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Messages - spanky

#1
CS Mapping & Modelling / new map
August 10, 2004, 05:03:40 PM
it crashes your server? hmmm... i never test these things.

d/l the source here and see if you can fix it.

btw it is just militia, but (imho) a lot prettier.
#2
CS Mapping & Modelling / new map
April 30, 2004, 11:26:02 AM
new map!!! get it while it's hot!!!

spread the word!!!

clicky!!!

piccies? ok then!!!





PS click here for all the source files so you can make it even better!!!
#3
CS Mapping & Modelling / de_escher b3ta
June 11, 2003, 01:38:13 PM
thx again for your time TL - mucho appreciated!

about the power room. i (personally) don't think the short rush time for the CTs is a problem, for a couple of reasons:

1: think de_dust - the CTs spawn at 1 of the bombsites
2: if the CTs are silly enough to all rush the house leaving the power room unguarded, the Ts pick up an easy win
3: of course, the Ts would have to be pretty silly to try a rush straight on the power room 'cos the CTs will always have the advantage

now - this leads me to my next point, namely that i want the power room to be viewed as a last-ditch option for both teams:

1: i don't want the CTs to just rush it and camp it (this will never happen due to the fact that the Ts can just go round the front)
2: i don't want the Ts to see it as a viable option until the later stages of a round

now, my reasoning behind this is quite selfish - namely i spent bloody hours mapping the house and i want the dynamics of the gameplay to mean it's used for most of the battles, 'cos i want other people to see how sexeh it looks !!!

of course there is the very real problem of what happens if the bomber slips through the net and gets to the power room - the answer to this is that (very probably) the Ts will pick up an easy victory

1: but this is a valid victory, and will show some real skill on behalf of the T team
2: also the CTs will very quickly learn that they have to split their team - half guarding the power room, the others rushing the gates

all this is, of course, completely hypothetical, and will only be proved or discredited by an exhaustive 6v6 playtest. if the scores are like 12-0 to either team then i'll have to seriously consider opening up the power room some more, or moving the CT spawn site

but atm i've given the dynamics a LOT of thought (whole evenings spent with just me and a stop-watch!!) and i like the way that to stand a chance the CTs will almost definately have to split up

it'll probably end up that this map is very biased for public play (to the Ts), but hopefully fairer in clan-based play when tactics are considered (which is an idea i like - who cares about publics?? :) )

sorry for the essay, and i hope i don't sound as if i'm just discrediting yout suggestions TL (i'm not!!) but i wanna see how it plays before making structural changes (like adding windows etc)

post me a graphic you want used in the egg to fatalkey_0x033 at hotmail.com

cheers guys!
#4
CS Mapping & Modelling / de_escher b3ta
June 11, 2003, 03:42:07 AM


^ this ain't gonna appear until beta 17 (cos i only just textured it)

enough for 30+ people? :D
#5
CS Mapping & Modelling / The Ice Ring
June 10, 2003, 08:33:54 PM
QuoteHey Smite..

You should add some time of Score-board that's suspended in the middle over the ice.. Could make it more difficult for sniping..

me likes that idea! there's a tutorial about how to do scoring and stuff - i'll dig it out if you want?
#6
CS Mapping & Modelling / de_escher b3ta
June 10, 2003, 08:32:13 PM
yo, another day, another beta !!

http://www.downgraded.barrysworld.net/imag...es/escher16.zip

i'm tryin to get a beta test sorted tonight (tuesday) for de_escher and de_theatre - any of you guys fancy helping out??

i've gotta try and borrow a server for the evening first, so pop along to #downgraded to find out whether i've had any luck :)
#7
CS Mapping & Modelling / de_escher b3ta
June 09, 2003, 05:25:21 PM
hokey dokey - been away for the weekend, so haven't done much in the last couple of days.

@ A Twat - thx! if you want any help at all on the mapping front mosey over to our forums (forums.downgraded.net) and post in the general chat section. i'll be glad to answer any questions you have (regarding i know the answer of course :D )

at any rate, keep on trucking ;)

@ TL - great help dude! here we go:

1: right, i'll try to find that bit and block it off

2: about generator room - basically i've tried to design it so that the CTs will win any rush to the gen room. this'll encourage the Ts to try to go round the front (as i think that'll lead to some better fights). admittedly if the Ts do secure the gen room then it'll be hard for the CTs to shift them, but without some serious structural changes i cant phsically fit any more entrances into that room. how this affects gameplay will have to wait until a detailed playtest tho - if it makes it too easy for the CTs then i'll have to think about changing it

3: nice idea - me likes :) i'll put this in the next version (but it may have to be removed if it makes that area too laggy)

