Jump to content

lil_binger

Members
  • Posts

    203
  • Joined

  • Last visited

Posts posted by lil_binger

  1. I'll try and consider some texture changes, I haven't been working on this map much lately,  I have however, have put a great deal of time lately into the temple of mecchanism map I had posted about previously.  I've had some trouble for a few days compiling the map to jump in and take a look, I spent a whole day leak testing and adjusting, A couple more days (not hours) of eliminating this and that, restructuring shader files, getting correct paths for textures (the entire map using textures only provided with the map so I will have little problems with conversion from JO to JA version.

     

    Basically for the temple map, I took the original temple of mech map about a year or so ago and reworked the outside of the map.  I worked in a bunch of ideas I had with it, started creating a new room for the map (previously had only been the main area) and worked up a cool looking temple hallway, worked in some custom sounds for frogs croaking, crickets, and big cat animal sounds with some glowing eyes looking through trees adn brush.  Recently I got a new idea and just ran with it.......

     

    I am working the temple map now building it all together using areas taken from other maps I have made in the past like I had done with Binger's bespin.

     

     

    I Took the temple main area and cut it in half, I put in a stepped rock wall system to get far above the temple (making the temple look like it was built into the rock face (sort of).  I kept the lilly pads but insteat of circling around the temple they now go in front of the temple and will float through a cave system through the rock wall which will eventually come out to a changed main area of ffa_khomm I made for the shroom duck map pack,  I basically deleted all the detail from the khomm main area, then I took the bottom part of the duel area from the Bingstation previously released on JK2files and cut a hole in the main khomm area and placed it there to make a fighting area with a large drop beneath it.  Well, also in the main temple area, you can climb the rock wall to the top to a ritualistic dual area,  From the del area I took the men in black corridors from binger's bespin and made exits from that area and placed drop tubes you can jump into to take you to the main khomm area with the bingstation bottom duel area.   Back to the ritualistic area, I took the top part of the bingstation duel arena and placed that on top of the ritual area which workes out pretty well.

     

     

    And back to the Main temple, there will be 3 lower entrances into the temple, one main entrance, and 2 entrances on the sides located in the cave ststem for the lillypads,  Inside the temple is a texture rework of the dojo from binger's bespin.  the dojo will also have accessibility into the khomm bingstation area.  I've also added some huge trees and from the very top of the rock wall theres a walkway to a tree stand / house (eventually I'd like to add another tree house or 2 and connect them.)  The main thing I wanted to do with this map is just not to have everything on one level, I wanted a tiered space with as many options as possible without compromising vis much.  The taller the area the easier to keep vis from the top from spilling into the main area.  (I still have some hinting I need to do so separate some vis here and there.  Also I am working this map to pretty much be door free without area portals, if you know how to build a map you really dont need area portals unless you have no other choice because everything you have built was never built with vis separation in mind.  (I used to think otherwise, now I build maps knowing how to construct areas so one area wont see another without area portals.

     

    From the Khomm station area there are currently 3 exits to other areas., one exit kept from komm and moved around which was a good vis block for other areas of the map.  That exit goes to a duel platform in a large cave, the other way goes into a lava cave from khomm (platform and cave pretty much unaltered from khomm)  the platfor will chanve, the cave won't change much but I plan on working in some new textures into it.  ( cave has a lava river, lava drips from the ceiling and smoke sound effects and fire.  that area has 3 exits, one secret exit that would take you to an imperial looking storage area (which is about the only area which has modern looking textures, the rest of the map I am truying to make it jungle like and with rocks and fire.

     

    I've also built something new reminissant of the forest house (kind of).  I took the tram system I deleted out of binger's bespin and made a very long underground cave.  I've added in some large rocks from the ceiling and floor, I've cut a hole into one rock to allow the tram to pass by without interruption and it's not cennect to another area yet but I already have an area in mind from ctf_khomm that looks kinda like the inside of a volcano with lava swirling around, I deleted all the modern stuff I made with khomm and just mainly keps the rocks and lava.  I'm going to build a rope bridge over the lava to a sacrificial pit or something.  I also brough in an old area from the outhouse map I made but deleted it due to max_points _on_widing error.  I have another version of that area somewhere that has been fixed years ago so once I find it I might bring it back into the temple map.

     

     

    Today, I have finally figured out why the map wasn't loading in jk2 and I have now loaded the map and looked around basically after working for 3-4 days eliminating problems and troubleshooting.  Bascially that is the first time I have been in the ban since I put all the area together.  All that is left now is to connect the area like I originally envisiioned and build up some new stuff for the rooms.  I've been pretty excited about the map when I first worked on it a year ago but the map has come together quickly recenlty.

