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 Forum index » TSGK General » Maps
dm_club_b1_raw
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deluxe

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PostPosted: Sat Mar 31, 2007 17:06    Post subject:  dm_club_b1_raw  

referring to: http://forum.tsgk.com/viewtopic.php?t=1519

alright, i made a first concept of the map.
the textures are not made yet, there is no light, but it's just to see the general structure of the map.
what do u think? Smile Laughing

for the vmf, i didnt know which files u need to load the map with hammer, so i zipped all the files.
dm_club_b1_raw.zip
Description  put the files in this folder
C:\Programs\Valve\Steam\SteamApps\[steamusername]\sourcesdk_content\hl2mp\mapsrc
zip

 Download 
Filename  dm_club_b1_raw.zip 
Filesize  18.3 KB 
Downloaded  364 Time(s) 
dm_club_b1_raw.bsp
Description 
bsp

 Download 
Filename  dm_club_b1_raw.bsp 
Filesize  528.36 KB 
Downloaded  384 Time(s) 

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Plasmo_TSGK
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PostPosted: Sat Mar 31, 2007 22:10    Post subject:  

I like it. The glass disc will allow a nice view of the action before plunging into the destruction below.

For those who don't want to load up the .bsp file or take a look at the layout with hammer (via the .vmf file) here are some screenies from outside of the map from the sides and from the top, so you can get a general idea of the map layout.
dm_club_b1_raw0004.jpg
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dm_club_b1_raw0004.jpg

dm_club_b1_raw0003.jpg
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dm_club_b1_raw0003.jpg

dm_club_b1_raw0002.jpg
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dm_club_b1_raw0001.jpg
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dm_club_b1_raw0001.jpg

dm_club_b1_raw0000.jpg
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dm_club_b1_raw0000.jpg


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SAMWIDGE


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PostPosted: Sat Mar 31, 2007 22:21    Post subject: samwidge
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looks kl!
keep it up Very Happy

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deluxe

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PostPosted: Sat Mar 31, 2007 22:30    Post subject:  

hmm concerning the size of the map, do u think it should be bigger or is the current size fine?
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SAMWIDGE


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PostPosted: Sun Apr 01, 2007 00:51    Post subject: samwidge
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bigger, i think,
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Plasmo_TSGK
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PostPosted: Sun Apr 01, 2007 03:47    Post subject:  

I think it could be a bit bigger as well. Specifically, the room in the upper left hand corner of the first screen shot I posted above (what I hope will be the BOOM!!! room Wink ). Maybe a 35% increase to the left?

Any specific areas you think should be enlarged, sammich?

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Iceypenguin


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PostPosted: Sun Apr 01, 2007 09:42    Post subject: samwidge
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nope what you said looks fine, when yove cimpleted textures let come and have a look at it Very Happy
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SAMWIDGE


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PostPosted: Sun Apr 01, 2007 09:43    Post subject: samwidge
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sorry.... mates acount
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The Borg_TSGK
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PostPosted: Sun Apr 01, 2007 10:31    Post subject:  

Sorry to be a bit thick here, but how do i use the zip files and where are they place etc as i would like to have a proper look
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Sadist


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PostPosted: Sun Apr 01, 2007 19:14    Post subject:  

download winrar from www.rarlab.com

and install and download the .zip

open using winrar and select the .bsp file and select extract to folder

choose \hl2dm\maps as the destination folder.
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deluxe

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PostPosted: Mon Apr 02, 2007 00:28    Post subject:  

version b2
-one of the rooms is bigger
-addition of a new room
-1 ladder

could someone do the lifts pls, because i hate to do that. Smile
dm_club_b2.zip
Description 
zip

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Filename  dm_club_b2.zip 
Filesize  16.81 KB 
Downloaded  341 Time(s) 
dm_club_b2_raw.bsp
Description  bsp file
bsp

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Filename  dm_club_b2_raw.bsp 
Filesize  880.58 KB 
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The Borg_TSGK
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PostPosted: Mon Apr 02, 2007 08:56    Post subject:  

download winrar from www.rarlab.com

and install and download the .zip

open using winrar and select the .bsp file and select extract to folder

choose \hl2dm\maps as the destination folder.


I've done the above, now what? Embarassed

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deluxe

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PostPosted: Mon Apr 02, 2007 12:00    Post subject:  

the files u need to view the map with hammer are in the zip file
"dm_club_b2.zip"
download the file, double click on it. normally winrar should open. select the 3 files and click on "extract" or "export" something like that.
now you will have to select a file destination, choose:
C:\Programs\Valve\Steam\SteamApps\[steamusername]\sourcesdk_content\hl2mp\mapsrc

(when u have installed hl2 in C:\Programs\valve... otherwise u will have to change the path. replace [steamusername] with ur steam username)

now open hammer and click open, you should see the files now.

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SAMWIDGE


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PostPosted: Mon Apr 02, 2007 12:18    Post subject: samwidge
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deluxe, just so you know, before you do anyhting with decorating rooms, i am designing the disco room on g mod, thank you Very Happy

i will post the pics so you know what to do with the room when you get to it.

