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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: [WIP] ttt_canyon_a4
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Author Topic: [WIP] ttt_canyon_a4  (Read 33601 times)
JossiRossi
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Now touching you ever so slightly less.


« on: September 11, 2009, 01:23:58 AM »

So I made a map and just lost my whole thread write up from closing the wrong tab. So this will be brief. It's VERY alpha. Right now I want to test general flow and map viability. Any comments regarding this would be awesome. I feel it might be TOO open and will likely alter the map accordingly next time after a few people play it. Maybe it could get on to Soduka's server?

The map will include interactive elements regarding lights and bridges in the future, and anything else I think up or is suggest to me that I like. Please pardon the looks, I know it's blocky and rough, but if the gameplay works then I'll work on making it look nice.

Pictures:
http://img.photobucket.com/albums/v202/JossiRossi/ttt_canyon0004.jpg
http://img.photobucket.com/albums/v202/JossiRossi/ttt_canyon0003.jpg
http://img.photobucket.com/albums/v202/JossiRossi/ttt_canyon0002.jpg
http://img.photobucket.com/albums/v202/JossiRossi/ttt_canyon0001.jpg
http://img.photobucket.com/albums/v202/JossiRossi/ttt_canyon0000.jpg

http://www.filefront.com/15206223/ttt_canyon_a4.zip/


Change Log
a4
Water rising activated by C4. This is currently possible but VERY finicky. Get the C4 placed as close as possible to the pipes for it to work.
Added extra pipe paths.
Cut ammo caches in half. This should reduce water lag.
Maybe something else can't recall. This update is mostly to stop the "OMG WATER" every single round.

a3
Link: http://www.filefront.com/15135631/ttt_canyon_a3.zip
Still not really pretty but I got displacements on the walls which I will manipulate further in time.
Altered some of the textures to show buildings built on the cliffs and such.
Added physics props for the specs.
Added another big feature that I don't want to spoil. Sadly visually it could be better but there is a source limitation I don't know any way around.
Changed ammo locations to 4 centralized ammo dumps, spread out nades to prevent spamming.
Added all new ttt content I could since the last update.
NOT ADDED: Detail props for the buildings.

a2
Link: http://www.filefront.com/14555933/ttt_canyon_a2.zip
Removed dev textures.
Removed all EP2 textures, and replaced with CS:S or HL2 textures.
Randomized rifle placement (may be buggy)
Added glass. Bigger deal than you'd think.
Both new grenade types added.
Fixed some player spawns hopefully.
One additional pathway.
« Last Edit: December 24, 2009, 05:59:53 AM by JossiRossi »

Get off my lawn you rotten kids!
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.

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Rotinaj
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the brave


« Reply #1 on: September 11, 2009, 01:31:35 AM »

It needs fog to balance out the carbine and to provide optimization.
OctaneHugo
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hey, prince, you need a shave


« Reply #2 on: September 11, 2009, 01:37:51 AM »

It needs fog to balance out the carbine and to provide optimization.


I like this idea. I also like the sound of interactive elements.

It's basically just like keeping your baby teeth when they fall out, except its a foot.
worbat
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Fnar Fnar Fnar


« Reply #3 on: September 11, 2009, 07:13:05 AM »

Looks interesting.

Shadow:  Ben's secret name is ben

my god
catbarf
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Volcano junkie.


« Reply #4 on: September 11, 2009, 10:41:31 AM »

If you add fog, there will be absolutely no point to your map. Why bother with a large, outdoors map then intentionally make it seem short-ranged and claustrophobic? Maybe people will actually be forced to act intelligently and avoid moving through open, dangerous areas.
« Last Edit: September 11, 2009, 10:44:46 AM by catbarf »
Finparasite
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Posts: 181



« Reply #5 on: September 11, 2009, 10:51:34 AM »

When is saw this I was like "Oh hey glad to see another ttt map!"
Yea it does look realy blocky now but hay alpha what do you expect!
Question: Did you use the garrysmod gonfiguration from the start? Im using the hl2 ep2 SDK to get all the textures and models I need for my map.
« Last Edit: September 11, 2009, 11:03:06 AM by Finparasite »
that guy
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« Reply #6 on: September 11, 2009, 06:56:08 PM »

I think it needs the slightest bit of fog so the carbine isnt godlike.

I want to know who was the first person to rub barrels, must of been an epic moment like discovering fire or your sisters vibrator.
Notary
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United forever for friendship and labour


« Reply #7 on: September 11, 2009, 07:59:38 PM »

Map has missing textures and ammo is floating in the air. I don't have ep2 and ep1 in case these textures come from it.




« Last Edit: September 11, 2009, 08:00:40 PM by Notary »

Made in the USSR

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JossiRossi
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Now touching you ever so slightly less.


