Rockbound - New OBJ/DM map (Revised!)
Moderator: Moderators
-
LiquorKraZy
- Captain
- Posts: 267
- Joined: Tue Aug 10, 2004 5:38 am
- Location: CA
- Contact:
Great looking map Pantera...like MPowell said, i love the bird! great touch...nice FPS and great textures...i use SH and everything worked fine for me as well...didnt notice any real problems...you were right tho, if you turn the CURVE DETAIL to low you can see the defaults, but if its high, i dont see em at all....cheers and great job!
Something I have not seen any comments on is the sound effects. I was just running around the DM mode by myself last night. I noticed how detailed the ambient sound was in there. Fly's buzzing, different layers of wind, windmill creaks, crickets and stuff. It had a very eerie quality to it. Kind of like a ghost town. I've seen a lot of maps that had intricate detail and lighting, but I've never played a map that established a 'mood" as well as this one.
Great Job!
Regarding that nasty little mesh problem of yours. I am running everything at max detail and I still see it. I'm not sure why it corrects itself for other people using good settings. I know you must have spent a lot of time getting them to look good and it would be a chore to try to rebuild it. Perhaps you can leave it as is, and add some rubble-type brushwork and dead grass in front of the hole to hide it?
Health pak? I missed that. I'll have to look again later.
Great Job!
Regarding that nasty little mesh problem of yours. I am running everything at max detail and I still see it. I'm not sure why it corrects itself for other people using good settings. I know you must have spent a lot of time getting them to look good and it would be a chore to try to rebuild it. Perhaps you can leave it as is, and add some rubble-type brushwork and dead grass in front of the hole to hide it?
Health pak? I missed that. I'll have to look again later.
Diego
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
Would you be interested in porting this map over to COD?
Our clan doesn't run customs on our Mohaa server because too many people won't make the effort to download them. It tends to empty out our server when a custom appears in the rotation. But with the auto download on COD....
Either way. I'm going to try to get them to put your map in the Mohaa rotation when you are finished with your tweaks.
Our clan doesn't run customs on our Mohaa server because too many people won't make the effort to download them. It tends to empty out our server when a custom appears in the rotation. But with the auto download on COD....
Either way. I'm going to try to get them to put your map in the Mohaa rotation when you are finished with your tweaks.
Diego
- Deutsche Dogge
- First Lieutenant
- Posts: 183
- Joined: Wed May 07, 2003 11:50 pm
- Location: Quebec
- Contact:
I finally downloded it to try...
One word came in mind while wandering in it and observing: masterpiece
Attention to detail is incredible and i liked the door at the south-west of the map, at first i wondered why a door leading in the rockwalls, then in spectator mode, i noticed it's leading to the railroad watching tower... very very niiiice work.
(dogge leaves, tail between his legs, wondering if he should try to make another map after seeing this one...
)
One word came in mind while wandering in it and observing: masterpiece
Attention to detail is incredible and i liked the door at the south-west of the map, at first i wondered why a door leading in the rockwalls, then in spectator mode, i noticed it's leading to the railroad watching tower... very very niiiice work.
(dogge leaves, tail between his legs, wondering if he should try to make another map after seeing this one...
-
Trinitrotoluene
- Warrant Officer
- Posts: 135
- Joined: Sat Oct 18, 2003 7:01 pm
- Location: The Netherlands
- Contact:
-
panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
map update
Thank you all. I'm glad the beta-testing has payed off.
Sorry for the delay but I have been working hard to get a new version ready. I have fixed the most obvious bugs and a newer version is available. The links are now updated. If you have downloaded the map already before April 9th, please be my guest and download the map again to get the newer version.
