Please post your feedback and screenshots here please.
I know some things i need to sort already:
- water fit to sewer walls
- no driveable car (not possible in source from what I read)
- bombspots aren't marked
- doorspeed needs to be increased
- thickness of doors and fit
I really liked it - brought back many memories of N42 days :)
I have a couple of missing lamps; here are the screenies:
(the lamps are missing on both elevations of the building).
(http://i67.photobucket.com/albums/h284/mpppen/de_roadhouse310006.jpg)
(http://i67.photobucket.com/albums/h284/mpppen/de_roadhouse310004.jpg)
(http://i67.photobucket.com/albums/h284/mpppen/de_roadhouse310003.jpg)
(http://i67.photobucket.com/albums/h284/mpppen/de_roadhouse310000.jpg)
Otherwise - pukka job :thumbsup:
PEN
I have same errors, also the doors as mentioned. Look forward to the map! :D
I have been working and updating my version of roadhouse. The current build is fully playable. Some screenshots below.
(http://www.lugnagatan.net/mats/roadhouse01.jpg)
(http://www.lugnagatan.net/mats/roadhouse02.jpg)
(http://www.lugnagatan.net/mats/roadhouse03.jpg)
There are some minor and major problems left on the map and some that isn't possible.
- The driveble car. It is not there and it is not possible to get it there. Valve decided not to support driveable vehilcles in CSS.
- Flashing textures. I know the reason for them but sorting this issue would mean I would have to rebuild a large part of the map and I don't feel like doing this any time soon.
It is running on the test server: cs.deadmen.co.uk:27018 pw= same as on MH
Car - what about using the HL2 buggy? :woot2:
i would assume that the HL2 build differs from the CSS build, and thus the car is not included.
Bug: a little bug exiting the tunnel as t's, colours on the walls outside are very dark when in the tunnel, but when exiting they get to the bright colour i suppose their meant to have (already told doc it, but thought i might post it anyways so you would remember)
Else its a very nice map :D
Good memories come to mind, from the old one :D
Toilets..
should be a bit easier to get to left side window, after shooting out grate.
Gas Station..
Was it that big? I thought Window was closer to pumps.
Overall it played brilliantly. Fast rounds meant a good pace. Looking out from tunnell into the black was tough. could use a spot lamp somewhere to make the black git spots a bit smaller..
No offence at all as I remember this map in 1.5 and was good to play it again
NF
Quote from: delanvital;221819Car - what about using the HL2 buggy? :woot2:
I can put it in as a prop, but it wouldn't be driveable. There isn't support for it in CSS.
spotted this yesternight, dunno if it helps:
(http://img516.imageshack.us/img516/1276/errorwy5.png)
for the rest its a great map, lots of things to break, places to get lost in :)
and all the nice entry points trought the houses and such.
Lemme know if you need any props made for the map.
Quote from: Luminance;221876spotted this yesternight, dunno if it helps:
(http://img516.imageshack.us/img516/1276/errorwy5.png)
for the rest its a great map, lots of things to break, places to get lost in :)
and all the nice entry points trought the houses and such.
Thanks. I have sorted that.
You can check it out here now.
http://www.fpsbanana.com/maps/45997
:taz:
Quote from: FrEnZy;221879Lemme know if you need any props made for the map.
Starting up a new map as we speak. :) I will contact you or just make something cool. :yahoo:
There was a James Bond invis car by the petrol station, but been told thats allready fixed. Also at T spawn the lighting seamed flicker a bit, but that might just be my crappy computer. I quess i need a few more RAM sticks.
Quote from: Bastet;221917There was a James Bond invis car by the petrol station, but been told thats allready fixed. Also at T spawn the lighting seamed flicker a bit, but that might just be my crappy computer. I quess i need a few more RAM sticks.
The flicker is something everyone experienced. I don't know how to fix it tbh.
Is it the ambient light or an actual lamp?
I know i am stating the obvious but in the old version you can make lights flicker. If ambient try moving the ambient light higher or across.
Sorry and ignore me if i am way off base.
Hey just been on MH and downloaded de_roadhouse_dmw. I had played this one eveing with you guys as a CT and wanted to wander round the map as a T to see what it's like.
first of all my console shows me some errors. I am not sure if this is an issue at my end or if others have this too.
"default error texture maps/de_roadhouse_dMw/cubemapdefault"
I also have these 2 msg's, alltho I think I may have seen these msg's on other maps too.
SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_inferno/cactus.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/cs_office/ladder1.mdl)
I also seem to be missing some .mdl files.
Error Vertex File for 'fishy/ripped/truck2.mdl' not found
Error Vertex File for 'hessi/lampe06.mdl' not found
Error Vertex File for 'hessi/weinregal.mdl' not found
Is this something I can sort out myself? or are these missing for others too?
