Discussion in 'Map Factory' started by Wolfen, Nov 28, 2011.
Release 2 information in post #8.
Word of advice, moving platforms hate TF2 players. You'll find that people will sometimes get stuck inside them, phasing through them, and other fun things. It's not an issue with other Source games ie. HL2, but in multiplayer such as TF2 and CS, things are coded differently to compensate for things like lag and consistency. That's one of the downsides of the Source engine (and actually most other engines of the Quake family)
Also the map generally looks extremely dark.
I tried the same and found a solution you need to have the skybox move. The train shouldn't. If you want my help just pm me.
I've been experimenting with moving platforms for multiplayer and single player source games for a while. I have found that sometimes lower speeds lend themselves to situations where lag could appear and thus the clipping and phasing doesn't happen as much.
Which is what I've been hearing for a while so I've been slowly making the lights brighter and brighter. In my latest version that I've been working on the lights are better spaced in the hallways and the arenas are much better in terms of lighting but there are still some areas that seem dark because of their location or incomplete status.
For this map I'm stuck with a moving platform because of how many levels there are to it between the train moving then stopping, the red team setting up in a tunnel and everything else. On the flip side I've been trying to make the skybox move for other maps I've been working on and I keep failing. Do you happen to know how to do this for Left 4 Dead 2? If not I wouldn't mind learning TF2 and then seeing if I could spread this between my other projects.
That is all I have for you for now. I'll get right back into fixing some issues I found with the map in my last test.
Theoretically, to make the Skybox move, you would need to parent the sky_camera in the 3D Skybox to a train, right?
I'm just talking out my ass, I've been curious ever since I saw ctf_convoy and don't know myself.
You2me International Federation Freightways
I bet ym still hates my guts for that one.
Actually, Convoy uses a scrolling texture to immitate the feeling of moving. Everything in the map is entirely static.
Here's the VMT wizardy I shamelessly stole from Convoy for Spaceball:
Welcome to release two of Red Canyon.
Since the last map I have implemented my moving spawn room, You can change classes while in the train but you will end up being killed and sent directly to the platform. While this might be an effective way to try and skip riding in the train, the timer is set up so that you can't leave the platform till the setup runs out. Which is about ten seconds after the train arrives.
Also included in this release is the second control point thus completing the main gameplay area for the moment. Unless I can find a place to put a third control point, this will be the max. After this it will be forming canyon walls, adding a few items to help improve pathing, as well as adding textures and finishing giving the hallways and interior sections a theme.
Another piece I'd love to hear back from are some brilliant engineer camps and other interesting uses of classes in this map.
Also I'd like to hear, and see any images or videos you get of glitching out of the train. I'd like to be able to try and lock that down by next release.
Any ideas about say lighting, or improvements I'm open too.
Thank you all for your help on the first map and I look forward to your insight on this release.
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