Rockbound - New OBJ/DM map (Revised!)

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LiquorKraZy
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Post by LiquorKraZy »

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!
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Post by panTera »

Thanks guys. Yes, curved meshes are kind of unpredictable (as they use LOD) and one of the things I need to look into but I'm not in a hurry as I'm already working on some other projects:). So, only if the mohreloaded-guys decide to include the map I will fix those little thingies. :wink:
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diego
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Post by diego »

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.
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Post by panTera »

(...) add some rubble-type brushwork and dead grass in front of the hole to hide it?

Yes I think I'll just raise some of the ground-brushes and hide it. Thanks for the tip and the comments diego, nice to see that people notice the details:)
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hogleg
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Post by hogleg »

Played your map last night with friends, everyone loved it, nice job.

Thx for another quality map. :wink:
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small_sumo
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Post by small_sumo »

Yeah mate looks nice I will download it.

:)
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diego
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Post by diego »

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.
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Post by Deutsche Dogge »

I finally downloded it to try...

:shock:

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. :D



(dogge leaves, tail between his legs, wondering if he should try to make another map after seeing this one... :lol: :wink: )
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Post by Trinitrotoluene »

Yo panterra, again nice map. I played it a couple of times now and it rocks, didnt find any bugs except for the ones I posted already.
Great job, hope it will get included in MohReloaded! :wink:
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map update

Post by panTera »

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.)
Last edited by panTera on Sun Apr 10, 2005 7:05 pm, edited 1 time in total.
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Post by Jam1e- »

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 :(
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Post by panTera »

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?
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Post by Bjarne BZR »

In the standard maps, the round does not end if all enemies are killed: if a bomb (on one of your objectives) is still set.
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panTera
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Post by panTera »

****!
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
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.
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Post by Bjarne BZR »

There is another major difference.

They use

Code: Select all

while(level.targets_destroyed < level.targets_to_destroy)
...instead of...

Code: Select all

while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1))
But I really see no error in your script... WAITAMINUTE!!!!

Code: Select all

global/pan_obj_dm.scr::bomb_thinker
...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 :twisted:

Seriously: I'm pretty sure that has something to do with your problem. Try it with the original thinker initialization ...
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