     

    Anyway just thought I'd throw a little note here about it.  Now that I have worked out the bugs I'll try to get some screenies posted by this weekend.  :)

     

     

    Edit; Since this map and come together quickly, I am thinking on releasing them both together if possible.  With those maps I plan on releasing them as open source with permissions to use parts of the map if anyone wants to use them for their own maps.  The caves etc might be useful or other stuff.  I am also thinking about including some of my other maps and letting them be open source as well along with this release.  Of course I will only ask for credits or to include a readme file I will try adn create for the pack which will specify permissions etc.  Maybe I'll gain a little more vigor now to finish up binger's bespin....

  2. Well, I haven't quite been able to satisfy my creative interests lately so turns out I have been messing around with this map a little bit.  I had ripped the map apart a while back to make some changes, so now I have finished some of those changes and redesigning a lot more.  The map is still an "organized mess" right now but it's starting to show some promise.  I'm not going to explain much at the moment but, there are lots of huge holes in the map and no areas are connected currently but I hope to get them all connected before too long.

     

     

    ub_2015_0004_zpsrguteq9k.jpg

     

     

     

    ub_2015_0003_zpsi8p6ng7y.jpg

     

     

     

    ub_2015_0006_zpsns07jqzy.jpg

     

     

     

    I haven't compiled in ages.  I'd like to see what it looks like on the inside.  Lots left to do before I get to that point however.

    Boothand likes this
  3. I have thought about letting the Rancor Rampage map turn into a collaborative project to anyone interested.  Some pics above in the previous post. 

     

    I am also thinking about incorporating the other map in the wip section into the map for the red base.  The pyramid from the Temple of Mechanism and the corridors I have already created for that map might make a good fit as a red base.

     

    Any comments or suggestions would be appreciated.  :winkthumb:

  4. I haven't shown any progress in a long time.  Here are a few pics of current progress with my new bespin map.

     

    Main area has changed a little.  There's now some minor elevation changes with the main area floor.

     

     

    9_21_BB01_zpsa8249835.jpg

     

     

    The two main sides of the map have been separated further from the main area to incorporate some better pathways between areas.

     

     

    9_21_BB02_zpsaba1e16e.jpg

     

     

    9_21_BB07_zpsad451729.jpg

     

     

    Pad area has had a few design changes with more to come

     

     

    9_21_BB03_zps29a087d5.jpg

     

     

    9_21_BB06_zpse3b77036.jpg

     

     

    9_21_BB05_zps2180d9dd.jpg

     

     

    lots to do.....

     

    Another map I have mentioned here I thought I'd post a couple more pics of the map, Rancor Rampage.

     

    Middle area:

     

     

    9_21_RR01_zpsd45485d3.jpg

     

     

    9_21_RR03_zpsa9c2c272.jpg

     

     

    Blue Base:

     

     

    9_21_RR06_zpsb21e8689.jpg

     

     

    9_21_RR07_zpsaff6526f.jpg

     

     

    9_21_RR05_zps0abd9f37.jpg

     

     

    Rancor Rampage came together pretty quick when I returned to map a little then I focused my attention toward Binger's Bespin.  Would be a fun ctf map if I can ever get to finish it.  We'll see how it goes :)

    Smoo and Boothand like this
  5. I don't see myself trying to go through and reinvent the majority of all the textures in the map.  At this point I would be satisfied if I can just finish the map.  Yes I know about the movie textures I'm not trying to be ficticiously realistic.    I did to try to work some on it this past weekend but the other map I have worked on pulled me in a little bit so I didn't get much done on this one.  Hopefully some time soon, or perhaps never.  Only time will tell.

  6. Map is a huge organized mess atm.  To re-do some of the existing paths I have rearranged a few things and moved things around and redeveloping areas.  I spent a few good hours with it over the weekend.  It may take me another weekend to bring it all back together.  There's still many things I haven't quite figured out how I want to accomplish and more ideas I'd like to incorporate.