« Reply #8 on: September 11, 2009, 08:51:37 PM »

Yeah there's some EP2 textures in there. Frankly the default HL2 ones just aren't that great, I'd like to avoid using only them, but from the shots there's not too too many I'd need to swap so I might do that.

For everyone who says the carbine would be over powered there's only 3 on the map, and I don't think the carbine would actually be all that useful. The ammo is limited, and more than anything it's useful to actually spot other players and get their names which you likely won't be able to reliably do any other way.

Ammo doesn't spawn with physics and frankly I just wanted to get stuff in the map for testing, which I don't know what I need to do to have happen, just want to see if things like the carbine ARE overpowered or not, or if the sightlines are too open.

Get off my lawn you rotten kids!
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.

Indy Game News: Thanks For Playing.
Bad King Urgrain
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« Reply #9 on: September 11, 2009, 09:10:15 PM »

One thing you could do is use CS:S textures for variety, because that content is a requirement for TTT anyway. I don't know how they'd fit in with the HL2 textures though.
JossiRossi
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Now touching you ever so slightly less.


« Reply #10 on: September 11, 2009, 09:12:04 PM »

Not a bad idea, I might find enough equivalents there to replace the few EP1 and EP2 textures I used.

Get off my lawn you rotten kids!
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.

Indy Game News: Thanks For Playing.
Finparasite
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Posts: 181



« Reply #11 on: September 11, 2009, 11:24:46 PM »

Soooo... what hammer configuration did you use?
Shadow_Archmagi
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Zeppking


« Reply #12 on: September 12, 2009, 12:23:17 AM »

One thing you could do is use CS:S textures for variety, because that content is a requirement for TTT anyway. I don't know how they'd fit in with the HL2 textures though.


noooo

nooo

We need to keep it with only purple players and weapons

so I can have heat-vision

rather than just being lost in a vast purple landscape

http://steamcommunity.com/groups/brindlemovienight Movies! Xcoms!
"You died a noble death. Also, if that baby that was always near you was yours, it died a noble death too."
worbat
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Fnar Fnar Fnar


« Reply #13 on: September 13, 2009, 12:23:56 AM »

Feedback. A few more spawns, a little less ammo, the guns spread out a tad more.

Obviously props doors ect. I'd like to see the cave system expanded some more, a few more bridges would be cool!

Shadow:  Ben's secret name is ben

my god
OctaneHugo
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hey, prince, you need a shave


« Reply #14 on: September 13, 2009, 02:12:27 AM »

Windows. Fix the lolwut cave.

It's basically just like keeping your baby teeth when they fall out, except its a foot.
JossiRossi
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Posts: 2351


Now touching you ever so slightly less.


« Reply #15 on: September 18, 2009, 04:24:59 PM »

Not a terribly huge update. Props and things still not added, but it's in a better position than before I think. The addition of glass actually closes off the map a bit as you can't look into other buildings and read the names of people there. Dev textures are gone and so are EP2 textures, replaced with CS:S or HL2 ones. All the new grenades have been included.

I've still not got interactive elements in and the update is a bit small because I spent a long time trying to get lights that turn on and off. In the end they did not look nice and it also doubled the file size. I'll work on different elements though for upcoming updates.

Link: http://www.filefront.com/14555933/ttt_canyon_a2.zip

Get off my lawn you rotten kids!
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.

Indy Game News: Thanks For Playing.
Rotinaj
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Posts: 5107


the brave


« Reply #16 on: September 18, 2009, 08:47:09 PM »

all the weapons float in the air
Notary
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United forever for friendship and labour


« Reply #17 on: September 19, 2009, 08:38:46 AM »

Some minor bugs:

(there's error model by the generator in the last picture)

You really don't need to remove ep2 textures, just bring them into the map with pakrat.

I believe that would be interesting if you replace bridges with cable carts.
« Last Edit: September 19, 2009, 08:40:14 AM by Notary »

Made in the USSR

My level design gallery
worbat
Santaman
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Posts: 13027


Fnar Fnar Fnar


« Reply #18 on: September 19, 2009, 09:00:10 AM »

You really don't need to remove ep2 textures, just bring them into the map with pakrat.



Copyright issues.

Shadow:  Ben's secret name is ben

my god
Gamerofthegame
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I'm after you, Worbat!


« Reply #19 on: September 19, 2009, 07:57:57 PM »

Major exploit - The power generator over by the cave of ammo is 'enterable'. The blue part can be moved into, which makes to pretty much invisible to everyone else. You can see out of it - But it's like a window or something - You can't see names or anything, but can still shoot.

I sniped out of that all round once and killed most everyone, and no one knew. Very bad.

On a less serious note.

Windows need to be breakable - Currently it gives such a massive advantage to those shooting from outside over those inside, as it's too hard to make sense of things from inside.

Also. Why are the power lines A.) Even there B.) Facing the wrong way from each other.
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