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lillbrorsan
Joined: 22 Jun 2006 Posts: 4 Country:
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Posted: Thu Jun 22, 2006 21:30 Post subject:
dm_combinebox Subject description: *Updated* Second Beta |
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Hey!
My name is Kristoffer and i play HL2DM from time to time and usually with my younger stepbrother more known as soupisgoodfood.
I know that soupisgoodfood likes to play different killbox styled maps and i agree that they sure are fun to play, this gave me an idea for a new killbox map wich soon enough turned out to be a Combine themed one.
This first beta includes all of the planned things:
-Trapdoor in the middle of the map
-Combine ball pillars
-Bridges like those used in HL2 EP1 (can be toggled on/off with the buttons)
Thats all ideas i have come up with so far, you can check some screenshots and download this first beta at www.lillbrorsan.webb.se
Enjoy!
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dm_combinebox_b2.rar |
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687.79 KB |
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404 Time(s) |
Last edited by lillbrorsan on Thu Jul 13, 2006 20:49; edited 4 times in total
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Osiris_TSGK
TSGK Member
Joined: 21 May 2006 Posts: 4668 Location: France
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Posted: Thu Jun 22, 2006 21:45 Post subject:
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Hmmm, i say nice job, the color are very interesting, i think we gonna try it on the TSGK Server
We will tell you about the gamelay, because even if the map is cute, it should be fun to play too :p
You can attach your map on the post, then everyone can download it and test it.
_________________ Allez allez, enlève ta culotte et déboutonne mon pantalon...
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lillbrorsan
Joined: 22 Jun 2006 Posts: 4 Country:
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Posted: Thu Jun 22, 2006 22:07 Post subject:
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Added a attachment
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[B§] Furianer
Joined: 26 May 2006 Posts: 98 Location: Near Frankfurt Country: Browser: Age: 48
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Posted: Thu Jun 22, 2006 23:37 Post subject:
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Looks like a decompiled map of mine with some changes. I still can see one of my decals ^^. The combine elevator stairways are nice, one of the ball generators i dont like. Should not go throu the middle of the platform. In fact, not a realy new idea, only new textures... would be much cooler, if you create a own killbox with this textures. A new architecture maybe. Than its great (or not ^^).
bye bye
Furi
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Osiris_TSGK
TSGK Member
Joined: 21 May 2006 Posts: 4668 Location: France
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Posted: Fri Jun 23, 2006 07:30 Post subject:
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Furianer, what is the map name?
_________________ Allez allez, enlève ta culotte et déboutonne mon pantalon...
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[B§] Furianer
Joined: 26 May 2006 Posts: 98 Location: Near Frankfurt Country: Browser: Age: 48
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Posted: Fri Jun 23, 2006 18:57 Post subject:
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which map name you mean from mine?? Than its killbox tsgk map. Cause i see one tsgk logo inside, which the decompiler of this map maybe cant see. Its the small corn up on the floor near the biggest ladder. I would also check, that this is a decompiled map from me, also when there is no logo. The brushes are exactly on the same place like i did. Superhealthcharger, stairways and so on. But anyway, he can decompile and check the things, make some changes, but not should say, thats a idea of a new box from him only when he change some textures and the most stuff is thieved. I also decompile some maps and make some changes, but never say, that i build this map by my own. You know... respect for the author ^^.
If not, he get 200 stunstick kills in a raw ^^.
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Osiris_TSGK
TSGK Member
Joined: 21 May 2006 Posts: 4668 Location: France
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Posted: Fri Jun 23, 2006 23:42 Post subject:
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Haha
_________________ Allez allez, enlève ta culotte et déboutonne mon pantalon...
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Osiris_TSGK
TSGK Member
Joined: 21 May 2006 Posts: 4668 Location: France
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Posted: Sat Jul 08, 2006 16:12 Post subject:
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But by the way, the textures are good on this map, we have to give it a try on a server.
_________________ Allez allez, enlève ta culotte et déboutonne mon pantalon...
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pRiebe_TSGK
TSGK Member
Joined: 22 May 2006 Posts: 151 Location: Springfield, Missouri Country: Age: 42
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Posted: Sat Jul 08, 2006 21:10 Post subject:
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where are you going to place it?. please throw it on a US as well if possible..
_________________
--building portfolio, in progress---
http://sjp.notlong.com
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Osiris_TSGK
TSGK Member
Joined: 21 May 2006 Posts: 4668 Location: France
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Posted: Sun Jul 09, 2006 01:57 Post subject:
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Ok i checked the map more.