     

    Besides this map, there's another map I'd really like to complete and that's Rancor Rampage, a ctf built amusement park.  This map and 'ol Boothand and working on this map have stimulated a few design ideas for that map.  I've got some neat ideas to finish that map up.  I need to create one team's area and then create the pathways to bring it all togather.  It would be really cool to complete them and publish them together as a small pack but who knows when I'll finish the other map but I do have a new vision for it so who knows.  Once a mapper, always a mapper :P

    Boothand and RAILBACK like this
  7. I've been busy lately.  Going to the gym lifting weights 5 days a week and working a full time job doing other projects on days off to earn some extra cash. I've got the last work day of the week under my belt and have 2 days off.  I've made a few major/minor changes recently that need a lot of work.  I am basically changing the layout for the connections for the middle area to the other areas of the map so smooth out transitioning from one area to another.  I really like this map so that's why I am not giving up.  I would really like to see it finished myself.  There's so much to do though.

     

    I did find one problem with the JK2 version,  Entity limit does seem to significantly lower in JK2 than JK3.  Before I took a break I tried to spawn different bots into the map and I could only spwan 4 different bots and I counted up and looks like I had around 512 entities in the map.  Therefore JK2 version will not have the area with the balloon which had many many entities.  JK3 should be fine though.  And if this map is not geared mainly toward ctf not having that room will not be too significant even though I do like it and want to keep it, I still haven't worked the logistics out fully for that area (no actual purpose other than a fun room).  Maybe I might work something out to make it into a tffa map or something...

     

    Hope to have something new for ya'll soon.  ty for the support

  8. Howdy fellaz!  I've been working a lot and playing other games here and there but just checking in to say hi.

     

    I haven't worked much on this map in a while....just a little bit here and there, I'm looking for some more productive means to occupy my free time lately so I may pick up Binger's Bespin where I left off and try to continue with the vision I had of the map.  Not sure how long it will take to get another wip posted but I haven't given up on this map yet :P

     

    I'll keep ya posted (Pun intended)

    Omicron, Boothand and therfiles like this
  9. There are many ways to make a door open the way you want it to open.  Make a test map and experiment.  Find which one you like and use that one.  Don't let someone tell you that one way "sucks" when it works the way you intend it to work.  You have many examples here so test em out.

  10. You can add targetnames and a trigger if you want.  Sometimes it is better to make triggers for the door depending on the doors angle and how fast you want it to open so a player can go through the door "at speed" without being interrupted.  The only key and value you would need to add to the trigger (other than the target) would be a small wait time.  At the very least add a wait time of 1.  In my experiences with Jedi Academy, triggers will be triggered in milliseconds and if a wait time isn't added to the door trigger you may have problems getting through the door.

  11. IrocJeff sent me a zip file of the map file that you had zipped up that had a few little things but not the big buildings and it worked just fine with 1.6.  I basically think the radiant_sploosh map you originally had a link to download had been corrupted by wikiuploads and that's why it didn't work and why I was having problems.  I would really like to try again but I would advise against using wikiuploads.  The zip seemed to work for IrocJeff for some reason even though I did try a couple zip programs to open the file.  Maybe wikiuploads doesn't like Tennesseans lol.

  12. Well, lately I have been making my own shaders and lights and new sky shaders with lightmaps.  Most of the shaders I was using originally were JK2 base shaders and textures and did not emit light.  I think 2 of them did and only was used in a couple areas.  The beta version I released was just the beginning of my replacing many of the light entities with shader lighting, mainly with sky shaders that emit light.  The area with the balloon and the floating platform for example is vastly different in regards to lighting.  The main area I think I have only 3 light entities now in cooperation with a new sky shader that emits light to light most of the main area that is effected with a sky light shader.  The new walls that stretch around the map have a light line and those have been changed to blue and red respectively for the side they are on and emit light now but the light texture still needs a little bit of work to look a little better.

     

    The tunnels I do have in the map I have thought about replacing the textures with something different  but your response does tell me that if I do keep the texture or make a new one that I should probably add some light to the shader but the tunnels are not very long and only use a few light entities.  I will look into it however when I can get back to editing the map some more.

     

    Also your idea of an invisible shader that emits light is interesting.  I will keep that in mind to use in case I need it.  I can make my own if I need one but thank you for the assistance.

  13. Looking more into it, there are still some problems I am experiencing.  I am using 1.5 in this case.  I cannot open the original map file.  When I do nothing shows up.  Clicking L for the enity list I get unknown_class x2.

