emp_FieldofGrantrania

Discussion in 'Mapping' started by Grantrithor, May 2, 2010.

  1. flasche

    flasche Member Staff Member Moderator

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    how to old hammer? mine isnt wroking either ...
     
  2. Grantrithor

    Grantrithor Member

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    Last edited: May 6, 2010
  3. flasche

    flasche Member Staff Member Moderator

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    :cry:

    i assume its because p...e_binaries.zip isnt the correct filename ;)
     
  4. Grantrithor

    Grantrithor Member

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  5. flasche

    flasche Member Staff Member Moderator

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    hehe, you should rightclick links and select "copy link target" or how thats called in english (or probably spanish in your case)

    thanks anyway, very appreciated ...

    now we can just hope that valve fixes hammer soon so we can use teh awesome ;)
     
  6. Killing Machine

    Killing Machine Member

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    Yeah you know how raiders has that body of water... you could take that and make it shallow and smaller and put it in the middle but im afraid that it wont fit with the mountain or it can surrond the mountain/hill.
    Scrap my idea of putting it in the corner nobodys gonna go there anyway.

    EDIT:| never played TF Classic so idk what ur talking bout but i was meaning like Cyclopean have a small city on the side but no ones gonna go there
     
  7. Grantrithor

    Grantrithor Member

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    well I can't make the city anyway because the map takes up a lot of hammer space, so much space my 3d skybox would have to be scaled higher than usual.
     
  8. Jessiah

    Jessiah Member

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    How about turning no-mans-land into a city?
     
  9. flasche

    flasche Member Staff Member Moderator

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    higher than 16x smaller? is that even possible :eek:
     
  10. Grantrithor

    Grantrithor Member

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    Well left 4 dead uses 32x
     
  11. Killing Machine

    Killing Machine Member

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    or houses instead of a city
     
  12. vlamnire

    vlamnire Member

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  13. Grantrithor

    Grantrithor Member

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    should I have points in the field that turn into manholes if they take enough damage or should I leave the field static?
     
  14. Killing Machine

    Killing Machine Member

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    you mean like destructible ground? Ex: You shoot the ground with a mortar the ground levels itself down onto another patch. That would be pretty cool. But i was thinking mostly like destructible stuff... like the sandbags would get destroyed on specific points but not all of them. Or some buildings/bridges coulde be blown up.
     
  15. flasche

    flasche Member Staff Member Moderator

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    this doesnt sound much like displacements :p
    the idea is not all that bad, but i think they would be so static, you could them make "prebuilt" too ...
     
  16. Grantrithor

    Grantrithor Member

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    Yea I want a lot of things destructible, and maybe even things that turn into func_physbox(I once made a map that composed of completely physics buildings, the only thing that didn't break was the floor. Now for my map I want these manholes because they become tank traps, and flasches pre-built Idea made my think that the engie can build an engie brush in it. I made this map as a new way of playing empires, its very basic, but having a very dynamic battlefield (which I want spawns at the flags too) spices things up.
     
  17. flasche

    flasche Member Staff Member Moderator

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    well you could make the impact holes out of displacement and cover it with breakables (or smthg alike)
     
  18. Ikalx

    Ikalx Member

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    I like the idea of (possibly destructable) sandbag walls as a sorta infantry maze (very very lightly done though, not complicated).
     
  19. Grantrithor

    Grantrithor Member

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    So I spent a little bit on hammer experimenting and have made 2 map long trenches that are tank-able but not jeep able, So I might have some ramp down to up places later. I have also removed the sand bag-esque walls on the sides(not the middle) and put the flag cap into the trenches, and I plan to do the same to the Brenodi side when I am finished with the northern faction side. Also I forgot to enable the two watchtowers so will do that for next compile. Oh and I compiled it in vvis and vrad. but since its a flat map it almost means nothing, it still looks better though.

    [​IMG]

    So here you see me capping one of the flags INSIDE the trenches.

    [​IMG]

    Looking at the ending of a nuke explosion from trenches.

    [​IMG]

    A view of a tank crossing the trenches.

    I forgot to take a screen of a ramp like piece that HMG guys can prone in to shoot oncoming troops.

    Things I need to fix:
    -Ladders are not appearing BUT the ladder tool still works, so I'm going to see if it was a compile error.

    Things to add to make the trenches more use able:
    -machine gun mini trenches
    -a vertical trench that leads from the main trench to ammo/health boxes that are located in small bunker like structures or dug out locations.
    -An engie brush to make a roof over certain areas for cover or for apcs being able to pass through.
    -destructable sand bags!

    Things to change to visuals:
    -change the grass texture to something that doesn't contrast too much with the mud texture in the trenches(muddy grass textures?)
     
  20. Grantrithor

    Grantrithor Member

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    OK i found out that the ladder texture doesn't work cause it happened with the watchtowers as well SO I guess I'll just use another texture or have like vines or something iunno. I have also changed the skybox texture from the much dreaded skyday01 to skyovercast2.

    [​IMG]

    So heres that "dugout" space.

    [​IMG]

    Heres the "dugout" space with mortar shield (1 mortar can probably own it though so its like a disposable shield).

    [​IMG]

    OM NOM NOM, but I have to fix this one point that has a depression that players will get stuck in.

    [​IMG]

    The ramp thing I was talking about earlier.

    [​IMG]

    The watchtower.

    [​IMG]

    The watchtower 2.0

    [​IMG]

    nice grenadier/rifleman position.

    [​IMG]

    The ramp and its intended use!

    [​IMG]

    Now you see it...

    [​IMG]

    ...now you don't

    Things I've noticed:
    -HDR is a bitch while inside and out of the trenches, its like flash bangs that never end, should I just NOT compile it with hdr or have players just do "mat_hdr_level 0"?
     
    Last edited: May 8, 2010

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