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CSReloaded Forums  |  General Category  |  Mapper's Delight (Moderators: slightcrazed, Grounded)  |  Topic: Mapping Challenge #2
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Deuce
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Re:Mapping Challenge #2
« Reply #200 on: September 03, 2003, 10:15:07 PM »
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well..since you two seem have have the texture making down..and since i want to do something else besides my warehouse..mind if i start thinking of creative and subtle ways to add easter eggs? i already have a few in mind for various people.
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Re:Mapping Challenge #2
« Reply #201 on: September 04, 2003, 03:46:25 AM »
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I can't see the pic slight.

Base textures does make sense. How basic are we talking? Pure bricks, pure concrete, pure asphalt?

Deuce - think away! Did you both get the file by the way?
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Re:Mapping Challenge #2
« Reply #202 on: September 04, 2003, 06:53:14 AM »
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a standard crate/box texture is definitly something we need.

other then that..default floors, walls, ceiling..something where it can easily be altered (for instance the walls so we can switch colors around).

oh..and i did get the file..though the textures were off a little..did mine come that way to you? i tested it out both in quark and worldcraft.
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Re:Mapping Challenge #2
« Reply #203 on: September 04, 2003, 08:56:04 AM »
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The textures were off? If you mean the dodgy lines in the lobby that's just a flaw with that particular texture.

How does the altered shape of your warehouse suit you? You see what I mean with the loading area on the side closest to spawn? A couple of vans backed up against there would be good I think.
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Re:Mapping Challenge #2
« Reply #204 on: September 04, 2003, 09:03:54 AM »
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na..in my warehouse..the steel catwalk texture was off..the box textures were off..no big deal though

the altered warehouse will be fine. though is there only going to be 1 ground level door now? i think there should be 2.

im also adding an office in one of the corners, and elevating the floor where the office will be with a ramp...just to give it more then a flat look.

i guess you can go with vans..i still like the big truck though..but theres no room for it anymore

also..it would be a good time for one of us to create this warehouses' company logo. i like the company name "Reloaded Harddrives" or "Harddrives Reloaded"

or even storage review will do..

nonetheless..the phoenix should somehow be incorperated into the logo. then the logo can be placed on the boxes..the vans..the outside glass in the lobby, ect.
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Re:Mapping Challenge #2
« Reply #205 on: September 04, 2003, 09:07:00 AM »
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OK.... for some odd reason none of the pics I posted on my web space are loading.
I haven't had a chance to look at the map yet, I'll take a look tonight.

Anyone (Porter?) want to lend me some FTP space so I can load up screenshots and stuff? Adelphia is really starting to pi$$ me off.

I'm going to try to attach the SS of the robot arm that I did yesterday to this post, don't know if it will work.

slight
 robotarm.jpg
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Re:Mapping Challenge #2
« Reply #206 on: September 04, 2003, 09:19:11 AM »
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add some good textures and i imagine that would look pretty darn cool.
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Re:Mapping Challenge #2
« Reply #207 on: September 04, 2003, 12:32:47 PM »
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Quote from: Deuce on September 04, 2003, 09:19:11 AM
add some good textures and i imagine that would look pretty darn cool.

Plan to.

I'd like to have 4 or 5 distinct models to be used in the factory part. I may even make a couple hard drive models (should be REALLY easy, hell, all a hard drive is is a frickin rectangle) so that we can have piles of them strewn all over the factory, sitting in boxes and schtuff.

As for the name of the company, hmmm..... A little humor might be in order. Like 'Storage devices reloaded.....When it only has to be good enough....'

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Re:Mapping Challenge #2
« Reply #208 on: September 04, 2003, 03:31:26 PM »
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Very nice model slight. What did you use? I thought everything had to be made out of triangles.

Deuce - I moved your warehouse with texture lock off so all the tex are shunted in one direction, sorry I just realised that. There definitely will be another door - I was at the point where I needed to see a compiled map or I was going to cry

I made a couple of textures today - standard concrete, harl and a couple of full wall textures to illustrate their use. I'll send them some time tomorrow when I've done a few more.

I think the company should be HDD Reloaded or Storage Reloaded....can you see a theme developing?
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Re:Mapping Challenge #2
« Reply #209 on: September 04, 2003, 03:56:54 PM »
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They do, and it is..... the 2 triangles make a square, remember?

I have actually found some pictures of robots used in automation, so I finally have something to go by when I make these models. This is really the look that I am going for:



I am working on a model for this robot right now. The one I posted above was just kind of a best guess, It will be much improved, trust me.

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Re:Mapping Challenge #2
« Reply #210 on: September 04, 2003, 04:26:17 PM »
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2 triangles make a square, but how many triangles make a circle?

That robot looks cool, much more like what I had in mind. slight have you looked through the map yet?
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Re:Mapping Challenge #2
« Reply #211 on: September 04, 2003, 06:56:53 PM »
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grounded..do you think the compiled map you made is ready enough for a play test? maybe friday or saturday night? i imagine porter could reserve a time to test it..maybe..

we should probably know before any more detail is put into maps if the current layout will even work.

i like storage reloaded for the company name..i can try working on a logo in awhile.
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Re:Mapping Challenge #2
« Reply #212 on: September 04, 2003, 08:52:17 PM »
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i dunno..something simple like this..
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Re:Mapping Challenge #2
« Reply #213 on: September 04, 2003, 09:05:23 PM »
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oh these stupid attachments..
 storage1.gif
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Re:Mapping Challenge #2
« Reply #214 on: September 05, 2003, 12:10:44 AM »
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I was really hoping we could get just "Storage Review" but if it's a manufacturing plant that might not make a lot of sense.

Basically, I'm looking for any excuse to get a "real" SR banner in the map (as well as for CSR-- see below), but I don't have any kind of authority to mandate it or anything. You guys are in charge--do whatever is going to make the best map possible!...

I was just really hoping is all...

I'm gonna shut up now though-- geniuses work better in peace and quiet. The less time they have to spend checking this thread, the more time they can spend making a kick-ass map!

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Re:Mapping Challenge #2
« Reply #215 on: September 05, 2003, 03:58:15 AM »
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No it's not ready. There aren't enough doors (only 1 out of CT spawn for instance) and there is an empty warehouse and an empty floor of the main building. I'll make something up to put in both as a temporary measure just so we can test it if you want.

Like I said before it would be cool to put the banners in but not in a 'clan_mill' style way. I think in the areas surrounding the desks in the office - a poster, a picture on a computer screen, a printout etc.

That logo looks nice Deuce but I think the phoenix is too big in relation to the text - the text after all is the important part particularly if it needs to be resized to fit on a box - and I think the text should be a little bit more formal.
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Re:Mapping Challenge #2
« Reply #216 on: September 05, 2003, 07:18:33 AM »
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version 2
 storage2.gif
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Re:Mapping Challenge #2
« Reply #217 on: September 05, 2003, 07:19:26 AM »
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wow that looks awful as a gif..let me try again with a jpg..
 storage2.jpg
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Re:Mapping Challenge #2
« Reply #218 on: September 05, 2003, 09:32:19 AM »
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Quote from: Grounded on September 05, 2003, 03:58:15 AM
Like I said before it would be cool to put the banners in but not in a 'clan_mill' style way. I think in the areas surrounding the desks in the office - a poster, a picture on a computer screen, a printout etc.

See I was thinking (I've probably mentioned it before here) that we could use the real banners on billboard type things, or as signs over the main entrances of the buildings. Basically, one the buildings in the map would actually be the offices for Storage Review. Dunno what could be done about CS Reloaded though. Deuce is on the right track there I think.
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Re:Mapping Challenge #2
« Reply #219 on: September 05, 2003, 10:16:26 AM »
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Quote from: Porter on September 05, 2003, 09:32:19 AM
Quote from: Grounded on September 05, 2003, 03:58:15 AM
Like I said before it would be cool to put the banners in but not in a 'clan_mill' style way. I think in the areas surrounding the desks in the office - a poster, a picture on a computer screen, a printout etc.

See I was thinking (I've probably mentioned it before here) that we could use the real banners on billboard type things, or as signs over the main entrances of the buildings. Basically, one the buildings in the map would actually be the offices for Storage Review. Dunno what could be done about CS Reloaded though. Deuce is on the right track there I think.

I was thinking of something like dust2, but less obvious..maybe the main banner on a billboard in the background. i mean..you know there are banners in dust2..but its like they arent there..during gameplay you dont see them because it doesnt effect the gameplay (thinking about it right now, i cant really even think what the banners say..is it gamehelpers.com?). i'll show an example when i get home.

until then, ich muss deutschhausaufgaben lesen. 
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Re:Mapping Challenge #2
« Reply #220 on: September 05, 2003, 10:54:09 AM »
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That banner looks good to me.

Now get your German homework done now!
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Re:Mapping Challenge #2
« Reply #221 on: September 05, 2003, 10:57:57 AM »
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Quote from: Grounded on September 04, 2003, 04:26:17 PM
2 triangles make a square, but how many triangles make a circle?

That robot looks cool, much more like what I had in mind. slight have you looked through the map yet?

Yeah, the basic layout is pretty good, close to what I had in mind. The addition of a 2nd door out of CT spawn would definately help. The main building in the middle of the map seems a bit busy, like it would be a little hard to navigate, but that is just looking with the worldcraft view. I compiled the map, but I don't have the lights.rad file that you used, so it was totally dark (slightcrazed = dork). Any chance of listing the lights.rad file here so that I can try a compile again when I get home?

One thing I noticed about the layout, even if it doesn't work with the CT's start with the hosties idea, the map lends itself well to both de_ and original cs_style maps. Replace the rescue zones with bombsites and switch the spawns and I bet it would work just as well. Of course, I still want to try the CTs start with hosties Idea, but if it doesn't work it would not take much to expiriment with other map types.

