CP Pengarra Castle

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Protip: use cl_drawhud 0 and r_drawviewmodel 0 when taking screenshots. Makes them look much more professional. Also an overview would be nice.

It seems alright from what I can tell. Have you had this tested before? If not, it might be too early to call it beta. Focus on the gameplay first, then go on to detailing.
 

dragontailxx

L1: Registered
Sep 20, 2011
6
0
Protip: use cl_drawhud 0 and r_drawviewmodel 0 when taking screenshots. Makes them look much more professional. Also an overview would be nice.

It seems alright from what I can tell. Have you had this tested before? If not, it might be too early to call it beta. Focus on the gameplay first, then go on to detailing.

Shall bear that in mind for future shots.

It hasn't been tested before, I don't know anyone that could host it (Medieval isn't as popular as I'd like it to be), but I'm confident in my mapping skills and can change any part of the map that seems to cause problems to either team fairly easily.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
asthetically speaking, the building with the C cap point needs to be reconsidered. you have all that stone and rock being held up by a wooden frame.

generally it's best to use wood/stone in this manner:
if you have something that is significantly stone, it needs a stone structure to hold it up. the wood can help hold it together, but won't look right if it's being used as a load-bearing material in this situation.


also: if you are in spec mode you just need cl_drawhud 0 (i prefer being in spec mode for screenshotting since you can get interesting angles more easily + its one less command to remember)
 

dragontailxx

L1: Registered
Sep 20, 2011
6
0
asthetically speaking, the building with the C cap point needs to be reconsidered. you have all that stone and rock being held up by a wooden frame.

generally it's best to use wood/stone in this manner:
if you have something that is significantly stone, it needs a stone structure to hold it up. the wood can help hold it together, but won't look right if it's being used as a load-bearing material in this situation.


also: if you are in spec mode you just need cl_drawhud 0 (i prefer being in spec mode for screenshotting since you can get interesting angles more easily + its one less command to remember)

Good point well made, thanks!, I'll make that improvement for next time, any gameplay issues you think might arise?
 

thekurnuttaja

L1: Registered
Dec 4, 2010
27
2
If the "point flags" you mentioned in the bugs are props and not the capture point signs (not entirely sure what you mean by them). You could use prop_dynamic instead of prop_static you probably used for them.
 

dragontailxx

L1: Registered
Sep 20, 2011
6
0
If the "point flags" you mentioned in the bugs are props and not the capture point signs (not entirely sure what you mean by them). You could use prop_dynamic instead of prop_static you probably used for them.

The point flags I mean are the flags hanging off of various buildings to denote the capture area being nearby (the point C building has a large hanging tapestry-esque flag). I'm currently using the Degroot keep flags.

Does anyone have any idea why the ignite entities don't work for Sniper Arrows? I copied the ignition pieces directly from Degroot keep in an attempt to make them work and they just wouldn't.
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
Do you know how to use them? When I put some in my map, I did not know how to use them. You do not simply stand next to it and shoot arrows. I thought it wasn't working. Then I learned that you must point your arrow into the flame to ignite it before shooting it. I didn't know that because I never play sniper.
 

dragontailxx

L1: Registered
Sep 20, 2011
6
0
Do you know how to use them? When I put some in my map, I did not know how to use them. You do not simply stand next to it and shoot arrows. I thought it wasn't working. Then I learned that you must point your arrow into the flame to ignite it before shooting it. I didn't know that because I never play sniper.

I am pointing them directly at, I usually play sniper on Medieval, if your Ignition entities are working right, could you perhaps send a copy my way?, it's possible the entity I'm using is broken as it is from Degroot.
 

JaCuS

L1: Registered
Jul 1, 2011
39
22
for trigger_ignite_arrow to work u need to specify the orgin
if u have an info_particle_system entity check its orgin
select it and...
ignites.png

then...
ignite2.png
 
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