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oc_d_crimson
Posted: Sun Nov 25, 2007 4:39 am
by masa0x
hi.
It introduces the map producing it now.
oc_d_crimson is a map that aims at the deepest portion while selecting the
following zone by the player.
After the boss in each zone is defeated, the zone is chosen.
They are the following divergences.
Code: Select all
->ZONE D ->
->ZONE B
ZONE A ->ZONE E -> LAST BOSS
->ZONE C
->ZONE F ->
Mounting ended in ZONE C as of today. Development is being continued.
The screen shot of each ZONE is posted as follows.
ZONE A is an urban map.
The boss is Barny Chariot.
ZONE B is a map of the warehouse street in the port.
The boss is Alyx and Mossman.
ZONE C is a mountain path.
There is a boss in the base in the top of a mountain.
The boss is Synth and orga manhack of the guard.
The map file that can be played to ZONE C can be downloaded from following URL.
http://masa0x.s262.xrea.com/maps/oc_d_c ... f2.bsp.bz2
Posted: Sun Nov 25, 2007 5:00 am
by skidz
nice!
Posted: Sun Nov 25, 2007 6:30 am
by Hell-met
Special npcs > Architecture
Looking forward this
Posted: Sun Nov 25, 2007 6:47 am
by Power-Mad
I hope you have a few more tricks up your sleeve than that beam of death. Good luck with this one
And do remember cubemaps this time.
Posted: Sun Nov 25, 2007 11:10 am
by masa0x
I'm sorry.
I do not have knowhow still so much.
It becomes such making because it doesn't understand well though it adheres to CubeMap and AI of NPC.
Because a Japanese document is few, knowhow is studied asking the friend or experiment on each
element.
When advice can be gotten in the future, I am glad.
I try CubeMap in the next revision.
Posted: Sun Nov 25, 2007 4:10 pm
by Power-Mad
Let me try to simplify cubemaps for you in a very easy to understand term.
Env_cubemap makes reflections. You want to place them where the player will be, and around 50 or so units above the ground.
Common areas are spread out in a large open area, half way down a hallway, corners, and by windows you can see through.
When the env_cubemaps are all placed, you type "buildcubemaps" in console while in the map before you release.
Posted: Sun Nov 25, 2007 8:10 pm
by fug4life
I had the pleasure of playing this map,
When I first saw barney riding an Antguard chariot and him whacking the Antgaurd with his crow bar, I laughed so much!
Valve cubemaps example map:
sourcesdk_content\hl2\mapsrc\sdk_cubemaps.vmf
And Like PowerMad said, type: buildcubemaps in console
Posted: Mon Nov 26, 2007 4:57 pm
by Xesum
Nice, Needs more props.
Posted: Tue Nov 27, 2007 5:39 am
by masa0x
Thank you for the advice of CubeMap. >Power-Mad and fug4life
It immediately builds it in based on the sample and the gotten advice.
Though I cannot use Hammer until the weekend because the job is busy.
To Xesum.
The purpose of the reason why Propp is few is not to use capacity uselessly because the field of all ZONE has not been completed yet in the map.
It is thought that a further making of the decoration in the map and boss's
behavior is done after all ZONE is completed and exists.
Posted: Sat Dec 15, 2007 4:43 pm
by masa0x
hi.
At last, ZONE E was mounted.
Trouble seems still to remain though the boss is included and play is
possible.
I am debugging it now.
This ZONE reproduces the abolition building in the colliery in a Japanese
certain place.
It is an inside of the building.
Boss is Breen with the sword.
The sword is shaken and attacked.
The operation of breen was experimentally coded with AI this time.
Because I have not become accustomed yet, I think that movement is a
little awkward.
Moreover, it extended to the whole area of the map and env_cubemap
was set up.
Posted: Sat Dec 15, 2007 7:27 pm
by fug4life
Re: oc_d_crimson
Posted: Sun Dec 16, 2007 12:04 am
by DJSpib
nice made i be happy to try it out soon
now i only need my OC to work 100% and it will some soon i fink
kep up the good work on making maps
Posted: Sun Dec 23, 2007 5:56 am
by masa0x
hi.
It came to be able to play ZONE F.
ZONE F is a map that images the different dimension space.
In the design of the room, the thing of breenoffice is an origin. However, it is the one how's to connect the room not being usually thought.
It dies immediately when the outside in the room is a sub-space, and
the player goes into it.
If the window etc. are broken, the player is inhaled into the space on the outside.
(The chair is inhaled into the space outside the window. )
Moreover, there is a room where the direction of gravity is different according
to the room, too.
(this room seems reverse gravity)
The boss is the Adviser.
It attacks it by using a black cube and the explosion that the main body turns
around.
It is sent to another sub-space when it touches a black cube, and the player dies.
Posted: Sun Dec 23, 2007 12:41 pm
by Shana
I advice you to add a "game_ragdoll_manager" and set the "Max Ragdoll Count" to something like 3, that entity will then limit the max. dead bodies of NPCs to 3, resulting in better performance on the client PCs.
(maybe you already did, but there was none in the beta version of that map i played.)
Posted: Mon Dec 24, 2007 12:59 am
by masa0x
Thank you for advice.
Game_ragdoll_manager was not yet mounted.
I want to mount immediately.
In the story of the performance,
There was a place where the performance had fallen after having set
up env_cubemap.
Is the place where env_cubemap is set up wrong?
The adjustment of the performance is difficult.