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Re:Mapping Challenge #2
« Reply #222 on: September 05, 2003, 01:00:03 PM »
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Quote:
One thing I noticed about the layout, even if it doesn't work with the CT's start with the hosties idea, the map lends itself well to both de_ and original cs_style maps. Replace the rescue zones with bombsites and switch the spawns and I bet it would work just as well. Of course, I still want to try the CTs start with hosties Idea, but if it doesn't work it would not take much to expiriment with other map types.


or..switch around the spawns, change the rescue entity into an escape entity, and you have a decent es_style map 

not as good as losangeles though...
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Re:Mapping Challenge #2
« Reply #223 on: September 05, 2003, 02:50:17 PM »
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I think this is the line you need in the lights file:

+0~FIFTS_LGHT06    160 170 220 4000

Almost all the lights are this texture so that should fix it. I've actually been replacing most of those lights today - they're too big, the light isn't flat enough. I've also added another door on the CT spawn building and put basic stuff in the two empty spaces. I don't think the building will be too hard to navigate but we shall have to see... 
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Re:Mapping Challenge #2
« Reply #224 on: September 05, 2003, 03:55:50 PM »
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OK.... THIS is more like what I wanted the factory robot to look like. Again, I have not skinned it yet, that will come (hopefully) this weekend, but you get the idea.



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Re:Mapping Challenge #2
« Reply #225 on: September 05, 2003, 04:02:45 PM »
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very cool slight!

here was the idea i had for the site logo..minus the ms paint effects.

i believe this is what porter wants..i'm up for either putting stuff like that in or doing it very subtle.
 cs_reloaded_full110000_copy.jpg
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Re:Mapping Challenge #2
« Reply #226 on: September 05, 2003, 04:32:03 PM »
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Yeah! YEAH!

And a Storage Review one directly over the door to another building or something!

Viel spass mit deinem Hausaufgaben!

Did I get that right? I took 5 years of german, but haven't used it for three!

Oh, and those robot arms look sweet Slight! Nice work!
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Re:Mapping Challenge #2
« Reply #227 on: September 05, 2003, 05:03:44 PM »
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lol yeah, I think thats right

Have fun with your homework


right?
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Re:Mapping Challenge #2
« Reply #228 on: September 06, 2003, 03:31:34 AM »
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Awesome model slight, can't wait to see it skinned. 

I think that putting banners over the buildings like that is not subtle enough - seems a bit out of place. We could however put them both out on the stretch of road at the main entrance to the lobby - like actual billboards. Easy to see but subtracted from the playing area of the map.

I'm playing hockey today so no chance of a map tonight. However I could conceivably get decent version done by tomorrow so...watch this space.
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Re:Mapping Challenge #2
« Reply #229 on: September 07, 2003, 12:13:19 PM »
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Ok folks, the first 'beta' version is on it's way to slight and Deuce for approval and then we can get going on some proper testing 

Until then, a few screens mainly showing the exterior layout of the map (which is quite featureless at the moment). I've tried timing a few of the routes myself and made a few simple line-of-sight changes based on that. We'll have to see if anything more drastic is required.

There is one notable error in the screens and that is the (accidental) use of a randomly tiling texture for the 'clean rooms'. No big deal though.











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Re:Mapping Challenge #2
« Reply #230 on: September 07, 2003, 12:15:21 PM »
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Wow, that looks amazing
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Re:Mapping Challenge #2
« Reply #231 on: September 07, 2003, 12:18:23 PM »
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that reeks of awesomeness grounded..good job.

i'll test it out in a while and give my opinions 
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Re:Mapping Challenge #2
« Reply #232 on: September 07, 2003, 12:40:47 PM »
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ok..with a quick run through i found two problems..one that doesnt effect gameplay, and one that does.

#1 :



some sort of a texture glitch

#2 :



the stairs you have in your building (and the steps infront and behind that you placed in my building) are very steep, and the hosties are having trouble climbing them.

otherwise it looks all good
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Re:Mapping Challenge #2
« Reply #233 on: September 07, 2003, 12:43:18 PM »
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any chance of a playtest soon? haha
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Re:Mapping Challenge #2
« Reply #234 on: September 07, 2003, 01:06:31 PM »
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Stupid hossies. I still think we should just go with this for the test map though unless you disagree. If you want me to change it then just say so and I'll send you an updated dl link.

Playtest soon methinks - who do we go to to arrange it?
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Re:Mapping Challenge #2
« Reply #235 on: September 07, 2003, 01:09:10 PM »
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keep this version for now for a playtest..but make sure the stairs are #1 priority during the next beta 

i'll PM porter about a possible test time, and i'll give him the link for the map. would the same time that we did playtesting last time be a good time again? (8ish to 9ish EST)? anyday this week okay?
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Re:Mapping Challenge #2
« Reply #236 on: September 07, 2003, 01:13:58 PM »
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Any day from today onwards

8-9 EST is ok but 6-7 EST would be better. To be honest it doesn't really matter too much if I'm not there although of course I'd like to be. I'll make an effort to show up no matter what time you choose.
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Re:Mapping Challenge #2
« Reply #237 on: September 07, 2003, 06:29:41 PM »
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Cool.... sounds good to me. I'll do my best to make whatever playtest is set up, but I have to work around a 1 month old's schedule, so no promises.

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Re:Mapping Challenge #2
« Reply #238 on: September 08, 2003, 01:23:57 AM »
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I've uploaded the map for you guys, and gave it a quick run around on my own. Looks great! I'm concerned about how fast you can get from one spawn to the other-- it's almost short enough that it seems like you could catch people still buying if you took off right away. I noticed the texture glitch Deuce pointed out too, and the hosties/stairs issue as well. I think it's coming along absolutely splendidly though, and I'm very impressed so far. Will there be any possibility of actually getting into the clean rooms, or are they for looks only? I'd still like to see some way of getting back up into CT spawn to take up the occasional camper-- or more importantly, AFK.

I will try to make any play test you guys set up. I can also make this beta available for download from the website if you think that would encourage participation. If you let me know when you want to do it, I'll post a news item on the front page about it as well if you like.

Keep up the great work!
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Re:Mapping Challenge #2
« Reply #239 on: September 08, 2003, 05:20:22 AM »
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I think the time it takes to run from one spawn to the other is misleading. It is short but, like dust, assault etc., players would clash in the middle before they made it all the way. At least that's what should happen! If the CTs run the underpass route then it should take a lot longer.

I'm going to quickly fix these problems that have been mentioned and update the file.
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Re:Mapping Challenge #2
« Reply #240 on: September 08, 2003, 06:47:51 AM »
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ok..so which day do you guys want to test this map out? and is 7:00 pm EST ok for the time?

and which map should we try..the one that is on the server or the one you are going to fix up?
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Re:Mapping Challenge #2
« Reply #241 on: September 08, 2003, 09:19:40 AM »
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That time is fine for me. We should test the fixed version which I'll have up soon.
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Re:Mapping Challenge #2
« Reply #242 on: September 08, 2003, 10:22:26 AM »
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tomorrow (Tuesday September 9th) at 7:00 PM EST using the fixed up version of cs_reloaded_b1. remember to send the link to porter so he upload it onto the server.

sound good everyone?

if it can get to a 5 v 5 game, i would say it would be a successful testing, and i'm sure there are enough people who want to test it.

should we put up a link for the map, or should we just let people download from the server (if i remember correctly..its only half a MB in size..a quick download). i'm up for letting people download from server..prevent them from getting a sneak peak at the map 
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Re:Mapping Challenge #2
« Reply #243 on: September 08, 2003, 10:53:25 AM »
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Ugh, you know how to pick 'em Deuce! Raven and I will both be in the literal process of carrying boxes into our dorm rooms at that time. Not to mention both yu^rei and Yuna will be with us, and I'm sure would they would also like to help out. There's -4 people right there. If we can delay it toward the end of the week a little more, not only can all of us play, but we can give the news item time to generate more interest.
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Re:Mapping Challenge #2
« Reply #244 on: September 08, 2003, 10:55:49 AM »
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lol..anyday is fine with me this week. i only picked tuesday because it was the closest today (ignoring todays itself for a playing time)

wednesday to early or should we go thursday?
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Re:Mapping Challenge #2
« Reply #245 on: September 08, 2003, 11:05:35 AM »
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Thursday works best for me. 7:00 is a good time. I think we should post on the news page and maybe even set up a MOTD on the server announcing the playtest.

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Re:Mapping Challenge #2
« Reply #246 on: September 08, 2003, 12:24:55 PM »
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thursday it is then.
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Re:Mapping Challenge #2
« Reply #247 on: September 08, 2003, 04:12:31 PM »
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Thursday = can do.

It's also helpful because I haven't uploaded the fixed version - I compiled and then realised I'd forgotten to give access to roof spawn... Then my brother commandeered the comp.
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Re:Mapping Challenge #2
« Reply #248 on: September 08, 2003, 05:15:22 PM »
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Yes, thursday is the only day of the week I actually have free nowadays!!
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Re:Mapping Challenge #2
« Reply #249 on: September 08, 2003, 05:58:42 PM »
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grounded, is there a chance you could send me a .map version of my new building? i want to finish putting in the new ideas i had (offices)

oh..and is the name of the map we will be testing going to be called cs_reloaded_b2?
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Re:Mapping Challenge #2
« Reply #250 on: September 09, 2003, 03:43:03 AM »
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Yeah I can do that. The name will stay b1 though - there haven't been enough revisions to change it.
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Re:Mapping Challenge #2
« Reply #251 on: September 09, 2003, 06:04:53 AM »
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I have just uploaded the altered file - now with roof access, minus that texture glitch, plus hostage friendly stairs. The link is the same as before for those who I sent it to. 