When I first played this map I remember there was an invisible truck at the petrol station. We could jump on it but not see it. I have the same thing just to the right side of T Spawn, alltho that may just be one of those missing mdl's
(http://xs224.xs.to/xs224/08076/de_roadhouse_dmw0000215.jpg.xs.jpg) (http://xs.to/xs.php?h=xs224&d=08076&f=de_roadhouse_dmw0000215.jpg)
Quote from: no peanuts;222632Hey just been on MH and downloaded de_roadhouse_dmw. I had played this one eveing with you guys as a CT and wanted to wander round the map as a T to see what it's like.
first of all my console shows me some errors. I am not sure if this is an issue at my end or if others have this too.
"default error texture maps/de_roadhouse_dMw/cubemapdefault"
I also have these 2 msg's, alltho I think I may have seen these msg's on other maps too.
SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_inferno/cactus.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/cs_office/ladder1.mdl)
I also seem to be missing some .mdl files.
Error Vertex File for 'fishy/ripped/truck2.mdl' not found
Error Vertex File for 'hessi/lampe06.mdl' not found
Error Vertex File for 'hessi/weinregal.mdl' not found
Is this something I can sort out myself? or are these missing for others too?
When I first played this map I remember there was an invisible truck at the petrol station. We could jump on it but not see it. I have the same thing just to the right side of T Spawn, alltho that may just be one of those missing mdl's
(http://xs224.xs.to/xs224/08076/de_roadhouse_dmw0000215.jpg.xs.jpg) (http://xs.to/xs.php?h=xs224&d=08076&f=de_roadhouse_dmw0000215.jpg)
The problem with props are really strange. I just double checked the bsp file and they should all be included in the bsp file. It is easily checked though. If you can see the lamps above the doors in the back of the roadhouse it should be ok. The missing car on the ramp from you screenshot I can't explain as it is a standard texture!?!?
Ok. I have together with Whitey revived this project. I know that the old version is playable but it has loads of problems. Now that both me and Whitey more experienced with some aspects of mapping we are rebuilding and improving the old map.
At the moment the entire T side of the map have been rebuilt including the tunnel. It is already looking a lot better than before and no flashing textures so far. :)
Quote from: Dr Sadako;232057Ok. I have together with Whitey revived this project. I know that the old version is playable but it has loads of problems. Now that both me and Whitey more experienced with some aspects of mapping we are rebuilding and improving the old map.
At the moment the entire T side of the map have been rebuilt including the tunnel. It is already looking a lot better than before and no flashing textures so far. :)
Good, missed this map :) really liked it
:yahoo::yahoo::yahoo:
Looks like all my old favourites are coming back on stream - Vegas, Roadhouse and friends.
Now just waiting on the Dam map (thunder?) and we're all sorted :flirty:
Nicely done fellas!
PEN
Quote from: Penfold;232060:yahoo::yahoo::yahoo:
Looks like all my old favourites are coming back on stream - Vegas, Roadhouse and friends.
Now just waiting on the Dam map (thunder?) and we're all sorted :flirty:
Nicely done fellas!
PEN
Thanks. cs_thunder is the one you are thinking of. Sure that could be a potential map to remake, but we have yet another one in consideration. :flirty:
Here is a very early preview of what is going on.
(http://www.lugnagatan.net/mats/screenshots/rh2.jpg)
T spawn.
(http://www.lugnagatan.net/mats/screenshots/rh1.jpg)
Cave tunnel ending by toilet block.
(http://www.lugnagatan.net/mats/screenshots/rh3.jpg)
Main car tunnel.
Note that this is nowhere near finished or optimized. There is still a lot of improvement that can and will be done. :)
sadako u are leet
So we are up so de_roadhouse79 now. Yes the HDR knocks of a lot on the FPS but it does look quite good. Any comments or suggestions?
This is what is used to look like ...
(http://www.lugnagatan.net//mats/retrotcs/de_roadhouse0002.gif)
Nice map, fun to play. Noticed these two things while playing:
(http://img.photobucket.com/albums/v333/Sulphent/thingy1.jpg)
This texture seems a bit over-scaled to me.
(http://img.photobucket.com/albums/v333/Sulphent/thingy2.jpg)
This block isn't quite meeting it's surrounding blocks quite right. Also, would it look better if it's width is flush with the floor next to it? More likely to fall off it I guess though.
Think CTs maybe need more options to get to the bombsites? I don't know the original though and I haven't played the map enough to make a safe judgement.
Very cool map to play - problems with FPS for me down to 15 or 20 at times and normally around 30+.
