Welcome, Guest. Please login or register.
Did you miss your activation email?
November 25, 2024, 11:13:01 AM
Home Help Login Register
News: Zombie Master 2 discussion

Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Non TTT Maps Rearmed
Pages: 1 [2] 3 4 5 6
Author Topic: Non TTT Maps Rearmed  (Read 59703 times)
JossiRossi
Build Tester
*
Posts: 2351


Now touching you ever so slightly less.


« Reply #20 on: December 20, 2009, 10:31:27 PM »

Wankhouse failed the first time. Second time's better, you'll have to redownload the text.

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.
zoobird
Poster

Posts: 108


« Reply #21 on: December 21, 2009, 09:13:47 AM »

I downloaded clue and quite a few other Nipper maps here.
http://www.nipper.thedarkterritory.com/css.html
« Last Edit: December 21, 2009, 09:15:13 AM by zoobird »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #22 on: December 21, 2009, 12:08:43 PM »

Milo's dm_island17 script does not work, because all the tabs in it were replaced by spaces somewhere along the way. The tabs have to be in there for it to be parsed correctly. The tab->spaces conversion can usually turned off in whatever editor you use. Alternatively, plain notepad.exe will never convert them.

This version has them converted back into tabs:
http://www.filefront.com/15183863/dm_island17_ttt.txt
« Last Edit: December 21, 2009, 12:09:56 PM by Bad King Urgrain »
that guy
Build Tester
*
Posts: 1190



« Reply #23 on: December 21, 2009, 02:28:33 PM »

Does this look like a good map?
cs_deperados
http://www.garrysmod.org/downloads/?a=view&id=73671

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.
Milo
Build Tester
*
Posts: 3488



« Reply #24 on: December 21, 2009, 03:31:11 PM »

Milo's dm_island17 script does not work, because all the tabs in it were replaced by spaces somewhere along the way. The tabs have to be in there for it to be parsed correctly. The tab->spaces conversion can usually turned off in whatever editor you use. Alternatively, plain notepad.exe will never convert them.

This version has them converted back into tabs:
http://www.filefront.com/15183863/dm_island17_ttt.txt

Well, damn. Thanks, BKU, sorry I didn't test that out :\
JossiRossi
Build Tester
*
Posts: 2351


Now touching you ever so slightly less.


« Reply #25 on: December 21, 2009, 03:56:47 PM »

Added RP_Flapcity by Wankhouse.

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.
JossiRossi
Build Tester
*
Posts: 2351


Now touching you ever so slightly less.


« Reply #26 on: December 21, 2009, 07:17:16 PM »

Removed flapcity due to strange issues.

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.
TheCze
Global Moderator
******
Posts: 4664


O R'lyeh? Ia, R'lyeh!


« Reply #27 on: December 21, 2009, 07:20:54 PM »

I tried it with de_lost2 but I could not get the map to work, it quits with a vertexbuffer error after loading the map, after I restart my pc I can play for a few seconds, then it will crash.

Anyone else experiencing this problems?

Only then did the elves begin to suspect that the dwarves were not bringing any Amontillado.
Ajunk
Build Tester
*
Posts: 14000


ಠ_ಠ


« Reply #28 on: December 21, 2009, 07:27:53 PM »

Yeah I'm getting that error too.

You're all the most fucking heartless people
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #29 on: December 21, 2009, 08:19:56 PM »

Sounds like the map might be using some weird shader/material, or something.
Firespray
Build Tester
*
Posts: 1447


:-(


« Reply #30 on: December 21, 2009, 08:31:52 PM »

Does this look like a good map?
cs_deperados
http://www.garrysmod.org/downloads/?a=view&id=73671


    I have to say that map is really horrible, I played it on some other server. I would recommend trying another map.

Quote
Z3RO: Tanners sister isnt bad looking :v
Firespray: New sig
Z3RO: noooo

holocalls traumatize worbat
that guy
Build Tester
*
Posts: 1190



« Reply #31 on: December 21, 2009, 11:26:31 PM »

Zm_roy_the_ship
Rearmed
http://www.filefront.com/15188913/zm_roy_the_ship_ttt.txt/

Original map.
http://www.garrysmod.org/downloads/?a=view&id=25398

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.
Ajunk
Build Tester
*
Posts: 14000


ಠ_ಠ


« Reply #32 on: December 21, 2009, 11:56:56 PM »

I guess here's a better place to put these. God all these threads are confusing.

