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DM Map Sniperdowntown (Spearhead)

Posted: Mon Aug 13, 2007 5:06 pm
by Condor
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Well, this is a try (!) for a map with special attention directed towards sniperpositions. Its a large yard with 5 houses around it, which have about 10 floors, one has an elevator etc.

I did not have the chance yet to test it with more than 3 players, but it has the capacaty for 12 or more players.

DL: http://rapidshare.com/files/48741606/Sn ... M.pk3.html

Posted: Tue Aug 14, 2007 5:58 am
by neillomax
Not bad for you first map. Must have taken a real long time. .......

However, you need to use some of the tools avail. to you.

When using textures, hit the "s" key. That will bring up the surface inspector. With this you can move textures up and down, and resize them. Horizontal and vertical. Highlight a texture and try. cntl/shft/lc

you can also rotate and angle them using the same tool. All these options are on the left side.

The doors. After your brush and origin are in, select the "n" key. With the brush and origin selected, type alwaysaway in the key box, and 1 in the value box. This will make the dors open away from you unless yopu run into an angle problem

I also noticed that the doors open on the knob side. when the door is textured and highlighted, go down to the bottom of radiant. there are 2 buttons called flip y and flip x, this will flip the texture in the opposite direction................. so the doors will open on the "hinge" side.

try and make where you have to walk, wider, hallways...balcony's etc.


otherwise good work............ crank out another.

Posted: Tue Aug 14, 2007 8:26 am
by Imagination
neillomax wrote:
The doors. After your brush and origin are in, select the "n" key. With the brush and origin selected, type alwaysaway in the key box, and 1 in the value box. This will make the dors open away from you unless yopu run into an angle problem
alwaysaway is default and therefore no need to enter it, it is only ever about getting your angles correct.

Posted: Tue Aug 14, 2007 9:06 am
by neillomax
Already ran into problems where if I didn't use it, the door opened in your face.

Posted: Tue Aug 14, 2007 9:12 am
by Condor
Uhm....this is not my first map. Yes, i know about texture handling. But i am to lazy to adjust each single face again, when i copied 12 floors :D
I always create brushes textured all over with "nodraw" (etc) and texture just visible faces, so if i copy all the floors, and select all brushes from same texture when selected a single face, i cant just apply a procedural texture, because the invisible nodraw-faces will get the same texture.
I could try using alwaysaway, but from experience i know, that it does not help very much :(
I created it in a short time (Without compiling, testing, loading, despairing from radiant general-industrial-structure-crash :lol: ) You see that 90% of the map is copied out of simple once build structure.

But thank you for the information, if there should be heavy texture "errors" please report them.

Posted: Tue Aug 14, 2007 1:04 pm
by PKM
Condor wrote:... But i am to lazy to adjust each single face again, when i copied 12 floors...
that's the spirit .
here's and idea...this is for SH obviously. (got the classic ''this is wrong version number 21 should be between 19 and 19") may want to post that next time .

Posted: Tue Jan 01, 2008 4:01 pm
by Rookie One.pl
Nice one! Too bad it's for SH though, it'd be perfect for the sniper frenzies on LAN parties. ;)

Posted: Tue Jan 01, 2008 6:29 pm
by PKM
Rookie One.pl wrote:Nice one! Too bad it's for SH though, it'd be perfect for the sniper frenzies on LAN parties. ;)
the rook . it truly is a new year !

Posted: Wed Jan 02, 2008 3:24 am
by erick
Looks good! Keep up the good work! AA version?

Posted: Sun Jan 06, 2008 10:47 pm
by Condor
Well, I hope I can spend some time on it now so I can release an AA version, since I have hardly worked on something else as my chainmail the last few months. I'll re-up both versions on a better hosting service as they are done :)

Is this just a question of the compilerversion or what will I have to change...never did a map for AA :oops:

Posted: Mon Jan 07, 2008 12:06 am
by erick
It will give you an error if you run a spearhead compiled map in Mohaa. To convert it to AA just rename the mainta folder so it only looks at the mohaa textures. Then find all of the missing textures and replace them with an AA texture. (Also models) Then compile the map with the q3map and mohlight in mohaa tools not the sdk for SH. (Just change the paths in MBuilder I think)