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Yet Another Noob Question(s)

Discussion in 'Mapping Questions & Discussion' started by Inacio, Jul 23, 2009.

  1. Inacio

    Inacio L1: Registered

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    So, here I am, again, to make you guys facepalm from my noob-ness.

    My last mapping attempt, Pond, failed. Water works for some people, and for some it does not.

    So here I am again. I like this go-run-if-lucky-kill-someone approach.
    But I faced some problems, which I will show you people.

    IMPORTANT NOTES:
    One: my good ol' friend Radeon 9600 died, and for now I'm using a prehistoric GeForce2 MX400.
    Two: This piece of video card can't even load TF2, so I'm doing all the testing in GMod.

    That said, here we go:

    1-The Respawn Room Exit Solution
    I wanted to do a undergroun respawn room, with the respawn rooms separated by some water into glass (A.K.A. aquarium or fish tank). The problem is: how to get out of it and fight? I thought about and elevator, but some say it's buggy as hell.
    Stairs? Would be crowded, and since this is a small map (best suited for fast respawn), it would be absurdly uncomfortable to see 8 people trying to see something in some small stairs.
    Then it came to me: 'hey, an AIR ELEVATOR OMG'. Translating: jump and go up to the battlements. BUT I didn't got what to use, and tried both trigger_push and trigger_wind. No deal. (To clarify: anyone knows dm_overwatch_bounce? That's the idea.)

    2-The Fish Tank
    It was supposed to be a cool feature, but it's not working as planned. I thought it would be cool in this kind of map to see the other team's players rushing to fight, but the textures are odd. AND the water is just plain transparent, and we can barely tell it's water.

    3-The decals/overlays
    Since the capture system in this map is a bit unusual, I decided to put signs to show where you get the flag and where you should take it to. But they show through brushes, and that's plain failure.

    4-The... looks
    I don't know. This map looks like sh*t. I don't know what to do, since it's REALLY small. I need more help in this than anything. It's not even presentable.

    Here are some pics, you'll see what I mean more easily:
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    And here's the map and the VMF:

    http://www.4shared.com/file/120181363/f3e044a/ctf_cross.html
    http://www.4shared.com/file/120181382/e6ba1952/ctf_cross.html

    Thanks a lot, y'all!
     
  2. The Political Gamer

    aa The Political Gamer

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    errr may I ask why are you using HL2 textures in a TF2 map?
     
  3. Inacio

    Inacio L1: Registered

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    Because, since I'm out of TF2, I can't test it on the game.

    Temporary.

    EDIT:

    Yeah, and if you could give some aesthetic tips... ;)
     
  4. Inacio

    Inacio L1: Registered

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    Thanks a lot, y'all.
     
  5. BrokenTripod

    BrokenTripod L5: Dapper Member

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    BTW Tf2 content is loaded in Gmod as long as you have it installed.

    Props for trying to map even though you can't play the game, though =O

    1: Trigger_push is right. You just have to make sure it's pointing the right way and the magnitude is high enough. Maybe it's func_push? It's one of those, or at least has push in it's name.

    2: Uh, can't help you here.

    3: you're using the vgui or HUG ones. Use the OTHER arrows and you'll be fine. The vgui/HUD ones show through things because they're only intended to work on the HUD/GUI for the player.

    4: Yeah, it's not that good looking. I'd advise looking at Valve's tf2 maps and using their textures and props, etc. There's a number of tutorials here, so it's a good place to start.

    EDIT: a lot of aesthetics come from textures, props and lighting, all of which your map is currently lacking. Also, players in TF2 are taller and generally have different proportions to Gmod, so...I'd like to just say get a new vid card or something =/
     
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