Vasili is a level 1 mapper (no affence) he probably managed to mess it up somehow.unconnected wrote:Thanks Hyper.Hyperjag3 wrote:That crash tells me that all of the spawn points in the map are invalid.
I have bugger all experience with DM mapping (with mapping fullstop to be honest) so I'm hoping someone can maybe help me find the cause.
I've decompiled the map and worldspawn.teamplay is set to 0 (no).
Also the the spawn types are of the type info_player_red and info_player_blue.
I don't know if that helps anyone, but I'd of thought that the teamplay should be set to 1 if there are two different teams.
Anyone else with any ideas?
Oc_gunball_b1
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Alright Vasilli, you have a good imagination, and you are trying.
Both of those give you tremendous credit in my opinion.
But allow me if you will to show two images, and guess which took me 3 minutes, and which took me hours:
OR
Just put a lot more time into your maps. Craft them, sculpt them, improve them. Make them look nice, make them smooth, and make sure you test it, thinking ahead so problems can be avoided.
I hope you take some of this advice to heart, because from what I've seen, nobody has been particularly impressed with any of your maps so far.
We all have to start somewhere, but we all must strive for perfection, because if we don't, it will not happen by accident. This is not Half Life 1, blocky badly-lit rooms don't cut it anymore.
Keep up the effort buddy
Both of those give you tremendous credit in my opinion.
But allow me if you will to show two images, and guess which took me 3 minutes, and which took me hours:
OR
Just put a lot more time into your maps. Craft them, sculpt them, improve them. Make them look nice, make them smooth, and make sure you test it, thinking ahead so problems can be avoided.
I hope you take some of this advice to heart, because from what I've seen, nobody has been particularly impressed with any of your maps so far.
We all have to start somewhere, but we all must strive for perfection, because if we don't, it will not happen by accident. This is not Half Life 1, blocky badly-lit rooms don't cut it anymore.
Keep up the effort buddy
That would certainly be a problem, as the only time that info_player_red or blue are used is in teamplay mode, otherwise it only checks for info_player_deathmatch (and info_player_start for singleplayer map support).unconnected wrote:I've decompiled the map and worldspawn.teamplay is set to 0 (no).
Also the the spawn types are of the type info_player_red and info_player_blue.
I don't know if that helps anyone, but I'd of thought that the teamplay should be set to 1 if there are two different teams.
Anyone else with any ideas?
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Thanks for your help once again Hyper.Hyperjag3 wrote:That would certainly be a problem, as the only time that info_player_red or blue are used is in teamplay mode, otherwise it only checks for info_player_deathmatch (and info_player_start for singleplayer map support).unconnected wrote:I've decompiled the map and worldspawn.teamplay is set to 0 (no).
Also the the spawn types are of the type info_player_red and info_player_blue.
I don't know if that helps anyone, but I'd of thought that the teamplay should be set to 1 if there are two different teams.
Anyone else with any ideas?
I've fixed the issue and a few other ones (players were spawned without the gravity gun and so could not 'play') and have re-compiled the map.
Just testing for a few more issues before I upload the map.
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I concur with you 100%, Vasili has some great ideas and he's not scared to express them through his mapping. Admittedly he's fallen short of his goals a few times, but it cannot be said that he didn't try.Hickadam wrote:Alright Vasilli, you have a good imagination, and you are trying.
Both of those give you tremendous credit in my opinion.
But allow me if you will to show two images, and guess which took me 3 minutes, and which took me hours:
***snipped images from quote***
Just put a lot more time into your maps. Craft them, sculpt them, improve them. Make them look nice, make them smooth, and make sure you test it, thinking ahead so problems can be avoided.
I hope you take some of this advice to heart, because from what I've seen, nobody has been particularly impressed with any of your maps so far.
We all have to start somewhere, but we all must strive for perfection, because if we don't, it will not happen by accident. This is not Half Life 1, blocky badly-lit rooms don't cut it anymore.
Keep up the effort buddy
For that I commend him.
We should support all newcomers (including myself - I'm a newbie 100%) as this is what this mod needs imo - a good strong base of high quality maps exploring a range of different ideas and co-op themes and the next high quality map might just come from one of those 'n00bs'
From here-on in I tihnk it would be better to give Vasili constructive criticism or no criticism at all. It's only fair.
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Ok, I've fixed the map - it should work as Vasili intended now (with both Gauss guns and Gravity guns).
Here's an image:
and here is the map itself:
LINK REMOVED
NOTE:
I'm not sure whether Vasili got permission from the orginal author to modify this map or not, but regardless the only information I got from the map itself was in the worldspawn entity:
dm_steelball_v3 by MrMof
Anyway, I finally learnt how to use a game_player_equip entity properly so I'm happy
Vasili if you read this and want the updated .VMF just drop me a PM.
Here's an image:
and here is the map itself:
LINK REMOVED
NOTE:
I'm not sure whether Vasili got permission from the orginal author to modify this map or not, but regardless the only information I got from the map itself was in the worldspawn entity:
dm_steelball_v3 by MrMof
Anyway, I finally learnt how to use a game_player_equip entity properly so I'm happy
Vasili if you read this and want the updated .VMF just drop me a PM.
Last edited by unconnected on Mon Oct 09, 2006 3:10 am, edited 1 time in total.
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I assume thats what he did. Not sure whether he got permission tbh.[JSC][GU][r]PREDATOR wrote:So you decompiled someone alses work witch is exactly the same as it is on dm only added a gamemod change and a few weapons? That is slack! your just as bad as gtamike when he renamed missing info mod.
Oh and he changed 2 of the game_text entities too lol.
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Re: Oc_gunball_b1
No... look here he is saying that he made dm_gunball when he didn't the cheap basterd.
Vasili wrote: Based on my dm_gunball I bring oc_gunball! The first custom map with
Re: Oc_gunball_b1
well if his nick is MrMof then its all ok, http://www.snarkpit.net/maps.php?map=1462[JSC][GU][r]PREDATOR wrote:No... look here he is saying that he made dm_gunball when he didn't the cheap basterd.Vasili wrote: Based on my dm_gunball I bring oc_gunball! The first custom map with
also it isnt dm_gunball , the original name is dm_steelball (watch the screenshots, same pics as posted here)