4: no-can-do regarding the climbable cliffs, as that will probably lead to too many access/visability problems

5: all comments are helpful, and thanks again :)

@ BB oh yeah - just noticed that! any chance of a playtest 1 evening this week? we could put a bunch of customs on and make a night of it or something

@ TL again: nps - all b3ta-testing clans will get an easter-egg, so on yours i'll mention the PCS details. sound good?

i'm gonna try and get another b3ta compiled before any testing to fix all these (and other :( ) problems. i'll post it here as and when
#8
CS Mapping & Modelling / de_escher b3ta
June 07, 2003, 01:33:02 AM
Quote can texture the floor with PCS limits if you guys work out where the boundaries should be - i can just draw some chalk lines on the floor. let me know what you think

would this suggestion be any use? best to say now - i'd be glad to include it, but i won't be able to after release
#9
CS Mapping & Modelling / de_escher b3ta
June 07, 2003, 01:07:25 AM
QuoteMy server updated with latest version! Thanks for the credit to dMw in the text file. Could you please edit our web address to //www.deadmen.co.uk from //www.deadmen.net? Sorry to be picky but I'm like that

done! soz about that...


@ Doorman:

there's still a LOT of access probs with the map so far. b3ta 16 should have all access probs sorted
#10
CS Mapping & Modelling / de_theatre layout change
June 06, 2003, 01:36:37 PM
still haven't had a chance for a run-around yet, but if you keep the BS's where they are, aren't you gonna have the problem of a CT sniper being able to defend both BS's from the same spot? this would be very bad for gameplay

//oh - there's a great big wall between them. my bad... i'm off to have a run-around now to see what i can see
#11
CS Mapping & Modelling / de_escher b3ta
June 06, 2003, 01:34:29 PM
de_escher b3ta 15 is up!



i think this is virtually complete - i'm hoping there are just some minor graphical glitches and access probs to sort out. a list of stuff i want help with is in the readme.

i've worked very hard to get the r_speeds acceptable, and i've knocked 'em down to about 750 tops (although there is 1 tiny area where they just squeak past 1000), so i'm not doing any more work on reduction now.

BTW - i can texture the floor with PCS limits if you guys work out where the boundaries should be - i can just draw some chalk lines on the floor. let me know what you think

well, time to get pimping...
#12
CS Mapping & Modelling / de_escher b3ta
June 02, 2003, 10:54:58 AM
Thanks uber-much for your help so far, BB - it's really appreciated :D

i wanna get another b3ta done before we organise a proper playtest, since i've changed the T rush times. but i'll try and get a few [dg] members organised for a playtest one night later in the week??

thanks again guys - play your cards right and i'll give you an easter egg ;)
#13
CS Mapping & Modelling / de_escher b3ta
June 01, 2003, 12:17:25 PM
QuoteLovely map. I would love to play some PCS on it - it just screams out "PLAY ME".

Anyway, feedback which is what you asked for.....

The map is called de_escher but the files are called escher11. Will final release filename be "de_escher" in order to "conform"?

On steps leading down to generator room there are a block of 3 or 4 steps missing - you can see through to below the textures and you fall into the little "pit" that is left :(

Bit confusing at T spawn - no way of knowing right way to go. A small "this way to the party" sign might help for us old duffers :-)

Other than that, loved it.

thx for the comments :D i'm glad you like it so far, and don't worry about telling me if there's anything you don't like or that seems buggy. anyway:

1: it will be known as de_escher when complete - atm i'm just naming the compiles sequentially
2: could i ask you to take a screenie of this for me plz? entities can sometimes mess up on servers (it looks OK when i run around it on my own, but entities behave differently on different computers)
3: don't worry - it confuses both me and monkey too. atm the T spawn is VERY rough
4: cheers :)
#14
CS Mapping & Modelling / de_escher b3ta
June 01, 2003, 09:26:12 AM
yo - seems the mapping bug is a bit contagious atm :D monkey said you guys might be willing to help out b3ta testing my latest creation, and so i've got a pretty rough b3ta version ready for d/l - let me know what you think and if you wanna help out (all b3ta testers will of course be thanked in the release version)

anyway, here are some piccies:













there are still a lot of issues with the map in this version, which are being fixed as they're noticed. also my server is very stingy with bandwidth, so if i run out i'll try to talk monkey into mirroring the d/l for me :)

cheers
#15
Photography, Art and Design / Superconductor
May 30, 2003, 01:26:55 AM
that's damn impressive! is that liquid N2 you're pouring in? i assume to be superconductive its gotta be pretty bloody cold!