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The Mine Beta

Posted: Fri Jun 27, 2003 8:18 pm
by UBER_SOLDAT
i started this map 3 weeks ago, got it done in 1 week, then spent 2 weeks solving a compile problem. heres some info about the mine:
outdoors - set in the hills in germany, on a sunny afternoon. the axis part includes a road and the gate leading to the mine, and 3 trucks [a katyusha i made, with the rockets replaced with a skip]
upper levels - the only level still being used. made up of 1 main corridor, with winding ones connecting it to the other levels. also includes a loading bay, concrete tunnels with offices, and maintenence rooms, pipes, wires etc
lower levels - not used any more. most tunnels have collapsed into underground caves or have been closed off
underground caves - natural caves below the mine. twist everywhere, very dark, and most are full of water

its very dark and full of winding tunnels. i still get lost sometimes. heres a link to the map:
http://www.edwards124.pwp.blueyonder.co ... neBeta.zip

and heres (a lot of) screens:
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this is beta, and its got a fast vis compile, so dont post here saying how bad fps is. i get good fps, but it can get to 20 in some places. patch meshes are like detail, so some places will have low fps, but ive tried to put most meshes inside structural caulk boxes to help performance, but without a full compile those wont make much difference


post comments/bugs here or email me at
me004e4180@blueyonder.co.uk
or iownabicycle@hotmail.com

Posted: Fri Jun 27, 2003 10:08 pm
by dirtybob
oh...my...god...this looks so sweet. like the temple of doom! this is probibly the best map i have ever seen.
i ran a round for 15 min tracking down the source of the windchime type sound, bastatrd!!!! there isnt a source!

the only things i found was that on the allies side on the west entrance, there is a small gap on the right side of the entrance between the wall and the grass. and on the axis side by the little building, if you face it look left, and you will see a seam in the two grass brushes there.

man....those to things and maybe a touch more light in the main cavern and you have map of the year right there.
thanks
DB

Posted: Fri Jun 27, 2003 11:23 pm
by =CSK= SeemoreButts (_|_)
that loocs sicc ..

when i get home im trying that thing out ..

good job !! :D

Posted: Sat Jun 28, 2003 12:04 am
by UBER_SOLDAT
dirtybob wrote:oh...my...god...this looks so sweet. like the temple of doom! this is probibly the best map i have ever seen.
i ran a round for 15 min tracking down the source of the windchime type sound, bastatrd!!!! there isnt a source!
theres 2 speakers, 1 in the middle of the main room, and look at the script to see where the other one is

there are other sounds that should play tho. to get them to work, type restart in the console when you first load the map. for reason the sounds only play once the round restarts. ill have to find a way of auto-restarting the map. these sounds make it sound better than just the others on their own.

i noticed the floor on the axis tunnel today when i was testing it with someone, but its easy to fix anyway.

1 other thing, going into spec is the easiest way to get under the map....

Posted: Sat Jun 28, 2003 12:22 am
by =CSK= SeemoreButts (_|_)
well i ran through a little all ready and found something ...

couldn't really tell what it was .. (soo dark, i kinda got scared :shock:)

kinda looked like a little whole in the wall ...

heres a screen.. ( i tryed to take it so you knew where it was.. kaws i really didnt know where i was :D ) .. it was really bright..

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Posted: Sat Jun 28, 2003 1:25 am
by UBER_SOLDAT
the walls of the mine are almost all patch meshes, and its hard to make join without having a gap, which is what that is. i fixed a few of those by putting a common/black brush behind the wall, but if you find any others, post some screens so i can fix them aswell.

Posted: Sat Jun 28, 2003 3:13 am
by Alcoholic
why dont u just merge the ends together so they overlap?

Posted: Sat Jun 28, 2003 8:51 am
by Butch
WOW! sweet, a little basic on the surface, but sweeeeeeeeeeeeet

Posted: Sat Jun 28, 2003 1:55 pm
by UBER_SOLDAT
Alcoholic wrote:why dont u just merge the ends together so they overlap?
in most places i have. and if you look at where 2 tunnels join, ive put a vertical brush there between the wall and the wooden beam. but i cant overlap them when the wall is straight. in other places there were these gaps in the wall, and once i put a common/black textured brush behind the wall you couldnt notice them.

i know the outside is a bit plain. i need to make the mountains more uneven, add more trees, and if i can find one ill use a sky box with mountains. not much fighting is supposed ot go on outside anyway. you spawn, then run inside.

Posted: Sat Jun 28, 2003 3:01 pm
by Yarik
FRIGGIN COOOL. THAT LOOKS A LOT LIKE ONE MAP FROM WOLFENSTEIN. BUT STILL THE BEST MAP IVE SEEN SO FAR. CANT WAIT
:shock: :shock: :shock: :shock: :shock: :shock:
:shock: :shock: :shock: :shock: :shock: :shock:
:shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:

Posted: Sat Jun 28, 2003 3:53 pm
by Butch
This would make a great singleplayer map 8-)

Posted: Sat Jun 28, 2003 4:09 pm
by TheShiznaeSpe
:shock: :shock: :shock: :shock:

Spe blacks out and rolls on the floor in ecstasy.


Simply amazing man. :D

Posted: Sat Jun 28, 2003 4:41 pm
by Daniel_NAD
This map look's awesome!

the link you gave dosent work for me though :(

Can you mail it too me? or send over msn?

DANcymru69@hotmail.com

Thnx

DJ

Posted: Sun Jun 29, 2003 4:59 pm
by Ace of Spades
TheShiznaeSpe wrote::shock: :shock: :shock: :shock:

Spe blacks out and rolls on the floor in ecstasy.


Simply amazing man. :D
LMAO @ Spe :lol: :lol: :lol: :lol:

Dude, I have to say, that was funny. Real funny! I'm a very visual kinda guy so all I saw was you falling out of your chair and bouncing off the floor as you looked into the computer screen. LOL, sorry, couldn't resist!

eh, sorry, um, the map is totally awesome and can't wait to play it! Go gadget go!

Ace

:lol:

Posted: Fri Jul 04, 2003 11:55 am
by panTera
UBER_SOLDAT wrote:.. the sounds only play once the round restarts. ill have to find a way of auto-restarting the map.
had the same thing with the sounds only playing after a restart. It seems the game needs some more time to parse/load the ubersound. Try putting a 'wait' right after your sound threads:

soundplay:
wait 3

$speaker playsound sledgehammer1
wait 2
$speaker playsound sledgehammer2
wait 1
etc.

No guarantees but it worked for me.