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New SP map. Recovery

Posted: Tue Jun 03, 2003 10:17 pm
by Alcoholic
Just to let you guys know im making a sp map called recovery. I think its gonna be a great map, and if i dont screw up the lod terrain // patches, then the map will come out great! Sorry i dont have any pics, i didnt build any terrain yet. :( The intro to the mission is this...

You are private Mike Powell. You were riding in your apc with your squad, when the driver drove straight into an ambush. The driver then sped through the area, and got past the soldiers, but drove into a minefield and blew the front half of the vehicle away. The only casualty was the driver, but now everything is a mess. Nobody knows where they are, nobody knows where the 2nd apc went, and everyone's guns are lost. You are just a private, so don't try to be a hero. Just follow the captain's orders and you (hopefully) will make it out alive...

I want to make a map thats really fun with lots of action with your squadmates. Personally, i hate maps // games where you run around alone ( *cough* doom *cough cough* ).

Posted: Wed Jun 04, 2003 2:43 pm
by Butch
cool, but why powell? you might as well make it tie in with the rest of the game, as powell was always a lieutenant.

Posted: Wed Jun 04, 2003 7:57 pm
by LT.BARNES
my level won't dissapoint either. i am half way complete. many objective. all squad based! MANY gr8 elements and surprises...and there is gonna be a good story line :)

Posted: Wed Jun 04, 2003 11:30 pm
by Alcoholic
im still looking through all the sound files and powell was the most used name. if i find any other name ill use that, like i was thinking about skywalker, or winchester or something.

Posted: Sat Jun 07, 2003 6:55 am
by Alcoholic
i put scripting aside for abit and im working on the map. heres the first little part of it...

Image



...whaddaya think?

Posted: Sat Jun 07, 2003 10:40 am
by mohaa_rox
on the treelines, don't use caulk, use nodraw. and also add the other taller treeline behind those, will look nicer.

Posted: Sat Jun 07, 2003 7:41 pm
by Alcoholic
whats the diff with caulk and nodraw?

Posted: Sun Jun 08, 2003 8:45 am
by mohaa_rox
u see thru caulk, u don't see nodraw.

Posted: Sun Jun 08, 2003 2:54 pm
by jv_map
Well firstly nodraw is non-solid whereas caulk is solid, but more important, nodraw is invisible for the vis compiler (surfaceparm trans), whereas the caulk texture does block sight.

Posted: Sun Jun 08, 2003 8:00 pm
by Alcoholic
:?: :?: :?: you see thru caulk, you dont see nodraw? isnt that the same thing?

Posted: Mon Jun 09, 2003 2:48 am
by mohaa_rox
no, caulk (not blanklight caulk), is used for brushes where players can't see. nodraw, the engine doesn't draw that brush or surface, in this case, the top part, nodraw, u won't see that surface because it ain't drawed. :wink:

Posted: Mon Jun 09, 2003 11:23 am
by Sonsai
but if you used caulk you wouldn't see it either, but the nodraw increases compiling time, right? :wink:

Posted: Mon Jun 09, 2003 11:28 pm
by Alcoholic
...so if you had a floor brush, and you textured the top, what would you texture the rest of it with, and why?

Posted: Tue Jun 10, 2003 11:43 am
by bdbodger
well for one thing if you use water and chaulk the sides or where two water brushes meet all of a sudden your water is solid but if you use nodraw the water stays water . I think nodraw keeps the properties of the thing it is on where chaulk will make it solid and maybe stuctural . A tex with an alpha channel and nodraw does not affect vis . Any transparent tex does not affect vis .