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04 September 2010, 01:21:44

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Author Topic: map in progress CP_Runner  (Read 1774 times)
Super Hero
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« Reply #30 on: 26 November 2009, 23:25:24 »

Oh the second picture shows the train gate i was having problems with, it now works a treat
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Super Hero
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« Reply #31 on: 26 November 2009, 23:42:58 »

Oh the second picture shows the train gate i was having problems with, it now works a treat


How did you solve it?
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« Reply #32 on: 26 November 2009, 23:48:08 »

Oh the second picture shows the train gate i was having problems with, it now works a treat


How did you solve it?

the train is set to constantly do 1000, when i passes over a path track at either end it is stopped, after 60 seconds from pass it resumes (the outputs are all on the path track) then at 62s after pass the first gate opens (this shuts at 65) at 64 s the second gate opens (the one thurthest away from the current path track)(after 67 seconds from pass it closes, both path tracks have these outputs

Players open the gatge from a trigger brush, there is also a no build brush running the length of the track to stop engneers
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Super Hero
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« Reply #33 on: 08 January 2010, 23:34:53 »

Link fr cp_runner alpha 1
http://files.uploadffs.com/c/5/17c65ed9/runner.bsp
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« Reply #34 on: 10 January 2010, 02:58:08 »


oh my goodness.

The spawnrooms need something, perhaps a window or a lot of decorative stuff. Besides that it looks quite promising.
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« Reply #35 on: 10 January 2010, 04:17:57 »

Right, I've been running and noclipping through your map a bit and in a very large scope it seems to be a bit too linear and confusing even. I took the liberty to take screenshots and add comments as I saw fit so you can improve on your map.



Quote
Spawnpoint at (480.00 2976.00 224.00) is not clear.
Spawnpoint at (480.00 2976.00 224.00) is not clear.

Move playerspawns 10 units above the floor.

Overview: http://files.uploadffs.com/c/4/ecb54090/runner_OV.png

http://files.uploadffs.com/c/d/7e4ed1ab/runner01.png
http://files.uploadffs.com/c/c/83f5c557/runner02.png
http://files.uploadffs.com/c/4/69284504/runner03.png
http://files.uploadffs.com/c/5/4b81556e/runner04.png
http://files.uploadffs.com/c/4/f6da4f44/runner05.png
http://files.uploadffs.com/c/5/32ba5a00/runner06.png
http://files.uploadffs.com/c/c/3d2ec997/runner07.png
http://files.uploadffs.com/c/3/a8703262/runner09.png
http://files.uploadffs.com/c/1/401f1664/runner10.png
http://files.uploadffs.com/c/1/ed091199/runner11.png

This map could really benefit from some height difference and alternative routes. Am I correct if I guessed that it's 3-CP?

Make all brushes that aren't major and obscuring sightline into func_detail or you'll get shoddy performance. You see, detail brushes are ignored my VVIS when compiling and hence you don't get tiny itty bitty visleafs that lower fps significantly.

Things to func_detail:
 *Detail brushes that doesn't affect gameplay
 *Brushes sticking out of a large brush
 *Slanted surfaces
 *Windows, thin walls, everything that creates lots of thin visleafs

Read up on visleafs and optimization.
Also add some capture point models ASAP so you can get a feel for the gameplay.

Some more thoughts.. http://files.uploadffs.com/c/9/384d9038/runner_OV_re.png

http://www.nodraw.net/
« Last Edit: 10 January 2010, 12:11:35 by Foozy » Logged

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« Reply #36 on: 10 January 2010, 12:47:57 »

Yes, it is 3 cp.

I will play with the spawnroom's a bit, make them pretty. - done ish
I will add the extra paths fooz, shall i will try to keep them as you drew them, they look quite good. - nearly done
I was going to put the playerclips in, but i left it out because i knew i would have to make changes. - done
I never knew about that decal, i normaly spawn red. - fixed
I will fix the spawnrooms, i presume you mean the func_respawnroom - fixed
I will fix the strange shadows - fixed
Optimization is on the list, thanks for the link and i will func_detail andything not in the play area. - done
I may fiddle with the main cp design, put something underneath like a tunnel to block it off a bit
« Last Edit: 24 January 2010, 01:19:22 by tom_armitage » Logged
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« Reply #37 on: 10 January 2010, 17:52:39 »


Agree that this feels playable.  I just loaded it for about 3 seconds though so I'll give it another play at some stage and see if anything annoys me Tongue
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« Reply #38 on: 24 January 2010, 01:25:07 »

UPDATE
Opened up all closed off area's, got rid of the ambulance bit, and the wagon loading bit.
Made the spawnrooms Nice
I still need to add health and ammo.
I will add the walkways in the pits soon, so dont mention them yet.


OLD - Hammer shot in early expansion


All that follow are progress sofar, that sat picture was to help show how i built it up





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« Reply #39 on: 24 January 2010, 02:35:42 »

Looking real good, just gotta set up the entities for the points.
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