the corner all map =P. Seriously though, why is this an issue? There's more then plenty space on the map.

Traindepot perhaps, but Stalkyard? No way. Executive does have "more than plenty of space", but not your map. It's small. And the simple reason why this is an issue is because your map is rather uninteresting. That's no offence, it's my opinion from both a mapper's and a player's point of view; i know that you're a beginner and that's why i'm trying to help. You can be proud though, ALOT of custom maps which have been announced here have never been released. Just stick to it.

Tsukasa1105
24th January 2007, 03:42
especially because you haven't resized the brush properly so that the black edges disappear.

Perhaps you should look at the brush model, there are no transparencies in it save the area between the bars. It's not supposed to be transparent, it's supposed to be black.

Question though, some prop_physics_multiplayer props randomly fall to floor and you are unable to pick them up and clip through them, even though damage affects them. I checked every aspect between the working and non working props, and they are the same. Even a bench that i shift copied over 5 feet on the x axis doesnt work, when the original has, and the props aren't colliding / near anything.

Should I just delete and recreate or am I missing something?

scratch
24th January 2007, 06:10
Perhaps you should look at the brush model, there are no transparencies in it save the area between the bars. It's not supposed to be transparent, it's supposed to be black.

So it's really supposed to have black edges?

http://img153.imageshack.us/img153/22/ladders8ij.th.jpg (http://img153.imageshack.us/my.php?image=ladders8ij.jpg)

Left: Your ladder (32 units wide).
Middle: Your ladder, resized (24 units wide).
Right: Ladder model.

The single reason why this texture does have black edges is because textures have to be saved in a "power of 2" resolution. 24 Units, which is the width of the actual ladder texture, translates into 24*4 = 96pixels. The nearest power-of-2 resolution is 128 pixels, the remaining 32 pixels are just black, the creator of this texture didn't bother with making those pixels transparent, too - as it obviously is not necessary.



Question though, some prop_physics_multiplayer props randomly fall to floor and you are unable to pick them up and clip through them, even though damage affects them. I checked every aspect between the working and non working props, and they are the same. Even a bench that i shift copied over 5 feet on the x axis doesnt work, when the original has, and the props aren't colliding / near anything.

Should I just delete and recreate or am I missing something?

If you haven't changed the properties of the entity it should work as intended. I'd suggest to delete and recreate them to see if the issue remains. Perhaps it's also worth a try to use prop_physics instead of prop_physics_multiplayer (The system of both entities has been created more than two years ago. Times have changed, it should be safe now using prop_physics only).

Euphoria
27th January 2007, 20:40
Just played the map for about an hour so here's my two cents:

The doors are annoying- you bounce off them if you go too close.

The bridge is easy to camp, as the hidden can only come from two directions, though it does have a novel feel to it for hidden maps.

The water passages can be easily camped by iris from above, and you can hear if anyones swimming below and rush to camp the ladder.

I don't know why but the stairs are incredibly annoying as hidden, very hard to pounce off and once when crouching near the top I was forced to slide all the way down them, while under fire.

Overall a very refreshing change to the normal maps, has a good contrast in area sizes.

Tsukasa1105
30th January 2007, 03:56
The bridge is easy to camp, as the hidden can only come from two directions, though it does have a novel feel to it for hidden maps.

Eh? You can walk on the outside of the railing of the bridge as well as ontop of the railing...


The water passages can be easily camped by iris from above, and you can hear if anyones swimming below and rush to camp the ladder.

Yeah, the water as hidden can be tricky... You have some options though, crouch swimming reduces noise, using aura view underwater, and most importantly, what most people havent figured out, you can stick to the wall from inside the water and pounce out wherever you like (iris will still be spraying the water too, works as a nice distraction). If you really dislike the water just avoid it when theres lots of people, but it really can help if you know how to use it.

I'll check the stairs and doors, see if I can improve them. Thanks for the feedback :)

blackhawk
2nd February 2007, 02:46
this map is da shizznet yo!!!! jk..im not a gangster

Tsukasa1105
5th March 2007, 07:02
No, I haven't fallen off the face of the planet (and neither has my map).

So I had Isp problems followed by a period of sulking at how square my building is. Anyways, i've started mapping for hdn_checkpoint again, increasing the light, adding a 3d skybox, and some other stuff. Look forward to rc4 sometime in the near future!