I just did clue. I know what you said about other maps and whatnot but this map is practically made for TTT. Try it, you'll see.

Here's the txt:
http://www.filefront.com/15187517/clue_ttt.txt

And here's the map if you're interested:
http://www.nipper.thedarkterritory.com/maps/clue.zip

You're all the most fucking heartless people
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #33 on: December 22, 2009, 12:36:48 AM »

I did another clue (Before finding out Ajunk had already done it), figured I'd put it in here anyway. Up to you whichever you want to use I don't really care :). I agree with Ajunk though. Map is absolutely perfect for TTT.

http://dl.dropbox.com/u/3251338/TTT/STOOL/clue/clue_ttt.zip

Edit: After looking at Ajunks just to see what he had done, the difference is mine has less player spawns (21) but spread throughout the entire map, and my weapon/ammo use is more subtle but still plenty of weapons and ammo to use. Nice job though Ajunk. Looks good. :)
« Last Edit: December 22, 2009, 12:47:41 AM by C.Mong »

www.dnr-gaming.com
JossiRossi
Build Tester
*
Posts: 2351


Now touching you ever so slightly less.


« Reply #34 on: December 22, 2009, 03:21:42 AM »

Both Clues and Roy added

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.
Ajunk
Build Tester
*
Posts: 14000


ಠ_ಠ


« Reply #35 on: December 22, 2009, 06:21:18 AM »

The Thing is what really has me preferring players spawning together at the center of the map with many places to go. It establishes a "common ground" for players, allows fair chance for weapon retrieval, is easier on new players, and really lets the player see the best part of the map first. Only on maps like inferno or downtown does scattered spawning work, mostly because the map is equally detailed and has no defined center to speak of.

How did you make your weapon placement more subtle?

You're all the most fucking heartless people
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #36 on: December 22, 2009, 07:59:49 AM »

The Thing is what really has me preferring players spawning together at the center of the map with many places to go. It establishes a "common ground" for players, allows fair chance for weapon retrieval, is easier on new players, and really lets the player see the best part of the map first. Only on maps like inferno or downtown does scattered spawning work, mostly because the map is equally detailed and has no defined center to speak of.

How did you make your weapon placement more subtle?


Fair enough.
I called it more subtle simply because I just didn't place weapons and ammo in large groups together. I try to make it more natural (or as natural as a large armories worth of guns in a mansion can get, haha).
That said, I think both approaches work, I just personally don't like the clusterfuck of everyone starting in the same area because sometimes, like in The Thing, if you aren't fast enough it leaves you without a weapon when the round starts, that's why I tried to avoid it this go around.
« Last Edit: December 22, 2009, 08:01:16 AM by C.Mong »

www.dnr-gaming.com
Ajunk
Build Tester
*
Posts: 14000


ಠ_ಠ


« Reply #37 on: December 22, 2009, 05:51:24 PM »

Fair enough.
I called it more subtle simply because I just didn't place weapons and ammo in large groups together.
Now I'm really interested. I spread ammo and weapons as thin as possible while still keeping the requisite amount of each, and I practically hid the weapons in each room. In fact, in the kitchen, there's a shotgun hidden inside a cupboard. Imma check yours out now.

EDIT: After a quick run-through, it's very clear that your map is near identical to mine in "subtlety". The only differences, I found, was that all you chose the random entity for almost every weapon and ammo placement. That's pretty much it. Oh, you also tucked a lot of pistols under desks and things, and it would be fun trying to find them if you didn't just pick them up automatically from 1 foot away.
« Last Edit: December 22, 2009, 06:10:28 PM by Ajunk »

You're all the most fucking heartless people
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #38 on: December 22, 2009, 09:48:18 PM »

Whatever, I just decided to put mine up. Honestly I'm not trying to fight for mine to be used or to argue which is better. I don't really care which placement is used, the map itself remains just as awesome regardless.

www.dnr-gaming.com
JossiRossi
Build Tester
*
Posts: 2351


Now touching you ever so slightly less.


« Reply #39 on: December 23, 2009, 05:33:02 PM »

Added CS_homegrown and RD_zombocity_f

Added cs_suburb
« Last Edit: December 23, 2009, 07:34:59 PM 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.

Indy Game News: Thanks For Playing.
Pages: 1 [2] 3 4 5 6
Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Non TTT Maps Rearmed « previous next »
Jump to:  


Login with username, password and session length

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Page created in 0.013 seconds with 18 queries.