Nice concept for the bridge and color.
So i see 2 major problems:
1. There is no lifts, lifts are usefull and give more dimensions to the map (fast lift like dm_killbox_tsgk). You can just let the 2 lifts, they were in a good position. It will be also usefull to have these lifts to reach a path that have been deactivated, in addition with the blue bouncers.
2. When a bridge is deactivated, the physics and weapons that was on the bridge still in the air like they are flying.
Also, i find that your decal don't really fit with the color of the texture.
Something else, you put the buttons to deactivate paths at the same level of the path, it think that those buttons should be at the floor level, as player on floor level could deactivate path to make the camper fall down, this will be more fun for the gameplay, or duplicated, like buttons at the path level and buttons at the floor level.
The trap in the middle open too fast, it will be catastrophic for the gameplay, a little bit slower will be better.
Also the big spinning blade is missing
If you can fix that, and add the big TSGK Corn as it was before you decompiled the map we will run the map on our server as dm_combinebox_tsgk.
Nice job for the texture.
You did a nice mod of dm_killbox_tsgk, or an half mod as you removed the big room in the middle and changed it by a trap.
Let me know.
_________________ Allez allez, enlève ta culotte et déboutonne mon pantalon...
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lillbrorsan
Joined: 22 Jun 2006 Posts: 4 Country:
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Posted: Tue Jul 11, 2006 23:53 Post subject:
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I'll have to check it tomorrow after work and see if i find a solution to my texture problems, i will also look deeper into what you said Osiris.
The decal i have is my signature wich i use in every map i make and it rarely fits to any kind of textures
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Sadist
Joined: 29 Jun 2006 Posts: 721 Location: The TSF Council Country:
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Posted: Wed Jul 12, 2006 23:52 Post subject:
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Loaded it up and played it today, looks v nice, although i think could be a touch brighter at ground level, although i turned game brightness up and it looked fine. Think its just me im sensitive to dim lights hurts my eyes! Trying not to be picky but i think this map could be even more fun with use of some combine props, such as the pods, also maybe some cover in the middle something similar in concept to the chequered cylinders in the classic killbox.
Great concept looking forward to playing it should be loads of fun!
_________________
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lillbrorsan
Joined: 22 Jun 2006 Posts: 4 Country:
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Posted: Thu Jul 13, 2006 20:51 Post subject:
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Map has been updated and is now beta 2, go and play it and give me more feedback!
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Osiris_TSGK
TSGK Member
Joined: 21 May 2006 Posts: 4668 Location: France
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Posted: Thu Jul 13, 2006 20:56 Post subject:
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Thanks a lot, we will try it soon on server full of player
_________________ Allez allez, enlève ta culotte et déboutonne mon pantalon...
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Osiris_TSGK
TSGK Member
Joined: 21 May 2006 Posts: 4668 Location: France
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Posted: Fri Jul 14, 2006 01:41 Post subject:
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Ok the first tryout has been done on serv V with 15 players.
First big problem, the map is very laggy when there is more than 12 players on it, then completly unplayable at 14 players...
A funny thing is that you can't grab your grenade with the gravgun when you are over the trap door in the middle of the map...
The paths that you can disable with the button are almost all the time off, because nobody reactivate them again, i think they should reactivate theirself after some secondes. This cause to have all the gameplay at the bottom only.
A little bit more of physics will be good, we miss physics a lot sometime
And that's it for my side.
_________________ Allez allez, enlève ta culotte et déboutonne mon pantalon...
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Furi
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Posted: Mon Aug 14, 2006 16:54 Post subject:
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the only way to make a map less laggy is, to make it bigger.... my opinion.
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Osiris_TSGK
TSGK Member
Joined: 21 May 2006 Posts: 4668 Location: France
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Posted: Mon Aug 14, 2006 17:30 Post subject:
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Yes, also, i guess the problem can be the Orbs pilons and the big trap in the middle too.
_________________ Allez allez, enlève ta culotte et déboutonne mon pantalon...
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cyseoner
Joined: 28 Jun 2006 Posts: 18 Country:
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Posted: Wed Aug 23, 2006 12:31 Post subject:
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Humm...
I think you have a real problem inside the map... it is approximatly 3 meg bsp file. The size for this map is not normal. When i have leak or construction problems the map really increase on size.
But, the idea is good.
See ya.
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