Now emp_ballast~ By: complete_lamer DOWNLOAD emp_ballast_b3 -Mirror 1: Dropbox Description: A symetrical-ish commander map with 8 refs and a 3 res a second flag. I worked on it a little bit, but I don't have much free time so I thought I might as well release it as is. Should work perfectly. The ice breaks if you hit it with explosives (not melee), and there are some commander restricts (around flag and on the ice). Best of all: There are no slippery textures! Screenshots: Gallery (Beta 2) Minimap (Beta 2) --OUT OF DATE-- Gallery (Alpha 1) Gallery (Beta 1) Minimap (Alpha 1) Known Bugs: You may or may not run into a invisble box in the middle of the map (no clue). Textures might be slippery. Might need to fix that. To Do: Better 3D Skybox Random-ish ice pieces (think Mearth) Better looking buildings Changelog: Alpha 1 ------ Initial Public Release Alpha 2 ------ Removed completed research (my bad) Lowered res output of flag from 4-3 Lowered ice health Beta 1 ------ 3D Skybox Bumpier terrain Fixed HDR Optimization (Thanks Varbles!) Minor adjustments Beta 2 ------ Fixed skybox alignment (ruined skybox symmetry) Changed textures and models Minor fixes and adjustments Removed fog Beta 3 ------ New name Feel free to report exploits, bugs, or anything you think is odd.
inspired by. this doesnt have be perched on top of a hill among other things. flag in middle doesnt give spawns. and there is a infantry passage on the far right. the vehicles paths also become much more narrow when you destroy the lake. it just resembles railroad in its base look
silk is real good at skybox's iirc... edit: two other things 1. minimap link is broke, but minimap is in screenie link so its moot 2. layout seems nice at first glance, but terrain seems awfuly flat, more large buildings/obstacles perhaps would add some spiff to the long march towards something in the beginning of round....just saying. be glad to fiddle with it if you are open to that. i dont have the time currently to invest in a map from scratch, but i'd like to hammer again. '
Alpha 2 ------ Removed completed research (my bad) Lowered res output of flag from 4-3 Lowered ice health Minimap link should work now. I'm aware it is very flat, i was still working on it when I realised I was way busy. This was back in October, when my computer was not broken. I'm in school now after a break, so I thought I should just release it now. If you really want to work on it that'd be great, since I have no time for it. Although if you change it fundementally, I'd get kinda upset. The map seems like it wouldn't take that long to make, but I put alot of thought into theory. NEEDS DAT SKYBOX
add me on steam and/or pm me the files on here and i'll fiddle with it. i wouldnt release anything w/o yer review and it all go under your cred's if you so desire.
3D skybox ... reasonably The 2d skybox textures ... never succeeded in making them The urge to use Hammer will fade away quickly once you've opened it again.
3dskybox isnt that hard. create a skycamera (fogot how the entity is named correctly) and place it in (0|0|0) where the blue lines touch in hammer. select all your maps displacements, scale them to 0.625 along all axis. move them down enough so that the 3dskybox wont leak into the map. make sure you move the camera correctly, it will resemble (0|0|0) in your original map. then create a few rows of displacements along the maps boarders and try to align them closely (you dont have to be that exact). hit sew so there is no gaps in the disps anymore and vertexpaint the 3dsky (it will alter a few verices along the original displacements, have a look at the seam). then you delete (or better hide it in a visgroup) your original map disps and replace them with the scaled down ones - ofc youll need to scale them up again. you can now delete the scaled down versions of your original map or keep it and reduce draw distance to about the distance stuff pops up (was like 15k or smthg? trickster knows) for the future, if you plan vast enviroments like duststorm its probably better to start painting the map at a reduced scale and scale it up afterwards once you are ready with the general terrain layout.
Lamer wants someone to do it for him because he's busy at school. Looking at the map and having specced around it, I doubt it would be difficult.
did i mention i hate displacements? (or just dont understand how to use them in a way so that it doesnt get cruelsome at some point)
holy fuck this shitty game. cant place refs on 3 points because they are a little bit bumpy. sorry varbles and flasche for wasting your time
just send me a link to the fixed vmf. i only wasted like 100Wh, i wasnt on the computer when i compiled, once i hit the kWh you owe me like 16cent or something - but eurocent not cheap us cent (!!!). also i think you should realign the buildings, they look very random. architects, especially those designing functional (military?) buildings, dont build in odd angles
Architects? They build shit just to stroke their ego dick. Engineers though, they are the ones who take the archiderps into the closet and talks em straight.
the architect built all those buildings with the idea in mind to stop military jeeps from going into the middle from anywhere but the two exits
id send you the fixed vmf if i actually knew what im supposed to fix for these refs to place. also if i could fast compile without it hanging on "finding lightmap sample positions" would be nice too
Just move the refinery point entities up or down a few units, possibly so that the base of the cube is just above but not touching the ground. If they're already in that position, just move them up a bit maybe. As for a compile hanging on something, don't take the compile window's word for it, that thing is useless and misleading in a lot of ways. Open your mapsrc directory and open the compile log that's saved as a .txt there, it gets updated as the compile is going and it's what the compile window tries to display anyway. And if you don't know how to use the "-low" parameter to keep your pc from being locked up by a compile, read my compiling tutorial.