"should we put up a link for the map, or should we just let people download from the server (if i remember correctly..its only half a MB in size..a quick download)"

Remember that the file I sent you was zipped. The bsp is actually about 1.6MB. If the file is available on the site then it might ease a little server load but since quite a few of us will already have it I guess it doesn't matter either way.
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Re:Mapping Challenge #2
« Reply #252 on: September 09, 2003, 09:36:15 AM »
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As soon as I have a chance (probably tonight) I'll take a look at the map. Are there any parts that I should look at specifically? I know I did the basic layout for the T start, should I keep going to clean it up and add details/filler/eyecandy?

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Re:Mapping Challenge #2
« Reply #253 on: September 09, 2003, 10:20:09 AM »
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I don't think there's much point doing any of that stuff until we've tested the map. 
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Re:Mapping Challenge #2
« Reply #254 on: September 09, 2003, 06:06:18 PM »
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i've checked my mail all day..but i didnt see a .map for my building.. 

on a side note..if its still possible, i still think a big delivery truck with the company logo should be in there somewhere.. but that can be saved for the detail stage.
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Re:Mapping Challenge #2
« Reply #255 on: September 10, 2003, 03:56:49 AM »
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You not receiving an email might be a side effect of me not sending one. 

Sending now...
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Re:Mapping Challenge #2
« Reply #256 on: September 10, 2003, 07:37:52 AM »
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OH crap...... Thursday is a no go for me guys....unless I can find a way to load CS up here at work (which wouldn't go over very well, let me assure you). I got suckered into working late at the last minute, so you guys will have to do the initial playtest without me.

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Re:Mapping Challenge #2
« Reply #257 on: September 10, 2003, 10:55:47 AM »
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Re:Mapping Challenge #2
« Reply #258 on: September 10, 2003, 05:44:18 PM »
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Sorry guys, I've been busy moving and getting computers set up. I should have a bit of time up through this weekend now. Somebody give me a link to the latest and tell me when we're doing things and I'll get maps uploaded and news items posted!
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Re:Mapping Challenge #2
« Reply #259 on: September 10, 2003, 05:53:00 PM »
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Quote from: Porter on September 10, 2003, 05:44:18 PM
Sorry guys, I've been busy moving and getting computers set up. I should have a bit of time up through this weekend now. Somebody give me a link to the latest and tell me when we're doing things and I'll get maps uploaded and news items posted!

the link is the same that i sent you before (its the same map name)

the final time picked for testing was Thursday, September 11, 7:00 EST

and i can go on early tomorrow morning and make sure it was uploaded good and stuff like that (when there will be no one on)
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Re:Mapping Challenge #2
« Reply #260 on: September 10, 2003, 05:55:43 PM »
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Quote from: Deuce on September 10, 2003, 05:53:00 PM
the final time picked for testing was Thursday, September 11, 7:00 EST

Good thing it's not a bomb map, huh?
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Re:Mapping Challenge #2
« Reply #261 on: September 10, 2003, 08:03:49 PM »
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ok..i had just finished adding in the office area into my building, and i was just about to compile the map so i could get a .map file..and my freaking computer froze.

i hate you dell.

on another side note..i've already come up with a few ideas on how to solve the lack of people going into all buildings which i am sure is going to end up happening..if what i think is going to happen actually happens tomorrow while testing, i'll show you what i mean using my insane ms paint skills.
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Re:Mapping Challenge #2
« Reply #262 on: September 10, 2003, 09:43:43 PM »
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Can you give me that link again deuce? I have a couple spare minutes-- I can upload the newest version for ya.
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Re:Mapping Challenge #2
« Reply #263 on: September 11, 2003, 08:10:30 AM »
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Quote from: Deuce on September 10, 2003, 08:03:49 PM
..and my freaking computer froze.

i hate you dell.

I think it much more likely that blame falls on a comapny based out of Redmond, WA.



As for the map, I had a chance this morning to run around the latest version, and I think it is coming along pretty well. It wil be interesting to see how the playtest goes, as the map has some very quick routes.

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Re:Mapping Challenge #2
« Reply #264 on: September 28, 2003, 01:54:27 PM »
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ok, i know grounded still cant get on to post or even work on the map until monday..but i'd thought i'd post a newer map plan i've been thinking about

green door = a new door added
red door = close the door
purple barrier = add something to block the route

new buidlings

STORAGE WAREHOUSE-
rows of boxes strategicly placed that will make it so it takes time to get to the other door

PARKING LOT
two story parking garage. door on the south wall on the bottom floor, and a door on the west wall on the second floor that leads to the lobby

MAIN WAREHOUSE EXTENSTION
not really a new buidling, but rather an extension. add office area (i'm thinking office cubicles)

i'll post another picture with the routes it would make
 Sample1.JPG
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Re:Mapping Challenge #2
« Reply #265 on: September 28, 2003, 01:55:23 PM »
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and here are the new routes.

oh..i forgot to mention one more thing.

a new rescue zone on the 2nd floor of the parking garage
 routes.JPG
« Last Edit: September 28, 2003, 01:58:16 PM by Deuce »
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Re:Mapping Challenge #2
« Reply #266 on: September 28, 2003, 07:55:30 PM »
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we just had an unplanned cs_reloaded_b1 map testing. surprisingly enough.. a 10 vs 10 game of nuke transfered to a 10 vs 10 game of cs_reloaded.

and i think a big difference between this playtest and the first one was..while the first one was filled with regulars..this second playtest was filled up mostly with non regulars who had no problems critequing the map and giving their thoughts. these were the main things i observed:

  • ct spawn camping was a major issue
  • again..too short, deathmatch like style (although some people liked it..and once they realized the hostage setup..they commented that the realistic scenerio was there and they liked it
  • unused buildings/areas (the main warehouse w/ clean room was rarely used
  • the stairs to my buidling near the ct spawn were hard to get to
  • office area = useless
  • not once did the underpass route get used.
  • it was too open


this was the general feel of it. they really did like it, but they said it needs work.

theekiller was another of the regulars who played throughout the entire map..so if you happen to read this..if you could give your opinion of what you thought and what others thought, it would be appreciated.

seeing all this feedback is making me start to think we should try out the new map design i made up..since i made sure it had definite routes instead of open areas. and if we decide to try it out i would love to make the parking garage
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Re:Mapping Challenge #2
« Reply #267 on: September 30, 2003, 09:32:03 AM »
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ct spawn camping was a major issue: With the new spawn I was working on this should not be a problem. Basically the roof will be accessible to Ts but not hossies.

again..too short, deathmatch like style (although some people liked it..and once they realized the hostage setup..they commented that the realistic scenerio was there and they liked it: Yeah I think it needs to be longer from spawn to spawn.

unused buildings/areas (the main warehouse w/ clean room was rarely used: The new spawn will allow much better access to the upper floors. I'm also thinking the main warehouse should be even bigger than it already is to remove that sense of claustrophobia we had in the earlier playtest.

the stairs to my buidling near the ct spawn were hard to get to: With the spawn moved this is not a problem.

office area = useless: See above about expanding main building.

not once did the underpass route get used: With spawn moved it now becomes a left/right decision for the CTs as opposed to straight/long-trek-round-the-underpass.

it was too open: Can't argue with that. Could maybe squeeze buildings a bit closer but I think it will be a different story with the new layout.
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Re:Mapping Challenge #2
« Reply #268 on: September 30, 2003, 10:27:05 AM »
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this is a long thread cs_reloaded pwns u
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Re:Mapping Challenge #2
« Reply #269 on: September 30, 2003, 04:08:08 PM »
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Turns out my comp won't be getting put in for upgrade until next Monday (some engineer bloke is on holiday) so it will be even longer before I can cobble the next beta together. You can't see but I'm weeping right now.
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Re:Mapping Challenge #2
« Reply #270 on: September 30, 2003, 05:11:54 PM »
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i just did some test runs on assault, italy, and office..and i think that the time it takes to get from ct spawn to t spawn on our map (with the hosties next to ct spawn) should be at LEAST 50 seconds..with main combat happening around 30 seconds into the round.

just thought i'd throw that out.

also..is there anything i can do while we wait?
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Re:Mapping Challenge #2
« Reply #271 on: September 30, 2003, 05:52:52 PM »
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get me some food?
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Re:Mapping Challenge #2
« Reply #272 on: September 30, 2003, 05:56:41 PM »
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For the csr map, I was wondering if you guys (the creators) have considered of putting a veichle or maybe some boxes or something just out side the ct spawn area. The small door that leads out the back. I find it kind of a dead run because the t's are usually there.

Thanks
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Re:Mapping Challenge #2
« Reply #273 on: September 30, 2003, 06:01:06 PM »
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ya but u always go that way, and i always go that way, so i just like to go that way to make your run a dead run
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Re:Mapping Challenge #2
« Reply #274 on: September 30, 2003, 06:01:50 PM »
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lol im confused 
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Re:Mapping Challenge #2
« Reply #275 on: September 30, 2003, 06:03:48 PM »
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i just wana kill theekiller
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Re:Mapping Challenge #2
« Reply #276 on: September 30, 2003, 06:36:09 PM »
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first off..this is going to be a kind request..not a flame..not a harsh post..not yelling.

we have managed for 19 pages to keep this thread on topic. please do not bring this off topic. we (slight, grounded, and i) use all the posts within this topic for reference..and it is really hard for us if we need to sort through off topic posts.

again..this is just a simple request. it is very important that this thread does not go off topic. please keep posts related to cs_reloaded.

thanks 

PS - dont even bother replying saying ok..sorry or whatever. that just brings it off topic again 
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Re:Mapping Challenge #2
« Reply #277 on: October 01, 2003, 12:48:45 PM »
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50 seconds? That seems a bit extreme. And the map would have to be drastically stretched out even further than your last layout pic (I think). It only takes about 10 secs from spawn to spawn in the current configuration.

