Drydeath

Cat

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A few days ago I decided to start mapping again and this is the result:
(yet another egypt map)
(Taking suggestions, so far people want a free roam with hard enemies)

EDIT:
I had a spontaneous decision to remake the entire map (I wasnt very far and the geometry was way too complex, bad map layout etc, this is a reformed version that I'm working on now)


- 45% Done
---████████████████████████████---

need to do:
expand map/brushwork
detail
ents
triggers/events


entrance through a sandfall
XiIOn.jpg

inside
DkjSB.png











edit: was hoping to link this to the transition in shadaharr village well
http://imageflock.com/img/1312205364.jpg


ps. happy new years :D



edit: planning on having multiple exit transitions (probably 2-3)
 

jon50559

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Re: Pyramid (name pending)

From what I can see the map looks really good, you've improved a lot since catacombs I guess!

Keep the work going :wink:
 

Cat

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Re: Pyramid (name pending)

funny thing is I really haven't touched hammer SINCE catacombs lol.
but this is what 3 days of intense mapping does i guess
 

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Re: Pyramid (name pending)

Ah nice, you've made a thread, it looks pretty good tbh.

30% done in 3 days, MSC's fastest mapper? Lol, keep it up. :wink:

Name ideas, eh.. sandstorm? drydeath? catastrophe?

BTW Where's that sexy sphinx girl? Haha
 

Caluminium

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Re: Pyramid (name pending)

Cat said:
(Taking suggestions, so far people want a free roam with hard enemies)

Yeah I'd like to see a new desert free roam with some new, challenging enemies.
We discussed about having some Egyptian peasants that are building a pyramid and you have to protect them from attacking monsters while they build. Another idea was having Sphinx's which spat out monsters from their mouths, you would have to kill 20-30 of these monsters and then the Sphinx collapses and reveals a cave or a transition.
 

Cat

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Re: Pyramid (name pending)

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

Caluminium said:
BTW Where's that sexy sphinx girl? Haha


Vo4eE.png

:D
 

zeus9860

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Re: Pyramid (name pending)

Suggestions uh? Why don't you make a pyramid map with similiar room structures to umulak (just alot bigger in size), make a puzzle out of it, fill the map with traps, mummies, various bugs (scorpions, scarabs, beetles), hidden treasure, lots of keys/artifacts to find that will unlock new paths somewhere in the pyramid.

You could even make some sort of distraction in a map like this, perhaps a mini game, a quest or something like that?

If you could pull something like this off, it would be a great deal in terms of fun i tell you. Rather than the usual maps we get, which are all about getting loot in parties then leave the map to rot...

Anyways it's up to you! :roll:
 

Cat

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still cant for the life of me get it to run in MSC, yet i can play MSC online and by myself perfectly fine, compiles fine, etc
not a wad problem either


maybe i should try reinstalling MSC

on loadup it gets 2 bars in (Starting local sever) and then MSC crashes..
 

Wishbone

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Maybe, there is a leak in your map somewhere... Might want to check. Anyways, this map looks awesome, keep up the work!
 

Caluminium

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Did you check for problems (Alt + P)

Haven't had an error like this for ages, so I don't know..
 

Thothie

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Loads fine for me... *shrug* If he can run other MSC maps and not this one, I've no clue what's going on.

There are some "odd" problems in the map - the trigger_multiple brush is a button_target and thus solid. The button is also a button_target, and thus won't work. There's also a plat_rotating (should prob be func_rotating) with no origin brush... But despite having to teleport out of the aforementioned trigger_multiple brush to move, it works.

Granted, I've not yet tried recompiling the RMF - that's just with the BSP he linked above.

Only other thought I have - is maybe the music file you are linked here, isn't the same music file you have on your client? Maybe your client's version still has ID3 tags? Maybe just try deleting the MP3 from your client and see what happens? (The one linked here played fine, but...)
 

Cat

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EDIT:
seems like I always have a panic attack due to mapping.. but anyways I got it fixed, apparently it was a wad problem but not what I thought..
the wads I had in hammer werent the same I had in msc (I had done some reorganizing and forgot to copy some wads or something)
 

Thothie

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Wouldn't really explain it fubar'ing on some maps and not others.

Just on maps you compile, and just on your system... Hrmm...

Anyone else having trouble with that BSP? I dunno if the lack of origin brush on the rotator might skew some less compatible OpenGL system (eg. Vista/7). Can't really test from here - or even select my Win7 boot remotely.

Is it doing this with every map you compile? I dunno if there's something your particular system doesn't like about the maps... Do you have test_scripts? Have you checked the msc/log_cldll.log and msc/log_msdll.log ?
 

Cat

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updated with some in-game shots (first post)

@Thothie, for some reason when i just try compiling the whole map, its says theres 1 leak near player_spawn

pyZBr.png

but when i cordon the map into two sections and run each individually, it works fine
i even cordoned just right outside the map like this

and it works, but not when i dont use cordon

I've searched practically everywhere but I can't find it, and the whole cordon thing makes me think there isn't one
but why wouldn't it work when I don't use cordon...??



also unrelated: is it possible for a button to target more than one thing? example

Name: button1
Target: p1;p2;p3
 

Thothie

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Cat said:
@Thothie, for some reason when i just try compiling the whole map, its says theres 1 leak near player_spawn

but when i cordon the map into two sections and run each individually, it works fine
Use the entity tool, and just litter some info_targets all down the hallways of your map (delete later with entity manager). If there's only two point entities on your map, all the leaks are going to appear to be from somewhere around them.

Cat said:
also unrelated: is it possible for a button to target more than one thing? example
Name: button1
Target: p1;p2;p3
No. But you can target several different entities of the same name, or you can use a multi_manager. eg.

func_button
target: mm_button

multi_manager
name: mm_button
p1 1.0
p2 1.0
p3 1.0

(In this case, target p1-3 with a 1.0 second delay.)

Mind you, you have to turn the smart edit off to add properties to a multi_manager.
 

Cat

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edit :\

memory allocation failure?

it lets me run the map but theres no vis whatsoever

installed batch compiler
it wouldn't be texture limit because i only am using 1.89 mb, the limit is 4

batch compiler came up with the same error and no further explanation...

defragmented harddrive, increased the swapfile size (from 3096 to 6000)
neither affected the outcome of the compile
 

Cat

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after trying everything I could think of, it was eventually fixed, and now vis makes this map look super hot :D

moar pics!
uHUoS.png

been busy for the past few weeks, unlikely to change.
i will work on it this weekend and hopefully get some more sweet pix
 

Cat

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so i haven't posted in awhile, but i have mostly been shaping up existing rooms and adding a few new ones

revamped grass room (improved lighting ingame, more flora
RvhUr.jpg


revamped fire room/stone puzzle
PKFb1.jpg


newest room DONT FLAME ME I HAVENT PUT LIGHTS IN AAAAAAAA
water room
ISGQA.jpg
yes the vines are climbable and part of the puzzle
 
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