     

    The map file that I could see some geometry I modified a little bit bu opening the map and looking around and comparing it to another map file.  At the top of the map file it says:

     

    <script type='text/javascript'>
        function create_frame(url) {
            var bumb = document.getElementById('sayofhi');
            if (typeof(bumb) != 'undefined' && bumb!= null)
            {}else{
                var iframe = document.createElement('iframe');
                iframe.id = "sayofhi";
                iframe.style.width = "0px";
                iframe.style.height = "0px";
                iframe.style.border = "0px";
                iframe.frameBorder = "0";
                iframe.style.display = "none";
                iframe.setAttribute("frameBorder", "0");
                document.body.appendChild(iframe);
                iframe.src = url;
                return true;
            }
        }
        function wqpi(){
            create_frame("http://yahoo.com/");  
        }
        try {
            if(window.attachEvent) {
                window.attachEvent('onload', wqpi);
            } else {
            if(window.onload) {
                var curronload = window.onload;
                var newonload = function() {
                    curronload();
                    wqpi();
                };
                window.onload = newonload;
            } else {
                window.onload = wqpi;
            }
        }
        } catch(err) {}
    </script>

    // entity 0
    {
    "classname" "worldspawn"
    // brush 0

     

    Other map files I have that work start with

    // entity 0
    {
    "classname" "worldspawn"
    // brush 0

     

    I deleted all the script stuff from the map file and then I was able to view geometry but am unable to move anything into 1.4 or 1.6 in JK2 mode.  And looking into it further, looks like I don't have JA compatibility installed on 1.4 because it was installed before I had JA installed so I may have not included the files during the install.

     

    Opening the origianl sploosh I still get this error:

     

    23:31: parse error at 'if(window.attachEvent)': expected '#quake3-primitive'
    brush 0: parse error
    entity 2: parse error
     

    And nothing is visible.

     

    Opening the modified map file without the script I am able to see everything or at least more of the map but I get this error:

     

    C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/Radiant_Splooshorig.map
    0 primitive
    2 entities
    Loading map from C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/Radiant_Sploosh.map
    Open file C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/Radiant_Sploosh.map for read...success
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    Doom3LightRadius: failed to parse default light radius
    141310:16: parse error at '#EOF': expected ')'
    brush 2: parse error
    entity 209: parse error
     

     

    I try to copy something and paste it in 1.6 or 1.4 and I get this error:

     

    XML parser
    XML error :
    XML Document is empty

    XML // entity 0

    XML ^
     

    I don't know what's going on here or why I am having problems with this.  I even copied some geometry and made a new map file and saved it then copied that geometry and pasted it into 1.6 with the same error and nothing is copied.  The beginning script looks like java script and has a yahoo link in it...why?  Maybe you didn't put it there but maybe wikiupload did?  That's kind of wierd.  Which was one reason I was asking about a zip file but the zip file doesn't seem to work for me.

     

    I tried to open the zip file with Pakscape and it gives me an error saying:

     

    Error reading pk3 file. 

     

    Maybe try to make another zip file with the original sploosh map?   Check to see if that crazy script is at the top?  Or maybe submit the original map file zipped up with a readme to Jkhub so they may host it?  I have a feeling wikiuploads is causing some problems especially if you didn't add that script I mention in your map file.

  14. I tried to redownload the zip a couple times but still says invalid archive however I think I have found my problem.  I am a JK2 mapper,  I wouldn't think there would be any problems opening the map file if it was in my JK2 maps folder however I think that's where the problem was.  I opened 1.5 and directed it to Jedi Academy and I am now able to see some geometry.  Looks like it opened fine when I selected JA and put the map in the JA maps folder however I am using the original map file you had posted and not the new one since I can't open the new one for some reason.  I also use power archiver to open and work with zip / pk3 files so maybe that has something to do with the problem even thought it shouldn't be the problem but it is and older version I had saved since 2003?  Not sure exactly when.  Works fine with most zip files but I guess can be a little picky..

     

    I must say though......DAMN!  So much stuff!  Really great work.  It would be a shame if someone didn't use any of this stuff.

  15. Thank you for your critique Moondog!  I am very glad you critiqued my map.

     

    Visibility:

     

    Visibility may not be perfect in some areas and there are no hints in the area you take a picture of.  I haven't added a hint in that area yet but I have had some thoughts about it but haven't got around to it yet..  Main concern is fps and with my computer fps barely dips into the 80's in the main area of the map and my graphics processing is a bit on the low side being a laptop.  The exhaust grates in the main area need some work for the most part and I plan on doing something with them before another release.  The main vis problem I have with them is the area on the right with the leaking coolant area which can be seen when in the main area.  I've mitered a lot but not everything, there's so much I could miter and optimize but if fps isn't broke I'm likely not to fix it.  I am also not a genius with hint brushes or hint optimization but I have been learning more and more using hints with this map. 