TheeKiller - a big truck was (and still is) planned but didn't make it into the first beta due to the way I arranged the buildings. There is space in the latest edition so expect a truck for the next beta. In fact the whole layout of the buildings will probably be different so the whole 'I usually go this way' bit will become redundant.

As for stuff you can do in the meantime Deuce, um...how about twiddle your thumbs?
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Re:Mapping Challenge #2
« Reply #278 on: October 01, 2003, 01:00:01 PM »
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grounded..i tested out a few maps..and the average time it took ct's to get to the hosties was around 30 seconds..then add in another 30 seconds to get back.

i dont know how long it would take on my sketch to get there..but i know main combat shouldnt be happening at the ct spawn..it should happen in the middle of the map

but i guess before i add anymore suggestions i should see what you have for the next beta. i'm hoping at least there will be routes instead of open spaces right?
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Re:Mapping Challenge #2
« Reply #279 on: October 01, 2003, 01:05:10 PM »
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also if you have in mind a general size of a parking lot i can make..i will gladly get a headstart on that

though should it be a parking lot or a parking garage?
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Re:Mapping Challenge #2
« Reply #280 on: October 01, 2003, 01:21:34 PM »
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Ummm Die Kidshaft...... Well it would be nice to see a veichle, if you get the chance but it is up to you the creators. Also it would be cool!
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Re:Mapping Challenge #2
« Reply #281 on: October 01, 2003, 01:47:45 PM »
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I would vote for parking garage.

One Idea for stretching the map out isn't to go longer, but to go higher. Right now the T's start on the ground floor, but the CTs start one floor up. So it takes the CTs an extra 5 - 10 seconds to reach the middle of the map. Can we push the T's back some and maybe have them start on a 2nd story floor as well? What I was thinking was that on the T side of the map ground level on the outside is 2nd story. So the reception/waiting area that is now the T spawn can be moved up and a floor added underneath. Street level outside the building is at the same level as the reception area. Ground level inside the complex is 1 story below.

does that make sense?



                _______________
                |                            |
                |                            |
                |                            |
  street    |    T Spawn          |
________|______________|
                                            |
                                            |
                                            |
                                            |  Ground Level
                                            |_________________________

Make sense?

slight
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Re:Mapping Challenge #2
« Reply #282 on: October 01, 2003, 02:47:53 PM »
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Some serious remodelling is going to be required! The asphalt brushes will probably all have to go and then the buildings reshuffled.

Deuce - the parking should definitely be an indoor garage. Outdoor parking messes up r_speeds very rapidly.
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Re:Mapping Challenge #2
« Reply #283 on: October 01, 2003, 03:04:31 PM »
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ok.

a new idea though about the garage..how about an underground garage?
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Re:Mapping Challenge #2
« Reply #284 on: October 01, 2003, 04:07:07 PM »
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Anything that I can work on? Any buildings that need to be added?

Grounded, did you ever finish with the texture bases?

if {textures.bases = "finished"
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Re:Mapping Challenge #2
« Reply #285 on: October 01, 2003, 04:43:30 PM »
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i want to know dimensions of buildings
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Re:Mapping Challenge #2
« Reply #286 on: October 02, 2003, 04:03:07 AM »
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I haven't done any more on the textures since the last time I mentioned them and now they are all on JB's computer along with all my photo source.

Deuce - it's hard to come up with dimensions without having the map available to look at!
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Re:Mapping Challenge #2
« Reply #287 on: October 02, 2003, 08:43:42 AM »
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OK Cool..... If you don't mind then, I'm going to work on some Tex myself. We can always alter them later if needed.

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Re:Mapping Challenge #2
« Reply #288 on: October 02, 2003, 03:45:12 PM »
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Go for it. We can always tweak colours etc. to get them matching if we decide to use all of them. We actually need a LOT of textures so the more the better.
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Re:Mapping Challenge #2
« Reply #289 on: October 02, 2003, 03:48:27 PM »
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and i'm going to make a parking garage..or at least a template of what i was thinking so you can see what i mean.
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Re:Mapping Challenge #2
« Reply #290 on: October 02, 2003, 03:50:37 PM »
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expect it to be the same size of my building but double the width.
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Re:Mapping Challenge #2
« Reply #291 on: October 02, 2003, 03:53:50 PM »
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Cool... I'll start work on the usual stuff, bricks, barrels, boxes, concrete....stuff like that.

What other texs can you think of?

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Re:Mapping Challenge #2
« Reply #292 on: October 02, 2003, 05:29:43 PM »
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i will need parking lot texture with parking lines for the garage.

also wallpaper for lobby.

cant think of anything else
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Re:Mapping Challenge #2
« Reply #293 on: October 03, 2003, 05:11:05 AM »
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We need lots of wall variations - standard concrete/brick stuff but also office/lobby walls. If we want to go all the way then we'll need basic wood and glass tex as well as monitors, keyboards, filing cabinets...a quick run around beta1 will give a reasonable idea. Obviously we also need packing crates in both cardboard and wooden varieties.

I've got concrete and harl bases with a couple of wall textures constructed out of them as well as grass tex (I just made it because I had a photo!) and plenty of photos to be getting on with asphalt/bricks etc.. Like I said to Deuce I've also got two car sets to be finished up. Just go ahead and make as many of anything as you can - it's always better to have a choice. Incidentally I've been making mine all 256x256 and then downscaling them to a 128x128 version for insertion into a wad.
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Re:Mapping Challenge #2
« Reply #294 on: October 03, 2003, 09:59:33 AM »
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Cool...
128x128 is a good size, but smaller is still better, especially given the 4MB tex limit.

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Re:Mapping Challenge #2
« Reply #295 on: October 03, 2003, 10:56:34 AM »
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are we still going to try to go by a color coded building system?

red..green..blue..black..brown..
what other colors are good warehouse colors?

probably the most imporant texture: the harddrive texture 

also..i still have the company logo on my computer in a photoshop format file. i can transform it to any size or file format if you guys want it for texturing (ie putting the logo on boxes, shipping trucks, ext).

just a reminder of what it looks like:

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Re:Mapping Challenge #2
« Reply #296 on: October 03, 2003, 12:11:12 PM »
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I didn't get as far as colour coding - just doing generic stuff that can be recoloured later if necessary.

Smaller is better but only if the texture is something plain like concrete that needs only a small repeating unit. Walls will have to be at least 128 square otherwise definition would be lost in the scaling up. The texture limit should not be a big worry - I'm pretty sure you can even extend it if you really want to. It's certainly the least of our worries at the moment!

Oh yeah we also need warehouse door tex and office door tex etc. Anyone with a digital camera that lives near appropriate buildings could go and take some pics - I live in a tiny village so all my tex have thus far been cobbled together from photos of my house!
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Re:Mapping Challenge #2
« Reply #297 on: October 07, 2003, 09:46:32 AM »
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i am so ready to beat someone if we dont start working on this again. grr..
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Re:Mapping Challenge #2
« Reply #298 on: October 07, 2003, 11:05:10 AM »
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I have done a couple of basic textures so far, but I haven't thrown them into a wad or anything.....yet.
I haven't done any mapping work on the version that I have, because I am sure by now my version is extrememly outdated.

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Re:Mapping Challenge #2
« Reply #299 on: October 07, 2003, 02:29:10 PM »
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I still don't have my computer. Not much I can do
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Re:Mapping Challenge #2
« Reply #300 on: October 07, 2003, 04:35:18 PM »
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yu^rei has a very expensive digital camera and would like to help produce textures for you all. Can you provide any links to information on how to take pictures effectively that are destined to become textures?
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Re:Mapping Challenge #2
« Reply #301 on: October 08, 2003, 05:17:58 AM »
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The most important thing is trying to keep the image as level as possible e.g. if you're taking a pic of a brick wall then you want all the lines to run parallel to the edges of the photo. That way you don't need to correct for skew etc. and hence it's much easier to make tex. But other than that there isn't really much to read on the subject. I've seen reference pics taken by pro texture makers that look like they were just snapped in passing but they still turn out to make good textures. In other words - just take start taking photos, I'm sure they'll be fine
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Re:Mapping Challenge #2
« Reply #302 on: October 08, 2003, 10:55:53 AM »
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Yeah, just snap pick and sort them out later. Good lighting helps. Personally, I usually scale whatever Pic I am working on down to 512x512, sharpen, and then scale again to 256x256. I usually save them as a tga, unless there is layering that I want to save for later modification.

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Re:Mapping Challenge #2
« Reply #303 on: October 08, 2003, 04:27:53 PM »
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Knowing yu^rei, you could end up with an entire CD's worth of stock photos to work from! Were would you like stuff sent for you to make textures out of?
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Re:Mapping Challenge #2
« Reply #304 on: October 08, 2003, 04:31:20 PM »
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i think my school email can hold quite alot of space..and then i can just host them for grounded and slight to download. so i'll take them if you want.

plus it will give me something to do while they work on textures
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Re:Mapping Challenge #2
« Reply #305 on: October 08, 2003, 04:49:19 PM »
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Does anybody know Deuce's school email address??
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Re:Mapping Challenge #2
« Reply #306 on: October 08, 2003, 05:55:54 PM »
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oh whoops..i'll PM it to you
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Re:Mapping Challenge #2
« Reply #307 on: October 09, 2003, 04:53:24 AM »
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That would help because I'm on 56k and hence couldn't handle a monster email directly. n1 Deuce.
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Re:Mapping Challenge #2
« Reply #308 on: October 15, 2003, 12:45:18 PM »
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over a month now since we worked on this... ho diddily hum.

btw..i havent recieved any pictures yet. i think i sent porter my email addy..right porter?
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Re:Mapping Challenge #2
« Reply #309 on: October 15, 2003, 01:47:11 PM »
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Yeah, but yu^rei is currently at a Jeep Jamboree... plus he's lazy. He hasn't even replied to any of my emails in the past three weeks, including the ones about this thread.
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Re:Mapping Challenge #2
« Reply #310 on: October 15, 2003, 01:57:28 PM »
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I have done some texturing work, but nothing that I can throw into a WAD yet. I would like to see this project move forward though. I still think we have a good working idea and a good base for a map.

