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Sticky: The original VALVe maps (Great Reference)

Discussion in 'Mapping Questions & Discussion' started by spaceweasels, Oct 28, 2007.

  1. spaceweasels

    aa spaceweasels

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    Last edited by a moderator: Jan 13, 2009
    Yacan1, gamemaster1996, Toasters and 85 others thanked this.
  2. drp

    aa drp

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    Re: The original VALVe maps

    dude you kick ass.
    stickied.
     
  3. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    QFT
     
    amaxamus thanked this.
  4. Wow, those are... wow. I need to go work on my map :-[
     
  5. Maj.Woody

    Maj.Woody Guest

    I was messing around with some of these maps this morning and found that in these files every single brush that was part of a func_detail in the original is now an individual detail brush. That being said the maps will not compile because they are over the entity limit of the compiler.

    Just thought I would let people know.
     
  6. Jao

    Jao L1: Registered

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    Why would you want to do that ?! Anyway, It'd take days to recompile all those messy brushes ... It's practically impossible to compile a map that have been decompiled.
     
  7. Maj.Woody

    Maj.Woody Guest

    LOL.. Actually I wanted to see how long it would take to compile th BSP for one of the original valve maps. Was just a topic that came up in chat so I thought I would go see.
     
  8. YM

    aa YM LVL100 YM

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    spaceweasels = legend, I was about to make a thread on how to make the trains from well...but I can look for myself now XD
     
  9. Half-Life_Maniac

    Half-Life_Maniac L3: Member

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    By the way... I decompiled the VALVe maps myself ages ago before coming here, using VMEX, but had to disable prop_statics, which caused errors in the decompile and prevented it from completing.

    How did you get around this?
     
  10. spaceweasels

    aa spaceweasels

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    As I mentioned in the first post, I found these on another site. I can't take credit for decompiling them. I just posted them.
     
  11. Half-Life_Maniac

    Half-Life_Maniac L3: Member

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    Oh.. So you did.
     
  12. Pad See Ew

    Pad See Ew L1: Registered

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    Thanks for the links, spaceweasels.

    Just a nitpicking correction, but it's "Territorial Control", not "Total Control" for tc_maps.
     
  13. Sacrifist

    Sacrifist L3: Member

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    you can decomp all of them easily with VMEX. When it throws up the errors, just throw the vmf file into textpad and scroll down to the bottom of the code and clear out the code that is cut off and close it properly. It will work fine.
     
  14. Half-Life_Maniac

    Half-Life_Maniac L3: Member

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    I wasn't going to bother brining it up, but now you mention it..

    Looks like I was just using an old (old as in when I first started HL2 mapping) version of VMEX. The newest version has been fixed to work with Orange Box games, and now decompiles perfectly.
     
  15. Doran

    Doran L1: Registered

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  16. NightHawK

    NightHawK L2: Junior Member

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    This helps me lots. :)
     
  17. Bonafide

    Bonafide L6: Sharp Member

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    I am glad I saw this. I was pulling my hair out looking for some textures from 2Fort from the selection. Now i can just get them from the map.
     
  18. tedrock

    tedrock L2: Junior Member

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    apocguy thanked this.
  19. Sniper_John_Uk

    Sniper_John_Uk L1: Registered

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    Can someone stick up goldrush now? :D
     
  20. DJive

    aa DJive AdministratorCake or Death?

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