WIP CTF_Convoy

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
pakrat :O

start the program, select your .bsp, click AUTO, click save as. BOOM its embedded

I know it uses the java runtime stuff but does it acutally use bspzip.exe (could I delete it and still have pakrat work?) If it does then I will have to get it because none of the bspzip based programs work for me, neither does bspzip itself...
 

jahrain

L1: Registered
Jan 5, 2008
39
2
Ok, thanks for the help. I have the materials embeded, my server are currently down, but I will put it back up soon with a newer beta version.
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
I can't believe I didn't think of that map to do it. I LOVED THAT MAP in UT. It looks beautiful and you are definitely doing it justice. I will love you forever if and when you pull this off.
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Looks promising, jahrain! I especially like the slight metal ramps where walls meet floors. It's an amazing touch that I want to steal ;-)
 
H

Haas

i thought you could link the sky camera to a func train so your 3d sky box is moving saw this on interlopers a while back
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
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Played again, looks much better now the ground scrolls. i have a few more suggestions

The ground is too fast, we weels and ground don't quite match up.
Lower the range of the HDR with an env_tonemap_control (either that or a very similar name) as it takes ages for the sky to become normal when you first go on deck.
get some people playing it! I'm dying for a decent battle on it!
 
H

Haas

server has very bad ping in holland we where with 4 players on it but the server made it unplayble all 300 ping
I got 1 thing and that is the blu spawn door texture is not good aligned
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
The ground is too fast, we weels and ground don't quite match up.

If this true (i didnt check it but i believe youme), fix it. This is extremely important.

Make a backup of your map, delet everything except the weels, ground, smoke and skybox, and compile. If its not good, adjust you vmt of the ground texture, compile again and so on and so on. I cant wait to see it working like it should.
 

jahrain

L1: Registered
Jan 5, 2008
39
2
This is only the second playable build of the map, I'm surprised everyone is concerned about the small nit picky details about the map already (the ground/tire speed and skybox model etc) I guess thats a good thing? I appreciate the feedback and I agree with the suggestions given, however my main concern is how the map will play at this point. Usually before the last play build, I go through the map and add nice visual details, polish off the effects, maybe even recreate the skybox and such.

Sorry about the ping on my server, I'm hosting it in hawaii.
 

YM

LVL100 YM
aa
Dec 5, 2007
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Is there somewhere we can download it to put on our own servers? if there is I'll get it on ours over at colts playground, we are all living of custom maps over there and i garentee we will get a full 24 server on this for you.
 

Cdsand

L2: Junior Member
Oct 25, 2007
75
1
DANGIT! I was gonna do a mobile map next. :bored: And I was also inspired to do so by that UT 2004 map. Still though, nice work. This is much better brushwork than mine. I want to play this real bad like.
 

jahrain

L1: Registered
Jan 5, 2008
39
2
Is there somewhere we can download it to put on our own servers? if there is I'll get it on ours over at colts playground, we are all living of custom maps over there and i garentee we will get a full 24 server on this for you.
That would be great, but I would like to get the map polished up some more. After playing it today with about 6 players, I decided there is lots I want to change. Maybe by beta3 we could put it up on the server to see how it plays with 24 players.
 

PandaN

L1: Registered
Jan 16, 2008
30
0
If you played the map you would know the wheels do spin and there is a nice engine ambiance.

Calm down, I hadn't had time to see it, I was ASKING if he had included that. I was not being critical in any way....

I didn't see an exaust but your motor is seriously b0rked is smoke is coming from it.

It's called exhaust fumes :)
 

jahrain

L1: Registered
Jan 5, 2008
39
2
Ok, I got a newer version hosted on my server. In this version, I removed some of the cluttered objects on the upper decks, however I already found one small glitch (some of the ibeams are floating above ground). Also, I added a 4th entrance to the intel, if one gets on top of their control room, they can drop in through a opened escape hatch. Also, in this version, i am playing around with the idea allowing demomen to sticky jump across the gap. I think this might give the demoman too much of an advantage on other classes on this map, but its only speculation. I would like to see how it plays out in a real game. The trade off is there exists wind that will blow the player pretty far back onto their deck.

The bz2 file can be downloaded from http://jahrain.com/tf2/maps/ctf_convoy_beta3.bsp.bz2
or you can join my server (72.234.227.57:50651)
 
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dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Warning! Possible stupid idea ahead

Add a large trigger_push near the top of the map. Those trying to rocket / sticky jump will feel some air resistance, requiring additional skill to time jumps. Probably too much of a gimmick to see wide acceptance, but you never know.
 

jahrain

L1: Registered
Jan 5, 2008
39
2
Warning! Possible stupid idea ahead

Add a large trigger_push near the top of the map. Those trying to rocket / sticky jump will feel some air resistance, requiring additional skill to time jumps. Probably too much of a gimmick to see wide acceptance, but you never know.

I tried that, a while back. The problem is that the trigger_push is a terrible brush entity for wind effects. Its very stiff, and works as if a solid object is actually pushing the object when they are in it. What happens is, it acts like a brick wall that pushes the player flying straight into the ground when they hit it. If there was a trigger_wind entity or something that actually slower accelerates objects up to a velocity, then it would work much better.
 

jahrain

L1: Registered
Jan 5, 2008
39
2
Beta test going on right now! Join 72.234.227.57:50230 I will change it when I get another server with better ping hosting.

Im looking for another server to host beta tests, anyone whos an admin or knows any admins let me know.