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Re:Mapping Challenge #2
« Reply #311 on: October 15, 2003, 02:24:49 PM »
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As do I. CSR (and any associated resources that implies, including myself to the extent I have the time to assist) is at your disposal gentlemen.
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Re:Mapping Challenge #2
« Reply #312 on: October 15, 2003, 05:34:57 PM »
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I've been staying with JB for the last few days and I had a little time to crack out a few more tex. I've done a metal wall i.e. a replacement for the red/green/blue variants from the HL wad. Another wall variant has also emerged from the cutting room floor as well as another pointless grass texture and some concrete/asphalt. I just need to email all these things to myself at home and then I'll send them out to you guys in some sort of package. I also came across an awesome program in a texturing forum thread somewhere which I'll have to re-locate and download - should be very useful...:)
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Re:Mapping Challenge #2
« Reply #313 on: October 17, 2003, 11:18:36 AM »
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I'm back home and my computer now working fine so we can finally get on with this!

Just need to sort out all the mapping progs etc. and then we're in business. By the way have we established exactly what it is we want to change for the next beta?
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Re:Mapping Challenge #2
« Reply #314 on: October 17, 2003, 11:34:41 AM »
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I don't think so... last time we left off we were talking about stretching the map or altering T spawn to move the choke points closer to the middle of the map so that the T's can't rush CT spawn every time.

There was also mention of modifying some of the building so that the routes are more clearly defined.

Grounded, as soon as you get a chance, shoot the texs that you have over to slightcrazed@linuxquestions.net so I have an idea of the style that you are going for.

slight
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Re:Mapping Challenge #2
« Reply #315 on: October 17, 2003, 12:27:33 PM »
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i think the big problem is people arent going in the buildings, and are instead going around. need to block off some routes that will make it so they need to go through buildings.

if i could get a copy of those texs too it would be appreciated. rusky@adelphia.net
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Re:Mapping Challenge #2
« Reply #316 on: October 18, 2003, 07:35:06 PM »
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well..after formating my computer..i only have steam installed..and Quark doesnt seem to want to use that to make maps..

so i'm installing counterstrike 1.5 again..which should also give me access to the mysterious halflife.wad which i also couldnt locate with Quark.

and then i'm back in business for the map making WOOT!!

gimme me orders and i'm a off and rolling!!

UPDATE - Programs set up, ready to go!!
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Re:Mapping Challenge #2
« Reply #317 on: October 20, 2003, 12:47:58 PM »
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Progress: I'm currently roughing out the new layout from scratch. I've just given Deuce the dimensions he needs to start on his parking lot and the lobby is just being formed. I think we'll have to go with a less glass heavy lobby this time since the Ts are starting outside and it'll be easier to manage r_speeds without gigantic windows. Judging by the sizes of my rough layout I'm thinking that the connective offices can now be included inside the lobby building and the main warehouse left standing alone. Once I've got a bit further on I'll send the map to both of you so you can see the changes etc.
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Re:Mapping Challenge #2
« Reply #318 on: October 20, 2003, 02:55:29 PM »
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Cool. If you want to 'assign' me a building too I'm all for it.



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Re:Mapping Challenge #2
« Reply #319 on: October 21, 2003, 12:08:16 PM »
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Will do. I'm just trying to get a complete layout that I can compile and then I'll send you the map with all the empty buildings and you can take your pick
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Re:Mapping Challenge #2
« Reply #320 on: October 21, 2003, 09:54:30 PM »
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could you tell me the size of an average vehicle grounded?

i'm trying to figure out how to space me parking spaces
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Re:Mapping Challenge #2
« Reply #321 on: October 22, 2003, 05:47:03 AM »
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Length: 176, Width: 80, Height: 56.

That's judging from a 3D_Mike prefab i.e. the guy who made de_survivor, de_747, de_deadlock, cs_greenhouse etc. etc. I'm guessing he got it right
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Re:Mapping Challenge #2
« Reply #322 on: October 22, 2003, 08:19:03 AM »
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alright cool.

i have the basics of the building made..right now i'm just trying to imagine what would look best with the parking lines..because that is whats going to set the tone for this building.

right now the current plan is to have 14 parking places on each floor..though the number might go down depending on if it looks right or not in game..
 garage_layout.JPG
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Re:Mapping Challenge #2
« Reply #323 on: October 23, 2003, 10:29:00 AM »
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Just try it out - if it's not working you can simply go back and try something else. I certainly have no objections to that layout but remember cars should be able to get down from the top level too so don't make it fully one-way!
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Re:Mapping Challenge #2
« Reply #324 on: October 24, 2003, 10:46:25 AM »
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i'm having saving and texturing issues right now..i guess all my settings arent what they should be yet..

but i should be able to make a basic thing of what i had and just send you the .map version though..so far it is very basic..texturing it though will be the fun..especially if we make a good asphalt line texture that will work right

how is reloaded_b2 looking so far? estimated test date?
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Re:Mapping Challenge #2
« Reply #325 on: October 24, 2003, 12:35:41 PM »
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It's looking ok although it's far from completion (far in terms of work that is, not time). I've been paying more attention to r_speeds and routes this time - hopefully it should be better.

Send me the file whenever you want.
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Re:Mapping Challenge #2
« Reply #326 on: October 24, 2003, 02:10:40 PM »
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I'm so excited! You guys ROCK!
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Re:Mapping Challenge #2
« Reply #327 on: October 24, 2003, 04:06:40 PM »
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Glad someone is
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Re:Mapping Challenge #2
« Reply #328 on: October 24, 2003, 05:58:01 PM »
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Hey, you guys should be excited too-- this is the coolest thing I've ever seen in the history of my playing CS! I don't think any other CS related site can claim having their very own custom CS map that encompasses some of the history of the site. This is a pretty damned unique thing, and I can't wait to see what you three pull off in the coming versions!
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Re:Mapping Challenge #2
« Reply #329 on: October 25, 2003, 12:40:32 PM »
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Nah, there are tons of servers who have their 'own' map. Having said that most of them are rather weak iceworld type affairs
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Re:Mapping Challenge #2
« Reply #330 on: October 25, 2003, 12:57:30 PM »
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Yeah, but my point is-- are they just maps, or do they have little in-jokes and history from the site in them?
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Re:Mapping Challenge #2
« Reply #331 on: October 25, 2003, 02:48:08 PM »
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Not usually...but we haven't quite got there yet either! I'm going to do some work on the map tomorrow, updates to follow...maybe
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Re:Mapping Challenge #2
« Reply #332 on: October 25, 2003, 10:34:33 PM »
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the lack of saving on my map is really starting to piss me off..so i might just give up on quark and install worldcraft instead..

i did make some textures though..i dont know which ones you already made or not..but these are all the ones i made in about 2 hours (BTW..if the pictures dont show..doesnt mean they arent there..just means angelfire is being sweet):

First off..a good ol' harddrive texture (since thats what they warehouse place is suppose to be anyway..)



then we got the cardboard box texture complete with duct tape...first texture is the top of the box, second is a side of the box, and third is a side with the logo







this is a wooden crate texture i made..first one is plain, second has logo...





i also figured we need signs of the this harddrive manufacuting company somewhere in this map..so i made a couple..first one is a wooden sign..second one is a metal sign..and third is a metal sign with a nifty lens flare because i though it looked weird just plain by itself..







and finally..i made steel catwalk textures..first i made a grey one..then i made a blue one since that was what we were using now anyway..and i like the color blue... (btw..i already tested it out..it does work when the texture is tiled..





resize them however is needed.

woot doggy dog i'm good!!
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Re:Mapping Challenge #2
« Reply #333 on: October 26, 2003, 05:55:49 AM »
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Awesome work Deuce

Some comments:

HD: Not much to say, looks fine.

Boxes: Also good but I definitely think the logo should look like it's been stamped on with an ink stamper i.e. black and a little bit smudged around the edges. Maybe make a few more variations with labels stuck on although if you do that you should probably resize them down to 128x128 or 64x64 first.

Crates: Good but I think maybe it would be better if the wood was lighter and perhaps slatted - make it look more mass-produced/cheap. Think the crates in de_storm. And same thing about the logo - black stamp instead of red shaded.

Signs: These are the only ones I'm not too sure about. The text kind of looks like it's floating above the surface of the sign and the surfaces themselves seem a bit unrealistic - I'm guessing these are the ones you spent the least amount of time on?

Metal: These are great, best ones of the lot. My one quibble would be the brightness of the rivets - make them a little duller so they don't stand out so much and then we're good to go on these.

Just a final note on posting textures - don't! Might sound a bit paranoid but if you post actual texture images you're running the risk of someone searching for 'counter strike textures', finding this page and using them in their own map without realising they're not for distribution (at least not yet). If you really want to post pics of them then slap a semi-transparent copy-protect line over them with 'Deuce's Tex' or 'CS_RELOADED' or something written on it. We might not be unscrupulous but plenty other people are

Anyway, zip up the originals (whenever you're ready to share them) and send them too me if they're not too big. Do you have the logo by itself in some file that you could send too? If the file is really big then put them up for download and send me the link once they're up, please.

Wow, we've already got quite a wad going
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Re:Mapping Challenge #2
« Reply #334 on: October 26, 2003, 08:10:37 AM »
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Those tex look sweet Deuce but I agree with G, the signs look a bit too pro and photoshoppy to be actual signs.  Dumb them down a bit for people like me.  Wibble!