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PostPosted: Mon Apr 02, 2007 13:29    Post subject: samwidge
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here we are, my design ideas for the disco room, you could change anything dont worry about me but its just so you have a good idea of what you could do.

lots of diso discs and stuff like that should be in it and music will be played Very Happy

also there will probably need to be better lighting Very Happy

p.s sorry about the dodgy flooring.

plas i will send you the songs for the room via msn Very Happy
gm_flatgrass0006.jpg
 Description   the floor
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gm_flatgrass0006.jpg

gm_flatgrass0005.jpg
 Description   the stage
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gm_flatgrass0005.jpg

gm_flatgrass0004.jpg
 Description   the celing
 Filesize   99.63 KB
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gm_flatgrass0004.jpg

gm_flatgrass0003.jpg
 Description   the map....
 Filesize   130.95 KB
 Viewed   437 Time(s)

gm_flatgrass0003.jpg


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The Borg_TSGK
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PostPosted: Mon Apr 02, 2007 14:15    Post subject:  

Is the DJ osi or Capt Pikpik
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deluxe

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PostPosted: Mon Apr 02, 2007 19:01    Post subject:  

looks good Smile
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Sadist


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PostPosted: Mon Apr 02, 2007 23:03    Post subject:  

Samwidge i love the lighting pic, that many lights would make it very surreal!
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SAMWIDGE


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PostPosted: Tue Apr 03, 2007 09:22    Post subject: samwidge
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lol, thank you, and the dj coul;d be anyone you it to be Very Happy
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Lawitz
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PostPosted: Tue Apr 03, 2007 11:40    Post subject:  

just put up a texture behind that says DJ OSI or whoever it will be Laughing

also how about the map has blue lights in normal mode and rgb lights in the "disco" mode?

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PostPosted: Tue Apr 03, 2007 11:59    Post subject:  

Don't forget the bikini girls dancing in a cage.

ahem.

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SAMWIDGE


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PostPosted: Tue Apr 03, 2007 15:12    Post subject: samwidge
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if there is naything dancing in a cage it will be combine police Very Happy
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PostPosted: Tue Apr 03, 2007 17:00    Post subject: Re: samwidge
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SAMWIDGE wrote:
if there is naything dancing in a cage it will be combine police Very Happy

Make a monkeyzombi dance in a cage Laughing

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PostPosted: Wed Apr 04, 2007 04:29    Post subject:  

Cool beans, sammich! I'll get to doing that room right away. And I have a cool idea for the lighting (I think you'll like it when it's done Wink ). I'll post pics of the room when it's done and we can do anything we need to it after that.

deluxe wrote:
could someone do the lifts pls, because i hate to do that.


I can take on the lifts.

Lawitz wrote:
also how about the map has blue lights in normal mode and rgb lights in the "disco" mode?


That would be pretty cool. How do you folks think the change to disco mode should be done? (i.e. random event that lasts a good amount of time, non-random but kicks in after a few minutes, triggered event from the DJ position that lasts the length of a song, etc...)

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The Borg_TSGK
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PostPosted: Wed Apr 04, 2007 08:30    Post subject:  

I was thinking of the cage, maybe if you left the door open you may catch a camper in there Razz

The disco should be a ramdom event, timed to one song, but not the same one each time and a hologram of osi should appear in the DJ booth/area Wink

The lights that samwidge pictured should be very directional, such that they make small intense areas of light, leaving good shadow areas. This will also help when going into disco mode as the flashing pools of light will make a good effect on the floor

Hope my ideas help

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PostPosted: Wed Apr 04, 2007 10:39    Post subject:  

Thanks for the ideas, Sniper Very Happy ! If a holographic Osi is possible, a holographic Osi there shall be!

I have an awesome idea that would promote camper evisceration and stick fighting at the same time. In the BOOM!!! room if someone is on a high platform or a smaller room for, say, 10 seconds they will be transported into a cage in the middle of the BOOM!!! room containing a pissed off and flaming fast zombie. Not only that, their weapons will be stripped on entry and they will be left with only a stunstick (it'll be like fighting the rancor) Twisted Evil . If they can fight their way out, they will survive and be rewarded on exit. I will implement this for the BOOM!!! room, camper punishment for other rooms is up to you folks. It could also prove a valuable stunstick training ground for the crazier among us Laughing !

As for caged dancers, I like the idea. Shouldn't be too hard to implement, so long as preexisting animations can be strung together for hilarity Very Happy .

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PostPosted: Wed Apr 04, 2007 13:02    Post subject: samwidge
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well perhaps there could be a button somewhere in the room, and when someone presses it the disco mode could start Very Happy
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PostPosted: Wed Apr 04, 2007 14:03    Post subject: Re: samwidge
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SAMWIDGE wrote:
well perhaps there could be a button somewhere in the room, and when someone presses it the disco mode could start Very Happy


yeah i was also thinking about something like that.

concerning the cage, i will try to do something like that. i think it would be cool if the cages were not visible in the normal mode, but that they "come out of the floor" when the disco mode starts Smile

as for the holographic osi, u mean a 3d holograph or just some kind of 2d screen?

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The Borg_TSGK
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PostPosted: Wed Apr 04, 2007 14:25    Post subject:  

I like the idea of a 3d version, maybe one that registers hits as a small contact point of light, that way you will have something to practise on if your the first to arrive.

If there's going to be a button to start disco mode, make it under a high platform which you have to shoot, that way while some ones aiming at the button, i can rush in with my stick Twisted Evil

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deluxe

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PostPosted: Wed Apr 04, 2007 16:27    Post subject:  

alright, i tried to to a cage with a dancing rebel in it. first of all i tried it via a scripted sequence,
but the animation wasnt really fluid and i wasnt convinced by this method.
now i tried something else:
a ragdoll with some phys_thruster entities and one phys_constraint. it works pretty fine, i will post a video later.

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