Feedback on de_roadhouse79

Started by Dr Sadako, February 03, 2008, 09:46:38 PM

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smite

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.

no peanuts

#16
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

Dr Sadako

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

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!?!?
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Dr Sadako

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. :)
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Salvatore Buttafacio

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



Penfold

: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

Dr Sadako

#21
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.


T spawn.


Cave tunnel ending by toilet block.

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. :)
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

george_weah


Dr Sadako

#23
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 ...


-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Lee

Nice 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.
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Jabbs

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
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Browne

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So much  Time, So Little to do.

Dr Sadako

#27
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.
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Dr Sadako

Quote from: Browne;233378Here ya go::
 


 

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:
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

DuVeL

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).
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