pl_hoodoo [Final release]

YM

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Dec 5, 2007
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Yeah I'm having a few hiccups with oneway doors, they're on a slight delay so you should have time to get clear but I guess its not quite working.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
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Found a bit of a bug in stage one, you can get stuck in the the one way door leading to the platform overlooking the bridge at the final cap point.

I'm guessing the problem is the way you're activating the door from one side only, as soon as you exit the trigger the door slams shut on you. Try having one trigger on one side to open the door and another covering both sides to close it (both using On???TouchAll).

That what I did with the one-way doors in pl_cave, a trigger on one side which has OnStartTouch -> Open, and another trigger which covers both sides with OnEndTouchAll -> Close.

Works really well.
 
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Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
got some issues with a one way door on haywood as well :) Im gonna check out dustbowl to see how they did it.

Dustbowl only has one trigger, I couldn't figure out how they made it work so you don't get stuck.
 
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YM

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plhoodooprettystage2temm8.jpg


I expect to be finished stage 2 by the end of the weekend
 

YM

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No idea, not got around to fixing it yet (to everyone who only comes to the last page, there is new screenshots on page 15)
 

YM

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yeah I don't know how valve do theirs, they are all lit smoothly and dont even have shadows disabled (but the same setting give us all horrible shadows on the ground :/)
 

YM

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put _a4 on then. As long as you check here every now and then you'll know when _b1 is out
 

YM

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pfft mangy, you're solution is so....kludgey

-staticproppolys -staticproplighting -textureshadows

Those are the three extra VRAD commands you need to get proper shadows from everything, the first two are what make the trackcast proper shadows on the ground, meaning you dont have to disable it's shadows which in turn means they dont get lit stupidly.

thread about it - http://forums.tf2maps.net/showthread.php?t=2994
 

Laz

L420: High Member
Jul 5, 2008
461
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pfft mangy, you're solution is so....kludgey

-staticproppolys -staticproplighting -textureshadows

Those are the three extra VRAD commands you need to get proper shadows from everything, the first two are what make the trackcast proper shadows on the ground, meaning you dont have to disable it's shadows which in turn means they dont get lit stupidly.

thread about it - http://forums.tf2maps.net/showthread.php?t=2994

I've been wondering about this too :) thanks for finding out!

map is looking awesome btw