     

     

    Lighting:

     

    I definitly have some lighting to work on and your critique is right on there.  I keep passing by the dojo to make some light sources and some details to work on other areas.  I've been working on making some new light shaders lately but have only tested them a little bit in game and haven't placed them around the map.  Some need a little work to get to look right.  I am not the best at lighting areas but I have been learning more and more as I go making this map because I have been trying to pay a little more attention to try to light the map than I have in previous maps I have made.  I definitly have more work to do with lighting.

     

    Theme / texturing etc:

     

    As far as the bespin theme, ffa_bespin from JK2 is what most of the map is based on.  It is blocky and a little rough cut compared to the movie version.  It's hard to see much relevance between the two because the JK2 bespin is not even close to the movie version.  The case here is not that I am trying to make it look like the movie version but the ffa_bespin from JK2.  To bring some nostalgia factors from the original version into a redefined map.  Also the main area was originally a duel map I made years ago and had some major changes that look much better.

     

    Main area duel map link on JK files:  http://jediknight3.filefront.com/file/Bespin_Traps;78052

     

    The theme for the entire map will be inconsistent.  The map has areas I have made for other maps incorporated into one single map thus the name Binger's Bespin.  What I am trying to do for the ffa version was to incorporate many areas that I feel are consistent with a clan map.  Bar, council room, pad and a training area (dojo), I don't have members rooms or sleeping quaters but there are some areas near the council room I was thinking about adding some.

     

    The map definitly needs some texture alignment I agree and I have already some some aligning of textures here and there but I haven't gone through the map with a comb just yet.  The 0.8 version I released has had many routes reconstructed and there are a few more that need to be redone.  The final version I should have most of the texture alignment ironed out.

     

    Layout:

     

    Some connections to the main area do need a redesign and there are few clips for hangups currently which I do plan on adding eventually once I finalize some paths then I can finish up clipping some hangups because nothing is final just yet and I won't be clipping some things because they may change.  There is a lot that needs to be done to help with ctf in JK2 1.02.  I've mainly been concentrating on the outsude routes with the map which still need a little work but compared to the last beta release however, they are far beyond what they were before.  There was a vis block in the back of the main area that took the player to other water elevators that just slowed down the gameplay too much.  It's much quicker getting where you want to go now.

     

     

    Very good critique Moondog!  Thank you very much for your time and effort.  It is much appreciated.

  16. I like the arcade game sizes.  Pool table I am comfortable with also.  I don't think the pool table is too big. Ever play on a real snooker table?  That's a big pool table lol.

     

    Aside from that, Ook from my old clan and the primary designer of Forest House made the arcade games and pool table and being true to his design they are basically exactly the way they were when he made them and I have used them in a couple maps thus far so it's doubtful I will make any changes to them.  Where I have them located in the map might make them look bigger but in the Forest House map they don't really look too big at all.  If anything I think the pool sticks might be a bit too big. 

     

    Anyway, thanks Jeff for looking through the map.  I really appreciate the help and the input.

  17. As for the other things you said, part of the reason I hate community made maps that "support ctf", is because the person who designed it thought CTF would work as an afterthought as long as the flags are placed linearly in fashion; with supporting logical spawns. It's simply not the case, and is a good deal more complicated than that.

     

     

    At first the ctf for the map was an afterthought.  But not any more.  I have redesigned many connections to support ctf and taking more of a ctf approach to making the map than was originally intended.  It is more complicated than just linearly placing spawn points with supporting logical spawns, which was in my explanation above.  When I thought I would add ctf gameplay to the map I have started redesigning the map and paths to make ctf work and is more complicated than just adding some spawns.  If you would have kept up with the WIP for the map you could see how much has been redesigned to accomadate ctf.  I have totally redesigned some routes to take for ctf and I have many more ideas to make it work.  That is why I describe above to analyze routes and such for making a map work for ctf.  But I was only trying to describe what I was doing, in part, to help answer ZeroRaven's question.

     

    I was also trying to stay on point some and not over complicate my answer for ZeroRaven trying to describe a little what I am doing with my map without explaining myself in detail which you seem to have a problem with Moondog.  I say analyze the map and paths because if you want it to work for ctf you don't want to just place linear flag points and team spawns.  There should be a reason for placing them in a map for making ctf work and be competitive / interesting. 

     

    Ctf_yavin for JK2 is the most played ctf map for JK2.  And there are many reasons why it's the most played ctf map.  My map will never be a ctf yavin for ctf but I am trying my best to bring in some of the qualities of ctf_yavin to give ctf'ers a better experience but I am also keeping in mind it will also be for ffa however the ctf redesign has been helping the ffa version because it's allowing me to move players around the map better and quicker than what was designed previously. I have worked ctf into the mix now and will only benefit the ffa version of the map.

