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Srgnt Rehab

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For future refference, is there a way to make it so that players see farther distances? I am encountering an reoccuring problem where the distance of one hall way is so long that the player sees the sky until they move closer to the end of the hall way. I'm not really sure how to explain it better then that, but it is quite annoying.
 

Thothie

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Worldspawn properties (Map->Map Properties...)

Raise Max Viewable Distance (MaxRange).

Defaults to 4096. Check your r_speed's polycount though - long vistas can cause lag.
 

TheOysterHippopotami

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Welcome back srgnt rehab. I have also returned from the dead and I come bearing gifts. The music I have promised you is finished and I think it fits a forest scene perfectly. Hopefully you will use this in your map. I think it fits the bill and is quality enough, but it is your choice. Either way, let me know what you decide please.

http://www.4shared.com/audio/ZC8QuzTq/F ... iding.html
 

Srgnt Rehab

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Thanks for the song :D

I'll probably be using it in this map, and if not in this map, in a soon to be made map.

... You made this song for me?
 

Srgnt Rehab

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Thothie, is there any chance this map might get a transition point from the official maps? If not, its fine by me, I was thinking about attaching maps to this one.
 

Srgnt Rehab

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The Man In Black said:
Where were you thinking?

I'm not sure exactly where it would go, it would seem that Spooky forest has no open connection points, even though it is my favorite map of all time.
I don't really want it to be connected to a distant island like the smuggler's cove or gertenheld.
I would also like the idea of having it connected to keledrosprelude or darogoth... maybe even MScave somehow.

Anywhere is fine by me really, those are just suggestions.
 

Dridmar

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Srgnt Rehab said:
The Man In Black said:
Where were you thinking?

I'm not sure exactly where it would go, it would seem that Spooky forest has no open connection points, even though it is my favorite map of all time.
I don't really want it to be connected to a distant island like the smuggler's cove or gertenheld.
I would also like the idea of having it connected to keledrosprelude or darogoth... maybe even MScave somehow.

Anywhere is fine by me really, those are just suggestions.

You could leave it disconnected until you, or another mapper, creates another freeroam map like the thornlands.
 

Thothie

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I'm not sure exactly where it would go, it would seem that Spooky forest has no open connection points, even though it is my favorite map of all time.
Sfor has two open connection points. Dunno if either would be appropriate though. One has a glowing temple theme, and the other is a door in the cliff wall.

Daragoth has an open connection point via the water fall... Maybe one other, not sure.

MSCave has an evil glowing-fanged tooth caved open transition.

I, again, really need to catalog all our open transitions, but there's so damned many of them. :\
 

Echo717

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Sfor:
~ Cliffface one
~ that underwater glowy one
ms_Wicardoven:
~The one by the black pudding
~One after voldar
Aleyesu:
~transition to aluhandra east
Aluhandra2:
~transition to aluhandra east
ms_snow:
~One inside a dark cave tihng
~behind the ice queens throne
~past the archers near the ice orcs
Daragoth:
~Behind the waterfall
Cleicert:
~where the orcs spawn
the_wall:
~Bleak trans
~The wall east trans
~frosty caverns trans
Kfortress:
~Dragons lair trans
ms_swamp:
~one inside that worm things mouth
ww3d:
~Trans to ww4 has funky music
mscave:
~Fangy thingy under the actors hut
gatecity:
~cave boarded up by wood
the_keep
~transition at the very end of the map
oceancrossing
~Tundra transition after ice orcs
B_castle
~after boss, near teleport out of there, iirc

al lthe ones I can think of off the top of my head
 

PBarnum

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Echo717 said:
ms_snow:
~One inside a dark cave tihng
~behind the ice queens throne

And another one next to the Orc tribe (past the archer's post).

Also one in b_castle.

I do have WiP's for those trans but I will leave them open for anyone who beats me to a release.
 

PBarnum

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Yeah but you should take that in stride... How long does it take me to release a map? lulz
 

Srgnt Rehab

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Well, my map starts with you coming out of a cave like area and you are instantly into the forest after you walk off the rocks. I'm not sure what would be best...
 

Srgnt Rehab

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CrazyMonkeyDude said:
I'd say the mscave boarded up area.

That works great! ~

On a side note, I'm having issues getting my music to play in the game, anyone know how to do it? I seem to have failed at it for an hour now :(
 

Thothie

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Should stick this in the mapping turorial, but:

• MP3 cannot contain any ID1/2/3 tags
• MP3 must have a bitrate of 256Kps or less
• MP3 must be sampled at 48000 or 44000 hz
• Must be CBR (no VBR files)
• No spaces or non ASCII chars in name

Beyond that, I think everything is handled in the mapping tutorial.

mscave_open2.jpg

^ Also not sure about that glowing red-fang toothed cave going into a forest... Waterfall cave of Daragoth might be more appropriate, but I can't recall what the opening of your map looks like exactly, off hand.

Really need to make a catalog of these transitions, with screen shots, I should have said.
 

CrazyMonkeyDude

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Sorry, I was thinking of the blocked off cave entrance on the right path going from mscave to gatecity.
 

CrazyMonkeyDude

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Let me rephrase. The blocked-off entrance on the right path in gatecity when coming from mscaves. ;)
 

Thothie

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Eh? Where the wooden boards are? That's actually accessible from both sides, but ya need to break a crumbling wall.

Er... Wait, nvm... Think I know the one yer thinking - round the corner from that.

There's no placeholder transition there to ripent, but could always recompile gatecity... Maybe optimize it a bit while we are there.
 

The Man In Black

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If you do that, for the love of god redo the ceiling in the main hall. IIRC, massive poly spam done incorrectly.
 

J-M v2.5.5

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The ceiling is the least of the problems in the map. It's those giant see-through windows that are divided into nine or so smaller windows by means of half a dozen wooden beams.
 
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