Battle of the Trench beta 1

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Battle of the Trench beta 1

Post by mohaa_rox »

You've noticed that I haven't released any of my maps, well, here it is. Battle of the Trench beta 1. Will post some screens soon. Check it out! Pls!!!!!!!! Anybody want to run it on a server may do so. Thx anyway!!!!!!!!!

Download now!!!!!!.

Don't complain, I've released my map already.

Next project......SP maps, I know, very general, but haven't decided on the topic yet.....maybe a cross between the Bridge and the Hunt.
Live to map, not map to live.
-mohaa_rox, .map
moderator
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

Great Job

Post by Gen Cobra »

You did a good job on this one. I love the explosions and the mgs. You might have to fix the floating models though :? Some of the vehicles were floating. Other than that great job! :lol:
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Is there going to be a final?
Image
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

I know about the flying vehicles, will fix them. And the mg42. Did the ladder work? The one near the mg post?

BTW, there'll be a final.
Live to map, not map to live.
-mohaa_rox, .map
moderator
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

You asked me for feedback in the [url=irc://irc.quakenet.eu.org/.map%20]#.net IRC channel[/url] the other day. I'll post it here too for all to see :twisted: ( And I added some more ).

First: I like it. It's laid out in a nice condenced way to make instant mayhem, you can snipe over a long distance and you can avoid snipers in the trences... I believe it has a good balance.

Now, here is the feedback:

1. The trench walls have a concrete look, but the texture is a wooden one... and the texture loops badly. Use a concrete texture like normandy/bunker_concX ( X = 1 to 4 ) or get a more "wooden" wooden texture like general_structure/jh_oldwood1.

2. The vehicles float ( as already mentioned above ).

3. Set:
$world farplane_color "0.3 0.3 0.3"
level.fogplane = 3500
$world farplane level.fogplane
...in the .scr file to get the gloomy fog effect of a gray, rainy day.

4. Drag out the horizon a bit to avoid the "end of the world" edge beeing seen ( combine with 3 above ) or make a ridge around the edge high enough that opayers cannot see beyond it ). I know this is just eye-candy, but it affects players.

5. Don't use clips within the barb-wire ( or other player stopping brushes ), I find it really frustrating when a place looks like you can get to it, but you can't because of an invisible barrier. remove it or combine it with an ostacle the payer can see.

6. A tiny tunnel connecting the trenches? A bit illogical maby, but so is 32 WW2 soldiers teleporting into a small space surrounded by barb-wires :D

If I did not metion something above, then I like it.
Good work!
/Bjarne

PS: All ladders work, except the one to the east of the MG:s.
Last edited by Bjarne BZR on Tue Feb 18, 2003 2:50 pm, edited 1 time in total.
Admin .MAP Forums
Image
Head above heels.
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

Roger that. Will try to include these in the beta 2. One thing, the underground hiding thingy will be tough, as i made terrain and will have to redo the terrain. Pls give me more details on the noclip thingy.
Live to map, not map to live.
-mohaa_rox, .map
moderator
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

No clip thingy? You loony man! :wink:

Well, If you go as far North as U can in the trenches: The mud goes up a bit... you can ( just barely ) get up on the edge of the north trench wall as the clip ( or what ever it is ) does not cover the north trench wall. But here is no way in the Devil's home ( Yes, that would be Hell, thank you :twisted: ) that you can get up on the....*thinking spatially*... East wall even if it looks possible enough to my eyes...

/Da B Man
Admin .MAP Forums
Image
Head above heels.
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

Explosions

Post by Gen Cobra »

Can you point me to some info on how you scripted the explosions?
Image
Yarik
General
Posts: 1031
Joined: Thu Jan 09, 2003 7:12 pm
Contact:

Post by Yarik »

Doesnt work. It says problem and stops extracting.
Skype: Yarik_usa
www.skype.com <---free pc2pc phone
Image
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

Gen Cobra, hereis a tutorial on random explosions by Nemesis.
Admin .MAP Forums
Image
Head above heels.
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

btw, it only took me hmmm.....1-3 min to compile.

Tell me what to add? Maybe a sea with higgins.

WTF are you talking about? Can u explain?
Live to map, not map to live.
-mohaa_rox, .map
moderator
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

Maybe a tiny tunnel would be great, but tell me how to do it? I've made the terrain already.
Live to map, not map to live.
-mohaa_rox, .map
moderator
TheShiznaeSpe
Major
Posts: 304
Joined: Wed Feb 05, 2003 11:45 pm
Location: US
Contact:

Post by TheShiznaeSpe »

make ur tunnel, then control-left click the patch of LOD that you want to delete

-go to LOD terrain in the menu
-click detach terrain
-click backspace to delete just that patch

-then fill in the area with some sandbags or something to cover the hole
Yarik
General
Posts: 1031
Joined: Thu Jan 09, 2003 7:12 pm
Contact:

Post by Yarik »

When i extract the map it stops and says PROBLEM. Then it stops extracting all together. Any idea maybe? maybe not put it in a zip file?
Skype: Yarik_usa
www.skype.com <---free pc2pc phone
Image
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

What should I include in beta 2? Suggestions are welcomed.
Live to map, not map to live.
-mohaa_rox, .map
moderator
Post Reply