New map project - Desert Rush

Share your custom configs, homemade binds, ET related programs, etc.
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Postby deep » Sat Jun 30, 2012 4:47

egglaf wrote:map scripting looks quite tough, do you need any help on that? I am not experienced in it but with some help from uncle google and some examples I might be a help to you.

I think I can handle it, it's not my first map. But thanks anyway. :)

Also, looking at the map now, I think it's most suitable for 10v10.

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Postby Sidor » Sat Jun 30, 2012 7:31

10vs10 will be better and first time for map to try it will be ps#3<3

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Postby SpyCow » Sat Jun 30, 2012 10:20

PS#F&O... :roll:
Image
Image :wth:

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Postby deep » Mon Jul 02, 2012 13:47

Diamond wrote:Image


Can't get the satchel working properly at the side wall, so must use dyna now.

Progress so far:
Image
At the bottom there's a cave that ends to the side wall (cave wall).

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Postby SpyCow » Mon Jul 02, 2012 14:17

Very nice. :coffee:
Image
Image :wth:

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Postby icefrost » Mon Jul 02, 2012 14:50

looks like oasis just with a truck :P
"Some people believe football is a matter of life and death.
I am very disappointed with that attitude.
I can assure you it is much, much more important than that."

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Postby deep » Mon Jul 02, 2012 15:13

icefrost wrote:looks like oasis just with a truck :P

Every map with sand on the ground looks like oasis? :P

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Postby icefrost » Mon Jul 02, 2012 15:53

ye but i mean the positions are kinda the same as well, allies + axis spawn, 2nd allies spawn, flag, gate and both objectives :P

but ye, looks at least not so oversized.
"Some people believe football is a matter of life and death.
I am very disappointed with that attitude.
I can assure you it is much, much more important than that."

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Postby deep » Mon Jul 02, 2012 17:56

Or like radar? :roll:

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Postby Oxyg3n » Mon Jul 02, 2012 19:21

looks interesting! :good: :good:
Image
Image

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Postby DMG_Kowi » Mon Jul 02, 2012 23:52

I wonder if it's not a mistake that you don't cover all surfaces with textures from the moment you create them. Now you'll have a lot of work to put textures on all surfaces, to check if there's a texture on every visible surface. And still it might happen that you'll miss some small surfaces. From my little expirience with mapping (half-life, counter-strike) I know that it is best to set the textures when block is created. Then if you clip or whatever you have all surfaces covered with this texture automatically and just less work to do. And of course no need to do this bothersome texture work.

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Postby deep » Tue Jul 03, 2012 0:23

DMG_Kowi wrote:I wonder if it's not a mistake that you don't cover all surfaces with textures from the moment you create them. Now you'll have a lot of work to put textures on all surfaces, to check if there's a texture on every visible surface. And still it might happen that you'll miss some small surfaces. From my little expirience with mapping (half-life, counter-strike) I know that it is best to set the textures when block is created. Then if you clip or whatever you have all surfaces covered with this texture automatically and just less work to do. And of course no need to do this bothersome texture work.
Ye but I haven't done any structures yet, only couple of arches. What you see there is just some cubes marking the spots where to build. And It's stupid to cover all surfaces with texture, because it'll cost dearly for the FPS.

Anyway i have finished the hardest part - scripting. Next up terrain, buildings, sky. :)

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Postby Plastic_Jesus » Tue Jul 03, 2012 1:01

Diamond wrote:
Diamond wrote:Image


Can't get the satchel working properly at the side wall, so must use dyna now.

Well are you sure you have it scripted right? What is the piece of script you have made? Because if it doesn't work then there is a typo somewhere.

But I must say you have done great job. I am struggling with my problems to get textures fit on the walls which have even a bit different angle. Your work pretty much looks like that you are old maker that you are used to do these kind of things. ;)

When you think about to who are you directing these the maps, there are a lot small maps like these but not any single large maps. Ok there are some but those really do not face the right requirements.

But as said, good job you have done.

-*S
S.S.Atrocity wrote:Im pretty sure Saukko will have pages worth of bugs found before anyone knows about the release...lol

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Postby egglaf » Tue Jul 03, 2012 6:28

Diamond wrote:This is probably going to take me few months, so... :)


Jaja :D

Nice progress Diamond!

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Postby deep » Tue Jul 03, 2012 10:35

@Saukko, there's no typo (imo), because if I set dyna it works perfectly. with Satchel It blows up and everything, but the problem is that it doesnt trigger the death: The wall is supposed to blow up and spawn debris. Also it should remove _toi (the "you are near.." text).
Code: Select all
cavewall
{
   spawn
   {
      wait 300
      constructible_class 3 // 2=satchel  3=dyna
   }

   death //doesn't work
   {
      alertentity cavewall_debris //toggles the debris from invisible to visible
      trigger cavewall_toi remove

      wm_announce "The Allies have destroyed Cave Wall!"
   }
}

cavewall_toi
{
   trigger remove
   {
      remove
   }
}


You can rotate textures with S, on path/mesh Shift+S.

Anyway thank you all for compliments :)

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Postby lis » Wed Jul 04, 2012 11:38

looks cool! i look forward to playing it...

icefrost wrote:ye but i mean the positions are kinda the same as well, allies + axis spawn, 2nd allies spawn, flag, gate and both objectives :P


funny how ET maps are often similar eh? :P

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Postby icefrost » Wed Jul 04, 2012 17:36

ye well it just jumped in my eye when i saw the map, didn't mean it in a bad way, good luck with it and i hope it will be nice playable map as well :)
"Some people believe football is a matter of life and death.
I am very disappointed with that attitude.
I can assure you it is much, much more important than that."

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Postby carebear » Wed Jul 04, 2012 23:35

looks nice so far, keep on the good work :)

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Postby deep » Wed Jul 11, 2012 2:49

Made some pics, still very early from alpha.
Image
Image
Image

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Postby DMG_Kowi » Wed Jul 11, 2012 13:56

But I already see some details. Details make map look good.

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Postby Ajdija » Thu Jul 12, 2012 17:44

Looks good my friend, as soon as I will be into ET world again I will look at this map from playable perspective. The idea sounds perfect though.

Regards,
Ajdija
Image

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Postby deep » Sat Jul 14, 2012 3:33

Ajdija wrote:Looks good my friend, as soon as I will be into ET world again I will look at this map from playable perspective. The idea sounds perfect though.

Regards,
Ajdija

Thx, btw wb :),
Here's another teaser pic:
Image

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Postby egglaf » Sat Jul 14, 2012 11:47

Great progress, you are flattering. I can't wait to put this into PS#1 :).

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Postby DMG_Kowi » Sat Jul 14, 2012 12:38

Maybe form some group of betatesters... ;)

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Postby egglaf » Sat Jul 14, 2012 13:08

I'm in for that :)

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