That crate with the phoenix on will look treats 
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Re:Mapping Challenge #2
« Reply #335 on: October 26, 2003, 08:33:27 AM »
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Helpful and coherent as always, J.
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Re:Mapping Challenge #2
« Reply #336 on: October 26, 2003, 10:57:16 AM »
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ok..i just fixed up each texture and threw out the signs (another day maybe)..

i also changed the stamps to black and made it look real..

here is an example of the crate (which i also slatted..i had to look up in a dictionary to see what that meant)

hopefully..the added text i put in will keep people away from using the sample texture..but now that i think of it..this would be a funny texture to put in..
 sample.jpg
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Re:Mapping Challenge #2
« Reply #337 on: October 26, 2003, 11:17:10 AM »
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That's exactly what I meant
I think a deeper, crisper shadow on the trim might help it too - and maybe some nails?
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Re:Mapping Challenge #2
« Reply #338 on: October 26, 2003, 02:42:10 PM »
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tested out each texture to see how they look in game..

the crates look amazing (especially that one up front with the text.)

the cardboad boxes look cool with the duct tape

and the steel also looks good
 boxes.jpg
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Re:Mapping Challenge #2
« Reply #339 on: October 27, 2003, 08:10:22 AM »
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You're right, the crates do look good but I think the cardboard boxes need a little more definition - they're a bit featureless at the moment. Easiest thing to do is take some photos of actual boxes.
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Re:Mapping Challenge #2
« Reply #340 on: October 27, 2003, 08:31:32 AM »
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Nice work Deuce.

The wood crates look a little 'half-life-ish', but they are OK. THe cardboard boxes look convincing, but I think for the final texture alot more detail needs to be added. Think about the last time you received a package from UPS, it had all kinds of writing on it, it has a shipping list on it, it might even have 'FRAGILE' written across one side.

Personally, I think it would be cool to make a couple of psuedo shipping box textures that mimic UPS and FedEx, but to change the names slightly, maybe even incorporate something from CSR into the names. Like take the UPS logo but change the letters to CSR. Take the FedEx logo and change it to FotEx (as a tribute to fotty of course). A couple different shades of brown for the cardboard boxes would help too.

Just some Ideas.

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Re:Mapping Challenge #2
« Reply #341 on: October 27, 2003, 12:35:02 PM »
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I'm nearly thinking that the wit of this texture should be my signature, this had me rolling on the floor.



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Re:Mapping Challenge #2
« Reply #342 on: October 27, 2003, 12:50:17 PM »
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JB told me he liked it too..so as far as i'm concern..its going in the map.

if i have time today between homework and sleeping, i'll pump out a few more textures..i like the different delivering company boxes.. i'll have to be creative like usual i guess..

any other textures i can make?
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Re:Mapping Challenge #2
« Reply #343 on: October 27, 2003, 01:23:22 PM »
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I'm sure we can always use generic textures, space fillers and such. Just looking at the last version of the map I can see that we will need a nice desk texture for the lobby, we need some floor textures, and I think some generic road signs and stuff for the parking lot and such...

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Re:Mapping Challenge #2
« Reply #344 on: October 27, 2003, 02:07:37 PM »
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I'm inching ever closer to a file I can share with you two but today I got a really weird recurring error. When I clicked 'Only used textures' in the texture window the thing went crazy and eventually crashed. I've gone back to my last saved version which is luckily very similar and now it's a case of redoing what I lost.

I definitely think that it is a good texture Deuce but I still think it could be tweaked to be even better. I think it looks a bit more heavy duty than a packing crate for computer parts would be but I think that's almost purely in the lightness of the wood. If you can make it look a bit more like light pine and maybe define the border a little more then it will be perfect. On a related note I tried out some of my tex in WC - they need some work too, specifically the metal wall severely needs some dirtying up!
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Re:Mapping Challenge #2
« Reply #345 on: October 27, 2003, 05:40:44 PM »
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Couldn't it be a red stamp? Lotsa places use red ink pads, right? That would give a bit of spice back to it I think. Draw the eye to it, which is good cause it's CSR, and we like when eyes are drawn to CSR, right?

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Re:Mapping Challenge #2
« Reply #346 on: October 27, 2003, 05:51:40 PM »
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The planks they use for crates are never perfectly smooth either-- they have knots and chunks and splinters in them. Keep up the great work guys!
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Re:Mapping Challenge #2
« Reply #347 on: October 27, 2003, 10:18:03 PM »
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i made a pretty funny attempt at making a usps box..but i'm going to actually get a real box to scan in and model..this is just to have fun with 
 wibble.jpg
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Re:Mapping Challenge #2
« Reply #348 on: October 28, 2003, 04:26:16 AM »
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I can't make out the Justboy diss on there - what does it say?
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Re:Mapping Challenge #2
« Reply #349 on: October 28, 2003, 06:49:56 AM »
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Justboy roxxor the wibble
*cough* Team Holy sucks monkey balls *cough*
Deuce pwns all
South Burlington, Vermont
05403

completly random 
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Re:Mapping Challenge #2
« Reply #350 on: October 28, 2003, 07:23:52 AM »
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Here's the UPS logo - any other initials we could change it to that isn't as obvious as CSR? TWB maybe?
 glo_ups_brandmark.gif
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Re:Mapping Challenge #2
« Reply #351 on: October 28, 2003, 07:28:41 AM »
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ucs?

Thats about the only one I can think of..

I think the slogan should be:

ucs, what can grounded do for you?

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Re:Mapping Challenge #2
« Reply #352 on: October 28, 2003, 08:38:58 AM »
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Quote from: slightcrazed on October 28, 2003, 07:28:41 AM
I think the slogan should be:

ucs, what can grounded do for you?

That's awesome!
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Re:Mapping Challenge #2
« Reply #353 on: October 28, 2003, 09:12:58 AM »
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i'm going to go to the post office and pick up a few boxes to scan into my computer..

though you have to think about something though..i dont think that business companies would have many USPS or UPS boxes sitting around their warehouses.. and i doubt they will use those boxes. I would assume that they would use regular cardboard boxes

anyway..thats what i saw when i worked at Vermont Teddy Bear company..lots of brown cardboard boxes full of teddy bear skins and stuffing sitting around the warehouse..not fedex boxes
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Re:Mapping Challenge #2
« Reply #354 on: October 28, 2003, 09:17:45 AM »
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Oh don't get me wrong, I don't expect fedEx boxes up the wazoo or anything, I think most of the boxes should be your standard brown type. In keeping with porter's idea of sprinkling in a bit of CSR into the map I think having a fedex or UPS or USPS package here or there would be cool.
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Re:Mapping Challenge #2
« Reply #355 on: October 28, 2003, 09:51:41 AM »
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they would be good to put in my shipping building

besides that..cardboard boxes with labels of various computer parts for other buildings maybe?
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Re:Mapping Challenge #2
« Reply #356 on: October 28, 2003, 10:26:42 AM »
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Yup.... sounds good to me.

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Re:Mapping Challenge #2
« Reply #357 on: October 28, 2003, 06:27:41 PM »
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ok..i didnt get around to making a usps type box (i had a "group" meeting for a project for one of my classes), but i did spend an hour remaking the cardboard box.

there are 4 textures to to box..a front, a back, a side (x2), and a top

for the texture of the box, i scanned my dell box that my laptop came in..and for the tape, i cleverly put packing tape on the box and scanned that in too.

this is what the textures look like put together (i'm having trouble with wally and putting them into a wad.)

and yes grounded..all of the files are in psd format
 newbox.jpg
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Re:Mapping Challenge #2
« Reply #358 on: October 28, 2003, 07:40:16 PM »
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looks good
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Re:Mapping Challenge #2
« Reply #359 on: October 28, 2003, 07:44:47 PM »
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hmm..i took another look at it..and i decided it needed one more side texture..so i made one with an invoice taped on it.

the only other thing i probably need to do is rough up the edges and corners a little to give it a worn and tear look to it.
 newboxes2.jpg
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Re:Mapping Challenge #2
« Reply #360 on: October 28, 2003, 08:44:45 PM »
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wow good job
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Re:Mapping Challenge #2
« Reply #361 on: October 28, 2003, 09:03:18 PM »
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Perfect deuce....just perfect.

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Re:Mapping Challenge #2
« Reply #362 on: October 28, 2003, 09:19:34 PM »
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with the cardboard box now out of the way..i can move onto the shipping box gag idea to go into the shipping and packaging building..here is a good time to bring up again another idea i had

how about instead of naming the company of the box so its a hidden joke like thing, we could instead make a few variations of the front of the box with the location of where its going..and then put down some commonly located csr areas

the south burlington vermont crowd..the wumpa illinois crowd..the canadian crowd.. eh?

i'll have a template of the box ready by tomorrow with blank areas for the title of the company and an area blank for where its going
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Re:Mapping Challenge #2
« Reply #363 on: October 28, 2003, 10:23:21 PM »
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Couple of texs I was working on the other night.

The wooden box crate thingy I am happy with, the cement bricks I am not. The generic concrete is a bit half-lifeish, but I am only using it as a base, not as an actual texture.





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Re:Mapping Challenge #2
« Reply #364 on: October 29, 2003, 05:40:35 AM »
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That brick texture would actually fit right in with the new layout because I need some paving slabs. With a slighter less pronounced bevel they would be almost perfect!

The crate is a very nice texture but maybe a little on the old looking side? I think I mentioned the look of the bomb crates in de_storm to Deuce before as what I thought would be most appropriate. Of course you can always vote me off the island...;)

The complete exterior layout is almost ready for you two to peruse - the only hollowed out buildings are the CT spawn and the completely empty lobby since I didn't want to shape too much of the geometry myself. Basically if you're happy with what I've done (and it's not too poly heavy) then we can decide where the doors should go and then can work separately on our interiors.

