Digital Paint Discussion Board

Development => Mapping => Map Graveyard => Topic started by: Hobo on July 16, 2006, 12:05:13 PM

Title: stack
Post by: Hobo on July 16, 2006, 12:05:13 PM
Here is a map I have been working on.  I know it has some high rspeeds in certain areas, but this is only in a few spots. This is meant to be played in the KOTH mod but also supports dm.  It is a 3 team map.

stack_b1:
http://www.badongo.com/file/1070709
Title: _
Post by: Dirty_Taco on July 16, 2006, 12:21:15 PM
Post removed
Title: Re: stack
Post by: medley crew 2 on July 16, 2006, 05:55:37 PM
wow, entertaining, nice map -->  i like the crates!   :D

great idea for koth

you know that metal texture? that's the same one i use for teleporters, only i use the brown one.  8)
Title: Re: stack
Post by: jitspoe on July 17, 2006, 01:08:06 AM
Crate Scotts, that's a lot of crates!  The newbies are going to be so confused, hehe.  The texture scale on the crates is really deceptive.  Some look like you can jump on them when you cant, and visa versa.  I put it in rotation on the ev1 beta server for testing.  I noticed one small texture alignment issue (screenshot attached).  Also, you need to put a clip brush with a ladder flag on it on the crane.  Climbing up it is really weird, sometimes you just fall, then climb, then fall again.
Title: Re: stack
Post by: Eiii on July 17, 2006, 02:18:26 AM
Yeah, lots of crates. I think it'd be better as DM than KOTH, as it's too big for KOTH...
Title: Re: stack
Post by: Smokey on July 17, 2006, 02:34:55 AM
plenty for him to hide behind!
Title: Re: stack
Post by: lekky on July 17, 2006, 04:09:12 AM
:o
Title: _
Post by: Dirty_Taco on July 17, 2006, 10:05:48 AM
Post removed
Title: Re: stack
Post by: DrDaPoo on July 17, 2006, 04:46:12 PM
this map remindes me of FPS like quake 3 and UT
Title: Re: stack
Post by: SkateR on July 17, 2006, 05:03:24 PM
So confusing.
Title: Re: stack
Post by: loial21 on July 17, 2006, 06:10:50 PM
plenty for him to hide behind!
wow so true. Him or syncmaster.
Title: Re: stack
Post by: Smokey on July 17, 2006, 06:28:15 PM
or you/anyone else in GT.
Title: Re: stack
Post by: Hobo on July 17, 2006, 07:21:20 PM
If you want a room with nothing in it then feel free to go make one, there's plenty of them for you to copy. I've chosen to go beyond that. There's really not that many spots to "hide behind boxes" on this map and since it's a KOTH map it'd be pointless.  I'd appreciate it if you'd stay on topic about the map instead of trying to insult me personally.
If the map is confusing it's because I've tried to add some flavor to it.  It turned out alot bigger than originally visioned, but oh well... I think it has some neat stuff in it and I'd aprreciate some constructive help.
Thanks
Title: Re: stack
Post by: loial21 on July 17, 2006, 08:15:24 PM
Is it loaded on the test server?
I play ya. U 2 Smokey :)
Title: Re: stack
Post by: Hobo on July 17, 2006, 08:47:14 PM
Alrighty I've got a question. How do I make KOTH the default gamemode type?
Title: Re: stack
Post by: Spook on July 17, 2006, 08:51:26 PM
wow looks great
Title: Re: stack
Post by: jitspoe on July 18, 2006, 02:11:59 PM
Alrighty I've got a question. How do I make KOTH the default gamemode type?

You need to create a mapinfo file.  I've got one on the beta server set to alternate between KOTH and DM.
Title: Re: stack
Post by: Hobo on July 18, 2006, 07:44:32 PM
Oh ok, thank you
I knew about that, I just thought there must be a way to do it in worldspawn or something, so you wouldnt need the txt file.

