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Co2 Warehouse beta release
Posted: Mon Apr 04, 2005 3:29 am
by Deutsche Dogge
Co2 Warehouse beta release
Compatible with AA, not tested on SH & BT
Click Here to Download
notes:
- tdm/rbm allows team to own ammo depot, active before rb match starts
- in ffa all players can grab ammo anytime
- when coming down the ladders it's sometimes hard to grab them with weapons in hands
- dust beams might disappear from final release if fps is too low
- sandbags adjustments to do where they connect together
not done:
- grenade model in ammo depot
- posters on walls
- maybe music with speakers
- submit your suggestion
More informations in the readme file.
Thanks for downloading this map and to provide your feedback.
Deutsche Dogge

nice but...
Posted: Mon Apr 04, 2005 11:24 am
by tltrude
The partition maze is kind of a strange thing to find in a wearhouse. Looks fun!
Posted: Mon Apr 04, 2005 11:41 am
by ViPER
This is great !! works fine in spearhead too.
Posted: Mon Apr 04, 2005 2:52 pm
by Rookie One.pl
Man, this map is awesome!!! Can't wait to play it!!!

Posted: Fri Apr 08, 2005 8:26 am
by sg.Pepper
hi man, it look like a god work, great
Posted: Fri Apr 08, 2005 10:16 pm
by Deutsche Dogge
Thanks guys.
But come on, there must be things you don't like, think should be improved or you might have suggestions.

Posted: Sat Apr 09, 2005 3:42 am
by lizardkid
use jv's flashlight mod

it be dark
Posted: Sat Apr 09, 2005 5:51 am
by Rookie One.pl
Yeah, you could increase the ambientlight by, let's say, 5. I played this map with an improvised paintball mod with my friends on LAN and it really felt dark, I had to turn my gamma from 1.3 to 1.8 to be able to see the others clearly.
Also, about the munitions script. I think you should print a message to the player informing him that he actually picked up some ammo, e.g.
Code: Select all
local.player iprint "Picked up an ammo pack"
Also, the blue light at the team switch isn't actually blue, it has a... erm... *cough* gayish *cough* shade of purple...

Posted: Sat Apr 09, 2005 3:27 pm
by Deutsche Dogge
- For the ambientlight, it's noted, i'll make some tests with skipping vis and i'll reduce my gamma, it's a little high.
- For the blue light, hehehe, i slightly suffer from color-blindness. But i pressed K and picked blue (0 0 255) so i'll have it adjusted by someone else maybe, as i've never been able to see
purple without having a color aside to compare it to.
- For the ammo pickup, i know, at first i wanted to make it detect ammo type but the message you suggest, or some like this, will be ok.
Thanks rookie.
And for the flashlight mod, i won't put it in my map but, if jv is ok with us putting it in Co2, i'll talk about it to MJ and the other guys.

Posted: Sat Apr 09, 2005 5:55 pm
by Rookie One.pl
Erm...

Well...
Well, it just appears to me as purple, maybe it's because of the texture...

Anyway, maybe try adding some green to it? Like 0 64 255?
Posted: Sat Apr 09, 2005 7:39 pm
by panTera
I think the map has potential, it looks like a typical paintball scene, which is good. As for the 'darkness' it may be a good idea to also add a (light colored) concrete trim to the walls at eye-level. You could split up the brick walls in two different layers where the upper layer uses the darkred brick texture and the lower layer a light concrete texture, for instance; general_structure/jh_conc512b
Code: Select all
___
<-red brick
___
___<-light concrete, e.g. 128 units high(?)
I would also suggest simplifying the wooden maze and make it a little more spacious. Maybe even using different heights in the middle.
Also try adding some more color to the bigger spotlights. (Values of 84/70/61 and 100/85/74 will give a nice soft yellowish color) Right now it seems a bit gray and tasteless, IMO. Speaking of taste, there are some strange looking 'mustard'-yellow/green lights inside some of the wooden structures.
The blue/purple/red lights near the ammo depots don't look right IMO, because the lightbulbs themselves are white. I would suggest painting some of the wood textures instead and decreasing the saturation of the lights nearby.
Posted: Sun Apr 10, 2005 1:14 am
by lizardkid
i think darkness scares mappers and makes them crank light values instead of giving tools like toggleable lights, flickering lights, and flashlights

Posted: Sun Apr 10, 2005 3:41 am
by Deutsche Dogge
Pantera, your post was copy/pasted to notepad and saved, thanks for the feedback.

Posted: Sun Apr 10, 2005 6:52 pm
by hogleg
lizardkid wrote:use jv's flashlight mod

it be dark
I did a search... wher can I get that mod
thx
Posted: Mon Apr 11, 2005 1:45 am
by lizardkid
its in MW, i believe it's the Allied smg that has it. it's a script that's executed from the .tik file.