KotH Aperture Science 3

KotH Aperture Science 3 2015-08-30

Jan 20, 2010
1,317
902
You can just add a 1 to the /materials folder. ie. make it /1materials. Load up the map, see if textures are missing, fix them, and rename the /1materials back to /materials.
 

Motanum

L2: Junior Member
Jan 30, 2011
53
13
You can just add a 1 to the /materials folder. ie. make it /1materials. Load up the map, see if textures are missing, fix them, and rename the /1materials back to /materials.

thanks for the idea ^^

never thought of that

EDIT! I have found the source, it was missing the particles textures. I am uploading as we speak! Please try again, I am so sorry for the problems
 
Last edited:

Motanum

L2: Junior Member
Jan 30, 2011
53
13
My issue, looking at screens, is the juxtoposition of Portal's gameplay aesthetics to TF2's.

For example, having played Portal it's REALLY going to bother me that those weighted cubes likely don't fall over or move when I touches them (and if they do, that's a big no-no. Dynamic physics in TF2 is a bad idea.) I suggest a different solution for walls like that and only using cubes in detail areas.

Sorry about that, but I took some liberty with stuff like that. I decided that adding cubes as cover would be more nostalgic. And having cubes bounce around would be very expensive for servers to run. You will get used to it. Who knows, maybe Aperture Science had really heavy cubes in the 60's?

My suggestion is to forget about canon, and just enjoy the fun :3
 
Jan 20, 2010
1,317
902
Sorry about that, but I took some liberty with stuff like that. I decided that adding cubes as cover would be more nostalgic. And having cubes bounce around would be very expensive for servers to run. You will get used to it. Who knows, maybe Aperture Science had really heavy cubes in the 60's?

My suggestion is to forget about canon, and just enjoy the fun :3

That's... not really the point. If you want something to feel natural in the game environment, you need to take into account people's expectations.

If you really insist on keeping cubes, I would suggest reskinning them so that they are implied to be heavy. Perhaps making them darker shades or having an anvil printed on the side of them (a la the Companion Cube's heart.)
 

Motanum

L2: Junior Member
Jan 30, 2011
53
13
That's... not really the point. If you want something to feel natural in the game environment, you need to take into account people's expectations.

If you really insist on keeping cubes, I would suggest reskinning them so that they are implied to be heavy. Perhaps making them darker shades or having an anvil printed on the side of them (a la the Companion Cube's heart.)

That is a good Idea, if I ever feel like I have to update the map, I shall do it! Thanks for the comment.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
You could turn the cubes into a prop_physics_multiplayer. It shouldn't lag as much if you do that.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
You could turn the cubes into a prop_physics_multiplayer. It shouldn't lag as much if you do that.
Don't. Physics models in multiplayer are terrible. Just don't.

Gonna have to agree with Leminnes, the only time I've seen prop_physics_multiplayer used (valve map) was on 2fort. Some beer bottles get sent flying if you shoot them with rockets, pipe bombs, any explosive. That's really it though, I think I recall something similar on Granary but thats all I can remember.

Don't make something that big a prop_physics_multiplayer, especially a bunch of them. It'll lag something fierce.
 

Motanum

L2: Junior Member
Jan 30, 2011
53
13
I wont, I meant that I might do, if i need to make an update, change the skinds, to imply the cubes are heavy and thus unmovable.

But for now they willl stay like that. And even if I make then physics objects, they would just end up on the acid.

I want them there to provide some cover
 

Motanum

L2: Junior Member
Jan 30, 2011
53
13
I am working on a fix for missing particles on the water and changes to BTS area that opens up depending on capture. Along with other details, like signs pointing towards the capture point, and squares for the items that spawn.
 

Motanum

L2: Junior Member
Jan 30, 2011
53
13
March 19, 2011 Update

Today I updated Aperture Science, some of the changes are:

-Fixed acid's particles, it now acts like water, still looks like acid
-Changed distance needed for blue to travel to CP
-Added some signs about the battlement
-Changed Blue's BTS secret area to be shorter and to allow travel in 2 directions.
-Changed Secret BTS doors, it has portal's door
-Secret BTS doors now close or open depending on the hill's owner. Note, only one will close so players do not get stucked inside.
-Added custom signs to the place where health and ammo kits lay.
-Changed name to Koth_Aperture_Science_IIIa

Please spread the word! Thanks everyone for their feedback, keep it comming!
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I am working on a fix for missing particles

Currently it's a known-issue that PackBSP sees the PCF files but can't yet interpret them to find out what materials/textures the little dancing sprites themselves are using. (I've had some limited success reading the filetype, and hope to get it in as a feature soon, at least relative to the otherwise-glacial pace of development ;) )

For a "set and forget" workaround, you can simply use the same materials/textures/sprites somewhere in the map where nobody will ever see them, like painting them into some orphan world-brush, and PackBSP will then recognize they are "in use".
 

Motanum

L2: Junior Member
Jan 30, 2011
53
13
Currently it's a known-issue that PackBSP sees the PCF files but can't yet interpret them to find out what materials/textures the little dancing sprites themselves are using. (I've had some limited success reading the filetype, and hope to get it in as a feature soon, at least relative to the otherwise-glacial pace of development ;) )

For a "set and forget" workaround, you can simply use the same materials/textures/sprites somewhere in the map where nobody will ever see them, like painting them into some orphan world-brush, and PackBSP will then recognize they are "in use".

Actually, I already solved that issue. Thanks ^^
 

Runeimagiro

L1: Registered
Mar 27, 2011
2
0
New to forums, Awesome Idea!

Hey guys,

don't flame me too hard for being totally new to the forums! I just downloaded this Aperture Science map and put the file in /tf/maps, so I'm pretty sure I've installed it properly, but honestly I'm unsure how to find a game online that uses the map!

A little help would be appreciated.
 

Runeimagiro

L1: Registered
Mar 27, 2011
2
0
I input koth_aperture_science_iiia in the 'maps' section of the server page, and there are no games. Does this literally mean that there are no games using the map that I can join?