Don't make huge changes cause of my fps though, my pc is an AMD Athlon XP 3000 running at around 2ghz with a Geforce 5600 and 1.5 Gig of Ram.
Cheers dudes
Here ya go::
(http://i249.photobucket.com/albums/gg208/_Browne77/de_roadhouse790001.jpg)
(http://i249.photobucket.com/albums/gg208/_Browne77/de_roadhouse790002.jpg)
(http://i249.photobucket.com/albums/gg208/_Browne77/de_roadhouse790001-1.jpg)
Quote from: Lee;233376Nice map, fun to play. Noticed these two things while playing:
This texture seems a bit over-scaled to me.
This block isn't quite meeting it's surrounding blocks quite right. Also, would it look better if it's width is flush with the floor next to it? More likely to fall off it I guess though.
Think CTs maybe need more options to get to the bombsites? I don't know the original though and I haven't played the map enough to make a safe judgement.
Thanks for the pointers Lee, the textures and block are easily fixed and is down to me being sloppy back when I first built it 5 months ago. Now me and Whitey have focussed on two things, first to introduce displacements to the map and second to improve the build time and optimize the map.
I have stayed close to the original in regards to layout. The two major changes I have are the addition of the tanker truck in the road tunnel. Before this tunnel was wide open and it was usually sniper wars there. T had the option to use the driveable car but still it was CT biased at that end. The addition of the tanker truck have provided some cover for T to approach the site.
The second change is the addition of more boxes at the toilet block area. Before you needed a bunk up on the boxes behind the toilet block to get onto the roof. Now you can get up there without any help. I also added a second set of boxes closer to the cave tunnel that didn't exist before. I think this have provided more options for the Ts to attack there. This is still on trial and we could easily remove one box so that the Ts need to do the bunk up again.
The layout around the bombsites are almost identical to the original. There are still some boxes and props missing around the garage bombsite but they will be added. Also the garage bombsite was not inside the garage but outside where the big fuel tank is. I moved it because I thought It would make the play more interesting. We still have the option to move it back to the original position.
So there have been changes in Ts favor but also in CTs favor. The sewer system is easier to guard now for CT as the entrance holes are larger. Before the Ts could sneak by on the sides without being spotted from above. Also it was easier before to run on the side of the sewer without making water sounds.
A good suggestion that I heard last night was to add a window from the restaurant facing the toilet block. That would help the CT to guard that area.
Quote from: Browne;233378Here ya go::
(http://i249.photobucket.com/albums/gg208/_Browne77/de_roadhouse790001-1.jpg)
It looks odd indeed. I don't see it and I don't think anyone but you did. What make me wonder though is that it has the shape and look of an displacement gone wrong. However, if that was the case it would be clearly visible in Hammer. We will take a second look, but I don't expect to find anything. :g:
Might be graphiccard related. It looks like something I had on my previous graphiccard before I got lots of BSOD's (not wanting you to worry or such though).
Declan, was the glitch still there after you rejoined?
Quote from: DuVeL;233386Might be graphiccard related. It looks like something I had on my previous graphiccard before I got lots of BSOD's (not wanting you to worry or such though).
If yo look at the other screenie (from the opposite side of the yard) you will see that its still there (there a player half hidden by it?) Dont think its graphic card related.
Quote from: Whitey;233391Declan, was the glitch still there after you rejoined?
Yep, still there. The first screenie was when I played the map as a T, and then when the map reloaded (when we switched teams), the second as a CT, half hour later.
Browne, i'm sure i've seen that effect before, I can't for the life of me remember where I saw it or what causes it though. :sad:
Doc, I personally think that the toilet area seems easy enough to guard for CTs and the problem arises on getting to the opposite bombsite if a bomb has been planted, specifically the petrol area as it can be guarded well with the short doorways. Good choice on putting the tanker in the T tunnel to prevent excess sniping. I'll have a look at the original tonight to familiarise myself a bit more. EDIT: Don't have it, doh. :C
Nice map, good job, the only comment I have is that i tend to notice the T's planting the bomb at the main gas station alot more than at the other bombsite, which made me question as why, one conclusion I came up with was that it was very easy for a CT to shoot a T as they are coming up the ladder from the sewers (near exploding barrels) so one way to combat this maybe is to move the no entry sign if possible,
I might be wrong in saying that and people who maybe new to the map was going through the familar paths, it may also make it too T biased by doing this.
Snokes
Final version of Roadhouse will be released very soon. I suggest you open up your map folder and delete all old de_roadhouse versions. :taz:
will do thanks
Quote from: Dr Sadako;240505Final version of Roadhouse will be released very soon. I suggest you open up your map folder and delete all old de_roadhouse versions. :taz:
cool :)