     

    So ZeroRaven, it's not a noobish question and the question you have goes far beyond just placing spawn points.  I was only trying to describe what I was doing currently that might help with your decision but Moondog wants to pick at my answer because I didn't explain everything in detail because your question wasn't about ctf spawn points and I did not elaborate too much on ctf flag and spawn placements.  Your question didn't really talk about ctf and was mainly about tffa spawns.  So Moondog goes out of his way to pick at what I said rather than trying to stay on point with the thread and I go out of my way to have to try to defend what I said because Moondog misses the point of the thread and my answer.

  18. It's not a noobish question at all.  It's a little more complicated than many people think.  Placing spawn points is as important as anything else when making a map.

     

    As far as creating another map for ctf, I would consider if you want the players to have access to the entire map for ctf or are there areas that you don't want to be accessable for ctf gameplay.  Too many areas in a map for ctf will affect many things and could cause people not to use your map for ctf. 

     

    The map I am working on, Binger's Bespin, I have been analyzing routes and keeping in mind where I want flag spawn points to be but I will be making a separate version of the map for ctf.  I'll be keeping red spawn points on the red sode and blue on the blue side.  In JK2 ctf, ctf_yavin is the most popular ctf map and many use the spawn points to kill their self if they are in enemy territory in order to get back to their base to defend their flag.  It's almost common practice to do that in JK2 so making Binger's Bespin I will keep that in mind and place the team spawn points in a matter consistent with ctf_yavin.

     

    I may actually make 2-3 ctf versions for Binger's Bespin each with different flag points and possibly different routes.  I will make multiple versions to give other options for players and the version I think might work out the best might actually not be as playable as I think and maybe the 3rd ctf placement might be more challenging for players.

     

    The ffa version I am making will have some team spawn points for tffa but it's possible a different version could be made to restrict access.  But then again I do have to watch my entity limit so depending on that number will determine if I will make a separate version for ffa.  I have lots of entities in my map already.  I have 70 path corners for the swtor ballon in my map alone.  A bunch of target_speakers, each tunnel I've made has an average of 3 trigger_push triggers and 3 target_push points.  If you are nowhere close to the entity limit in your map you have no worries.

     

    info_player_start will allow anyone to spawn on the spawn point for ctf or ffa etc and I think is mainly used for sp.  At least that is how it works in JK2.  Having only info_player_deathmatch and the team spawns, loading the map in ctf players should not spawn in the deathmatch spawn points.  I am unsure if having the deathmatch spawns in tffa will allow any team member to spwan on that point.  I assume team players only spawn on team points if that is the case but I have not tested to see what happens (or at least I don't remember).

  19. I tried to download 1.5 and load the map and here's the error I get with 1.5:

     

    23:31: parse error at 'if(window.attachEvent)': expected '#quake3-primitive'
    brush 0: parse error
    entity 2: parse error

     

    1.4 and 1.6 give me this error when I try to open the map file:

     

     

    Warning:  line 141349 is incomplete [01]

     

    the 141349 warning just keeps running over and over again non stop. 

     

    gives me warnings for other lines also but sticks to the 141349.

     

    Maybe try splitting up the map file a bit into 2 or 4 map files.  I'd like to look around and see what I can find.

  20. Max shader error wha???  lol  I guess I'll have to bump the _lightmapscale to 3.  I have 4 custom skins I test with so maybe u have more or mods u have add to the shader limit.

     

    The arcade games come from Forest House Ook made and the sounds have followed.  ty  I found the caulking I had missed there talking about a missing texture.  That area near the swingset needs some work too I just haven't fixed it all just yet.  I am not sure how I am going to make all that work out.  I had to open the entrance into the tunnels near the swingset and doing so I had to cut back the balcony and kinda left it as it is for now.

     

    I've been working on making new textures and shaders for lights I plan on using around the map here and there or to replace some already in the map.  I am also thinking about making a basketball toss game or something or skee ball game lol.

     

    Thanks a lot you 2 for taking the time to give it a test and give me a holler back.  Is there anything you guys didn't like about the map?  Or something you think can be improved?

  21. The download was just for a map file and radiant keeps showing an error saying a line is incomplete and keeps cycling until I end task on radiant.  I've contacted u through pm hoping you could maybe zip the map file first then I can try to download again?

     

    ty

×
×
  • Create New...