Deuce, that box set is awesome. It would look a little more natural if you put the invoice at a slight angle, I think. The only other thing was the 'roxxor' stuff - is this the kind of thing everyone else wants to put in the map (if so then that's fine with me, it's a community thing after all) because I just thought that was maybe a little *too* overt. Oh and remember if you're posting tex to put a watermark on them to prevent theft
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Re:Mapping Challenge #2
« Reply #365 on: October 29, 2003, 08:10:21 AM »
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I think I have the brick texture as an XCF (GIMP) so I can alwys reduce the bevel a bit if you want.

Can't wait to see the layout.

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Re:Mapping Challenge #2
« Reply #366 on: October 29, 2003, 08:30:23 AM »
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Well have a go and see if they look any better or not.

"Can't wait to see the layout."

I better get on with it then
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Re:Mapping Challenge #2
« Reply #367 on: October 29, 2003, 08:41:42 AM »
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Quote from: Deuce on October 28, 2003, 06:49:56 AM
Justboy roxxor the wibble
*cough* [size=5]
Team Holy sucks monkey balls
size] *cough*
Deuce pwns all
South Burlington, Vermont
05403

completly random 

Loser lol
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Re:Mapping Challenge #2
« Reply #368 on: October 29, 2003, 09:14:53 AM »
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Well, hello there. I must admit this is my first trip into this thread, and it looks like I've missed a lot.

It will take me ages to work through the thread, so you'll have to excuse me if I'm butting in where not needed...

Is there any way I can help? I hav'nt made any maps since about 2 years ago on an old version of Worldcraft, but I'm sure I could get back into it. Also, if needed, I think I can buy 3D Studio Max if it will help (I was gonna get it anyway eventually, but it would speed me up).

I got a bunch of textures off a cd somewhere, I can't remember where, but what I do remember is that it stated the images weren't under copyright or anything, they are free to use. Theres many 100's MB of them.


In the end, I'd love to be able to contribute.

NB. Btw Im just about to check out the beta map I just downloaded. Impressions follow.
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Re:Mapping Challenge #2
« Reply #369 on: October 29, 2003, 09:50:10 AM »
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Ok, just played it for about 10 mins (on me own).

I think the map looks good, nice layout design in the office, and some interesting bits like the raised bridge, and good hiding areas. I was wondering where do the hosties have to get to, to be rescued, or whether that has yet to be determined.


NB. What follows you can feel free to ignore, especially if its already been mentioned, on the plan, dismissed or anything else... *I'll have to read right through the thread before I get a full picture*.

Anyways, things I think I could help with, that come off the top of my head, include safety posters and wallcharts concerning daily packing routines and awards for each warehouse maybe? Plus maybe converting one of the warehouses into an area where the workers change into their overalls (ala Half-Life singleplayer, right on the first level where Gordon finds the RadSuit). Ignore me if that would be too radical a change, only an idea, especially concidering I walked in at such a late stage... Also, I'm sure I could try and produce a fork-lift truck, or indeed just lift-loaders, which methinks would be nice, 2 or 3 strewn around the map seen as (from what I can gather), its basically a packaging facility...
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Re:Mapping Challenge #2
« Reply #370 on: October 29, 2003, 10:16:36 AM »
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Details for the map will certainly be needed, and things like random vehicles (trucks, forklifts, vans) could come in handy as we start to add detail. Have a go if you would like.

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Re:Mapping Challenge #2
« Reply #371 on: October 29, 2003, 10:41:46 AM »
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Ok, I just finished reading both threads on the map.

My humble suggestions and ideas...

1. I was impressed with the loading truck, where did that idea go to? It could be enhanced by using a loading bay (converting one of the warehouses on one side, and using a shear drop instead of a ramp inside the building)

2. I like the idea of a car park, I think the map does need to be extended somehow.

3. I really think the main ramp outside would be much better (as suggested) used to go down a level, to match the lower level of the car park. In the beta1map at present, the bridge above the 2 ramps has little purpose. In real life that would be a simple road junction atm.

4. I would suggest more clearly defined roads and road markings between the buildings, as alleyways dont really happen around loading bays and warehouses - You tend to have little roads marked out for the forklifts, and proper roads marked out for the trucks and vans. I think this would greatly enhance the map if this change were to take place, as learning the map, navigating the map, and an awareness of where the enemy are coming from would increase. If you want a pic, just say so, and I can draw something up tonight or tomorrow to show my ideas properly.

A perfect example of no.4 is the loading area in Shenmue on the Dreamcast, near the end of the game, where Ryo drives a forklift around as his day job.
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Re:Mapping Challenge #2
« Reply #372 on: October 29, 2003, 10:53:56 AM »
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Marvel at my ability to turn 7 post replies into 1 

Quote from: -|TWB|- Alkali on October 29, 2003, 09:50:10 AM
Also, I'm sure I could try and produce a fork-lift truck, or indeed just lift-loaders, which methinks would be nice, 2 or 3 strewn around the map seen as (from what I can gather), its basically a packaging facility...

from what i have seen from a few pictures grounded has shown me.. cs_reloaded_b2 is going to be very different then b1.

its actually a harddrive manufacturing and packaging facility..reloaded_b1 sorta is light on the harddrive part 

Quote from: -|TWB|- Alkali on October 29, 2003, 09:50:10 AM
I think the map looks good, nice layout design in the office, and some interesting bits like the raised bridge, and good hiding areas. I was wondering where do the hosties have to get to, to be rescued, or whether that has yet to be determined.

in b1, hosties had to be escorted to the main lobby, but judging from the pictures i've seen..it might be changed

Quote from: -|TWB|- Alkali on October 29, 2003, 10:41:46 AM
1. I was impressed with the loading truck, where did that idea go to? It could be enhanced by using a loading bay (converting one of the warehouses on one side, and using a shear drop instead of a ramp inside the building)

it was just a prefab i found to show a suggestion i had. i know there are plans to put in shipping vans..dont know about the truck though

Quote from: -|TWB|- Alkali on October 29, 2003, 10:41:46 AM
4. I would suggest more clearly defined roads and road markings between the buildings, as alleyways dont really happen around loading bays and warehouses - You tend to have little roads marked out for the forklifts, and proper roads marked out for the trucks and vans. I think this would greatly enhance the map if this change were to take place, as learning the map, navigating the map, and an awareness of where the enemy are coming from would increase. If you want a pic, just say so, and I can draw something up tonight or tomorrow to show my ideas properly.

actually the current problem with b1 was that the alleyways and roads were overused. all the fancy buildings that were made were ignored as people were just going between buildings. i know i would prefer if people went through the buildings instead

Quote from: -|TWB|- Alkali on October 29, 2003, 10:41:46 AM
A perfect example of no.4 is the loading area in Shenmue on the Dreamcast, near the end of the game, where Ryo drives a forklift around as his day job.

that game totally ruled. dreamcast  > xbox and gamecube

Quote from: Grounded on October 29, 2003, 05:40:35 AM
Deuce, that box set is awesome. It would look a little more natural if you put the invoice at a slight angle, I think. The only other thing was the 'roxxor' stuff - is this the kind of thing everyone else wants to put in the map (if so then that's fine with me, it's a community thing after all) because I just thought that was maybe a little *too* overt. Oh and remember if you're posting tex to put a watermark on them to prevent theft

i can easily change the roxxor thing..that was just filler in (plus i felt bad about the justboy sucks texture  )

consider the invoice thing done when i get home. i'll also send you the cardboard box set once i get home too.

Quote from: -=]H[=-Smokey on October 29, 2003, 08:41:42 AM
Quote from: Deuce on October 28, 2003, 06:49:56 AM
Justboy roxxor the wibble
*cough* [size=5]
Team Holy sucks monkey balls
size] *cough*
Deuce pwns all
South Burlington, Vermont
05403

completly random 

Loser lol

i was waiting to see if one of you guys would notice 
« Last Edit: October 29, 2003, 10:56:21 AM by Deuce » Logged




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Re:Mapping Challenge #2
« Reply #373 on: October 29, 2003, 11:04:58 AM »
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Wicked, sounds like a plan Deuce. 
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Re:Mapping Challenge #2
« Reply #374 on: October 29, 2003, 12:18:00 PM »
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Well I went through the soul-destroying activity of sealing the map with sky today and then had a successful compile! Only problem was I made the schoolboy error of leaving in the default HL sky instead of the nice backalley one we had before so I didn't take any screens. Tomorrow (or maybe tonight) I'll slap in some exterior lights to make things look a little better and then I'll take some shots to satisfy the slathering masses just desperate to catch a glimpse

This version is more road based, I think. As it stands it's all just plain asphalt but that could easily change. I too was thinking forklifts (driveable!) would be cool but they'd have to be quite small - you know the type. I can't picture what you had in mind for the loading bay but the loading area we currently have has been moved in this version and I was planning on having a couple of UCS vans (or whatever we decide on for our comedy acronym) sitting there, one in the process of being loaded. At present there is not enough space for a big truck because big trucks need massive areas to turn in.

Finally, have you been living under a stone Alk? We've been working on this for ages!
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Re:Mapping Challenge #2
« Reply #375 on: October 29, 2003, 12:23:06 PM »
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good stuff

i'm going to make 1 more attempt at quark tonight..and if it doesnt work, i'll just send you what i managed to get out of the parking garage, and then start again with worldcraft

looking at a previous picture, and the way the garage is set up..there really does need to be some sort of a sniping area in the second floor..otherwise its totally pointless to go up there

EdIT - man i cant spell today..
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Re:Mapping Challenge #2
« Reply #376 on: October 29, 2003, 12:45:22 PM »
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Quote from: Grounded on October 29, 2003, 12:18:00 PM
I can't picture what you had in mind for the loading bay but the loading area we currently have has been moved in this version and I was planning on having a couple of UCS vans (or whatever we decide on for our comedy acronym) sitting there, one in the process of being loaded.