===========
Changes made :
===========
- Some patch meshes showed gaps with 'Curve detail-High'. I now used brushes instead
- Removed the ammo and health
- Player could get stuck on some of the ladders when jumping on them in combination with USE...; now fixed
- Turned the single steps of the 'stokerpits' into three steps staircases to avoid having to jump out
- Re-aligned some textures while I was on it and tweaked a few clips
objdm_rockbound_aa_revised / mirror
objdm_rockbound_sh_revised / mirror
_________________________
(@Diego: I don't think there's such thing as 'porting' AA maps over to CoD. It would probably mean starting from scratch again which to be honest, I don't feel like doing at the moment.)
Sorry for the delay but I have been working hard to get a new version ready. I have fixed the most obvious bugs and a newer version is available. The links are now updated. If you have downloaded the map already before April 9th, please be my guest and download the map again to get the newer version.
===========
Changes made :
===========
- Some patch meshes showed gaps with 'Curve detail-High'. I now used brushes instead
- Removed the ammo and health
- Player could get stuck on some of the ladders when jumping on them in combination with USE...; now fixed
- Turned the single steps of the 'stokerpits' into three steps staircases to avoid having to jump out
- Re-aligned some textures while I was on it and tweaked a few clips
objdm_rockbound_aa_revised / mirror
objdm_rockbound_sh_revised / mirror
_________________________
(@Diego: I don't think there's such thing as 'porting' AA maps over to CoD. It would probably mean starting from scratch again which to be honest, I don't feel like doing at the moment.)
Last edited by panTera on Sun Apr 10, 2005 7:05 pm, edited 1 time in total.
Yeah, defo a nice map mate, good job.
Only problem with it is on objective, were the axis puts one of the bombs, then an allied player kills you, the round ends, on the standard MOHAA maps (v2, hunt & bridge) if you put the bomb, get killed, it sais 'Bomb is still set' or something like it, so if the defending team kills the attacking team, they must then defuse the bomb, kind of sucks on this map if they kill you and then the round ends
Only problem with it is on objective, were the axis puts one of the bombs, then an allied player kills you, the round ends, on the standard MOHAA maps (v2, hunt & bridge) if you put the bomb, get killed, it sais 'Bomb is still set' or something like it, so if the defending team kills the attacking team, they must then defuse the bomb, kind of sucks on this map if they kill you and then the round ends
-
panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
Hm, strange. I used the bombscript from The Bridge. I checked the global obj_dm script and the only printmessages that are in there are "A Bomb has been planted!" and "A Bomb has been defused!". As far as I know it's standard that the round ends as soon as one team has been killed(?). Can anyone else verify this?
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
-
panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
****!
I'm getting so tired of this...
I used this tutorial, and the only difference I can think of is that in the standard maps' scripts they placed the '(team)_win_timer' thread below the '(team)_win_bomb' thread.
the extra 'wait 1' is only to give people a second to enjoy the explosion some more. But that ain't the problem. Pfft whatever.
I'm getting so tired of this...
I used this tutorial, and the only difference I can think of is that in the standard maps' scripts they placed the '(team)_win_timer' thread below the '(team)_win_bomb' thread.
Code: Select all
//the bridge:
axis_win_bomb local.bomb1 local.bomb2:
while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1))
wait .1
teamwin axis
end
axis_win_timer:
level waittill axiswin
end
// rockbound
allies_win_timer:
level waittill allieswin
end
axis_win_bomb local.bomb1 local.bomb2:
while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1))
wait .1
$blastedlamps remove
wait 1
teamwin axis
end-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
There is another major difference.
They use
...instead of...
But I really see no error in your script... WAITAMINUTE!!!!
...you had to put your nose where it didnt belong, dint you 
If you made your own dm script, dont come here complaining when it does not work
Seriously: I'm pretty sure that has something to do with your problem. Try it with the original thinker initialization ...
They use
Code: Select all
while(level.targets_destroyed < level.targets_to_destroy)Code: Select all
while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1))Code: Select all
global/pan_obj_dm.scr::bomb_thinkerIf you made your own dm script, dont come here complaining when it does not work
Seriously: I'm pretty sure that has something to do with your problem. Try it with the original thinker initialization ...