Title: Re: stack
Post by: jitspoe on July 18, 2006, 08:03:01 PM
I need to add a way to do that, but for now it's just the mapinfo text files.
Title: Re: stack
Post by: MosEz on July 19, 2006, 01:46:51 AM
amazing
Title: Re: stack
Post by: SWSoggyWaffles on August 02, 2006, 04:35:47 PM
another crate obsesed level, its cool! now we wait for eiii to make a remark
Title: Re: stack
Post by: Eiii on August 02, 2006, 04:44:40 PM
...I already did.
Title: Re: stack
Post by: Cobo on August 02, 2006, 04:46:13 PM
* Cobo gives Eiii a cookie.
Good Job
Title: Re: stack
Post by: SWSoggyWaffles on August 06, 2006, 11:40:46 AM
...I already did.
fine then, ANOTHER remark
Title: Re: stack
Post by: Cobo on August 06, 2006, 11:43:51 AM
lol.
Title: Re: stack
Post by: SWSoggyWaffles on August 06, 2006, 11:46:01 AM
lol, hes probably gonna start yelling
Title: Re: stack
Post by: Sprinkle on August 06, 2006, 12:27:36 PM
atleast this is a cratemap that seems entertaining, unlike the fryth-crates clone army.
Title: Re: stack
Post by: Hobo on August 15, 2006, 01:38:39 PM
So... I noticed on the EV1 beta test server that the enities don't seem to be working correctly.  The lift goes about 3-4 times higher than it should.  I noticed the enities in draw_183 aren't always working properly, like the triggers for the drawbridges, and the door into the room over the steps.  I'm assuming this is a server varation, if not please let me know Jitspoe.

I've aligned the textures (found a couple more) and added ladder brushes on the crane.  I was hoping to play it a time or 2 before compling and releasing another beta/final.
Anymore problems/suggestions feel free...
Title: Re: stack
Post by: Smokey on August 15, 2006, 02:05:35 PM
ITS A SWEET MAP BUT HOW DO U PUT A GUN ALSO WHY IS IT CALLED STACK THX SMOKEY ALSO GOOD MAP

HOW DO I PUT A GUN?????????????????
Title: Re: stack
Post by: jitspoe on August 15, 2006, 02:09:05 PM
I think this is an old Q2 bug that I was hoping not to have to bother fixing.  Some people on QuakeSrc were talking about it -- lifts and doors going out of whack when a server ran a map for a long period of time.  If the map stays on for like 2 days, things start going crazy.  Since not many people play on the beta server, that's probably the case.  Let me know if it happens on a fresh map change.

Edit: Did vinnie take over Smokey's computer or something?
Title: _
Post by: IronFist on August 15, 2006, 02:38:25 PM
Post removed
Title: Re: stack
Post by: Hobo on August 15, 2006, 10:19:43 PM
Alright, that makes sense about the enities.
Smokey must have been mowing his grass today.  If you really need help to "put a gun" then let me know.  But somehow I think I missed the joke in your post.
It's called stack because the crates have been "stacked" on top of one another.  Simple, just like me.
Thanks for stopping by iron...  ;)
Title: Re: stack
Post by: CarbineXT on August 16, 2006, 02:06:22 PM
Nice job, was fun to play in. However one problem, after finding the blue arrow tower had something - it was dissapointing finding that the other arrow towers/bars did nothing ;). Also that there wasn't a way to get into the crane.

But good job :).
Title: Re: stack
Post by: Hobo on August 19, 2006, 06:59:55 AM
thx, it's still in beta so things can still be changed.
As far as getting into the crane... that'd be a tight fit.  I thought about having the crane move that crate around but decided it would probably increase the lag too much, and would be alot more work for a unneeded visual effect.
Title: Re: stack
Post by: [USA]FIRE on August 19, 2006, 07:11:27 AM
yeah i think that it would be better for DM it's HUGE
Title: Re: stack
Post by: Smokey on August 19, 2006, 09:09:50 AM
no. dm maps suck
Title: Re: stack
Post by: Zorchenhimer on June 08, 2007, 10:21:50 AM
Sorry for reviving this thread, but I just played this map on the beta server. This map looks awesome. Could development of it be picked up again? I would love to see this one finished.
Title: Re: stack
Post by: y00tz on June 08, 2007, 10:34:54 AM
Sorry for reviving this thread, but I just played this map on the beta server. This map looks awesome. Could development of it be picked up again? I would love to see this one finished.

Hmm, now I want to play it :P  The original post has an attachment but I get a 404 error.  Does anybody mind?
Title: Re: stack
Post by: Zorchenhimer on June 08, 2007, 10:38:46 AM
Remember to put it in the "beta" folder.
Title: Re: stack
Post by: Apocalypse on June 09, 2007, 07:31:47 AM
KOTH doesn't work also what is the point of the crane holding a box?
Title: Re: stack
Post by: Zorchenhimer on June 09, 2007, 09:12:21 AM
The crane? For looks maybe? Also, Koth will work if you have a good number of people on the map. This map also works great in DM mode too.
Title: Re: stack
Post by: Apocalypse on June 09, 2007, 01:19:14 PM
Is six a good number? By the way I meant that I could go to KOTH mode but it was still DM.
Title: Re: stack
Post by: Zorchenhimer on June 09, 2007, 09:44:14 PM
Like, the flag was missing at the top? Or friendly fire was just on?
Title: Re: stack
Post by: Apocalypse on June 10, 2007, 06:38:29 PM
It was still DM but I tried again and it worked probably hit wrong mode.