I think what Alk was talking about was a couple of large warehouse doors where the bootom of the door (i.e., the floor of the warehouse) is about 2 feet off the ground so that it is level with the floor on the inside of the moving van.



See how the door is off the ground?

I actually like this idea, and it may even come in handy as a means of slowing the T's down when they leave spawn. If they have to jump up into a couple of these doors to get to the main choke point, then it will add a couple seconds to their travel.

slight
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Re:Mapping Challenge #2
« Reply #377 on: October 29, 2003, 02:08:00 PM »
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Ok, I'll see if I can work it in somehow
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Re:Mapping Challenge #2
« Reply #378 on: October 29, 2003, 02:51:55 PM »
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That reminds me... I have to do a warehouse door texture....

I think we should do a list of needed textures so that we are all on the same page and we don't have us all doing the same thing.

This is what I have so far, feel free to add:

1. Generic Brick wall Red
2. Generic Brick wall gray
3. Cement warehouse floor (multiple)
4. warehouse door (2 or 3)
5. Desk (for lobby)
6. Walls (for lobby)
7. Warehouse Pallettes (several)
8. Dirt/ground (several)
9. Road (tar/gravel)
10. Trees
11. Bushes
12. boxes (multiple)

I know there's more, but this is all I can think of right now. Feel free to copy and paste the list and add to it if you want. Put you name next to one if you are already working or plan on working on one.

slight


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Re:Mapping Challenge #2
« Reply #379 on: October 29, 2003, 03:04:48 PM »
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Here's what I have so far although not all are in finished states (I suppose none of the textures are final until we've tested them and agreed they look ok!):

Grass x2
Full walls x3 variants
Harl base
Concrete wall base
Metal wall
Asphalt x2 (dark/light)
Gravel

I also have a ton of gratings/manhole covers etc. that are in photo form as well as pics of both my family's cars that have yet to be transformed into usable textures.
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Re:Mapping Challenge #2
« Reply #380 on: October 29, 2003, 03:16:25 PM »
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cardboard box set (5 textures)
usps/ups style box set (5 textures) (working on now)
steel catwalk (2 textures)
playboy posters (10 textures)
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Re:Mapping Challenge #2
« Reply #381 on: October 29, 2003, 03:36:31 PM »
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Quote from: Deuce on October 29, 2003, 03:16:25 PM
playboy posters (10 textures)

are you sure 10 is enough?
Might want to add a 0 to that...

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Re:Mapping Challenge #2
« Reply #382 on: October 29, 2003, 03:40:37 PM »
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its a lot of research i have to do in order to make them..but i guess i'll add another 90 
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Re:Mapping Challenge #2
« Reply #383 on: October 29, 2003, 03:50:13 PM »
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Slight, thats exactly what I meant, you were right on the ball there mate

Anywayz, down to textures, I have got a good 4MB of quality jpg textures for you.... but I cant upload it on here.... Maybe Porter can grab it off me by msn or something, give me a poke on the IM in the forums for where to send it.
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Re:Mapping Challenge #2
« Reply #384 on: October 29, 2003, 03:55:06 PM »
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Zip and e-mail to slightcrazed@linuxquestions.net if you want, and I can load it to my FTP space.

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Re:Mapping Challenge #2
« Reply #385 on: October 29, 2003, 09:09:28 PM »
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ok.

i have a rough version of what i wanted the garage to look like in .map version. so here it is, zipped up.

im now going to uninstall quark and try again and see if i can fix it back to normal
 newmap.zip
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Re:Mapping Challenge #2
« Reply #386 on: October 29, 2003, 10:05:18 PM »
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Couple of real quick texs, for use as a warehouse door. The one with the windows can be overlapped with a pane of glass so that the transparent blue sections have a nice glass feel to them.

Will work on a .wad soon.






Tired and needing sleep......

slight
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Re:Mapping Challenge #2
« Reply #387 on: October 29, 2003, 10:16:11 PM »
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grounded is going to have a fit..someone might steal those textures!   

the door handle and the windows arent centered..are they suppose to be or not?
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Re:Mapping Challenge #2
« Reply #388 on: October 29, 2003, 10:19:51 PM »
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*grabs calculator*

256/2 - 1/2 width of handle......Damn, their not centerted, are they... OK, wayyy too tired to fixit right now....

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Re:Mapping Challenge #2
« Reply #389 on: October 29, 2003, 10:38:04 PM »
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Quote:
256/2 - 1/2 width of handle......Damn, their not centerted, are they...


i could have told you that without a calculator 
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Re:Mapping Challenge #2
« Reply #390 on: October 29, 2003, 10:41:10 PM »
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Quote from: slightcrazed on October 29, 2003, 02:51:55 PM
10. Trees

now by trees..do you mean like cs_estate trees or like airstrip and piranesi trees? i'd like to see some cool piranesi trees in the map..

and maybe i might be the only one who thinks this..but with the current night theme and warehouse look..wouldnt it be totally kick ass if there was rain there too? that would be the ultimate environment for the map IMO: night and raining
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Re:Mapping Challenge #2
« Reply #391 on: October 30, 2003, 01:56:34 AM »
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Agreed, rain just like aztec would r0x0r 
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Re:Mapping Challenge #2
« Reply #392 on: October 30, 2003, 03:48:54 AM »
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Yeah I was thinking model trees too - save some polys and also they look about a million times better

Rain is easy now - they created an env_rain entity which automatically makes rain fall from any sky brush. It's an fps eater but it might look cool, we can always try it both ways.
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Re:Mapping Challenge #2
« Reply #393 on: October 30, 2003, 08:06:43 AM »
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By the way, if you take a look at the source code for any page inside the forums, you'll see a meta tag in the header that prevents robots (the programs that troll the internet building search engine databases) from indexing any of the pages in here. People could still come in manually, and even use the forum's search function, but nobody will get any hits pointing to CSR from searching for half-life textures in a search engine like Yahoo or Google at least.
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Re:Mapping Challenge #2
« Reply #394 on: October 30, 2003, 09:38:29 AM »
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Rain could be really cool, if done right. It does kill FPS, but by this point I think MOST people out there have enough horsepower in their rig that we don't have to worry about that quite as much. The worries about Half-life's scalability really date back to when people were using P2-350's with Voodoo2s.....

Model trees could be cool too....although a pain in the ass to make. You can't expect to model each individual leaf, and I don't think that you can do transparency like you can with textures.... What we could do it make a tree that has lost it's leaves, and then have a textured pile of leaves on the ground around the tree (it is fall, afterall). Modeling the tree branches and such should be a lot easier.

slight

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Re:Mapping Challenge #2
« Reply #395 on: October 30, 2003, 10:18:42 AM »
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You really haven't played CS in a while have you slight?
Model transparency was implemented with 1.6 and in fact some of the official maps (most notably piranesi as Deuce said) have transparent tree models in them. I presume he was suggested we used the premade ones as you're right - it would be a pain to make. Renowned mapper TheDoenerKing has a few transparent tree models on his website that I dled ages ago which are also quite good.

Anyway here is the real point of my post: some screens. These are rather poor quality jpgs since I still don't have Photoshop but they do the job.

Pic 1: The building in the foreground is Deuce's building - recognisable by the loading thing I copied over from the last beta. I'm thinking this could be where we put the loading zone Alk suggested...


Pic 2: Rooftop spawn. There are now 2 options - jump in the windows (just visible in the pic) or run the gantry route which follows the underpass in pic 3...


Pic 3: Underpass with curvy road. The gantry runs around to a ladder on the far side of the building. The featureless building in the distance is Deuce's car park - should be a snipey bit in there once we're done.
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Re:Mapping Challenge #2
« Reply #396 on: October 30, 2003, 10:41:55 AM »
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did you see that i posted my .map version of my parking garage grounded?
its on page 26..newmap.zip

on the quark news..i think i managed to fix it..though i'm still having troubles with wally and texturing

i love the new pics grounded..b2 is going to be so different.

are they still halflife wad textures? we should probably stick to those until we get a final version of the map done..that way we dont make textures we arent going to need
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Re:Mapping Challenge #2
« Reply #397 on: October 30, 2003, 10:57:24 AM »
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heres a picture of the new model trees in airstrip..i couldnt find a good one of piranesi..they have even better trees

i think we should definitly go with rain..you can always turn it off in console
 trees.jpg
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Re:Mapping Challenge #2
« Reply #398 on: October 30, 2003, 11:12:43 AM »
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"i have a rough version of what i wanted the garage to look like in .map version. so here it is, zipped up."

I did download it earlier but I wasn't sure if you wanted it integrated in or if this was just some sort of demo for me to get an idea.

The only texture that isn't HL wad is the cobble grass texture which admittedly is horrible but it was the only grass one I could think of at the time.

What's really crazy about those pics is that the r_speeds are really low. Leaves good scope for detail

As for rain, since it's not possible to test a map in 1.6 without being online I'm going to stick to 1.5 features only for the moment. That means no transparent trees either but to be honest both of those are really only window dressing and there's still a lot of basic stuff to be done. Soooo much basic stuff to be done.
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Re:Mapping Challenge #2
« Reply #399 on: October 30, 2003, 11:26:03 AM »
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Quote from: Grounded on October 30, 2003, 11:12:43 AM
"i have a rough version of what i wanted the garage to look like in .map version. so here it is, zipped up."

I did download it earlier but I wasn't sure if you wanted it integrated in or if this was just some sort of demo for me to get an idea.

you need to learn how to use quotes

it was sorta for both..you can put it in for now..since you do a better job at texturing then me anyway

what that is though is a general idea of what i'm planning so you can work around it
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