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Messages - Drexen

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61
New Maps / Re: Jump Annex v5
« on: April 28, 2013, 09:32:04 PM »
Well between v3 and v4 all that i changed was adding visclusters and lod brushes to help with the frame rate problems. First test was compiling without visclusters (it still bugged), so it must be the lod brushes. Then i just grouped together nearby brushes into one entity to reduce the number, compiled, and it was fixed. Each test had to be uploaded and tested on a server though, made it a little bit more annoying

62
New Maps / Re: Jump Annex v4
« on: April 28, 2013, 02:56:51 PM »
So, found the fix. Here's the hopefully final, v5:

http://www47.zippyshare.com/v/82635562/file.html
https://mega.co.nz/#!WV4g2AzQ!dHAw6nB5OpP6sD7WqtXhwRurbIE9c6Q15gQQcvMm93Q

For those interested, there were too many func_lod entities (about 250), so they were cut back to 60 in v5.

63
New Maps / Re: Jump Annex v4
« on: April 26, 2013, 01:02:32 PM »
So, apparently i've made one of the most broken maps ever. It seems if the map is uploaded to a public server, no triggers in the map work and rockets don't explode on surfaces.



Looks like it's gonna be another wait until v5, if i can find a fix to this hilarity.

The download links in the post remain, since the map seems to work fine single player wise. But please don't play it on a server, cause it wont work.

64
New Maps / Re: Jump Annex v4
« on: April 25, 2013, 01:42:30 PM »
Not sure if that's how 13 is actually meant to be done or not but there it is.

I found Red 3 to be one of the hardest in the course, but maybe that's because I suck at walljumps and Blue 19 seemed substantially harder than the previous one and any other jumps in the course. Just my opinion.

Also I 'stuck' to the glass windows on jumps like Red 12 & 13, dunno if that was because my PC has lots of lag atm or if it was some weird map thing.

That's exactly how you do red 8 and 13 in that video. Can't imagine why you'd find red 3 so hard considering you can do all the rest it seems. As for getting stuck to the glass, maybe you're standing on a join where glass meets a block below it? or maybe some brushes are bugged like that one jump in elysium...

65
New Maps / Re: Jump Annex v4
« on: April 25, 2013, 07:36:56 AM »
Added a zippyshare link aswell. I've no problems with youtube and the latest flash btw

66
New Maps / Re: Jump Annex v4
« on: April 25, 2013, 06:55:52 AM »
So, I've finally got round to fixing up V3 as best as I can, so here is V4:
https://mega.co.nz/#!TFJVAKxK!D9WYHWZVF8ijN_1AjHBbWEO9TedERgW213ZKNsfhhBg

http://www4.zippyshare.com/v/48711894/file.html

Hopefully the lag on busy servers is a bit better, but the layout of the map is inherently laggy.

67
General Discussion / Re: Steam Pipe
« on: April 22, 2013, 06:41:37 PM »
Quote from: Valve
Q. What are the known issues?

Known bugs:

-The SDK and content creation tools have several major problems. Please bear with us, we are going to get these fixed soon. We don't have any intention of abandoning our content creators!

So yeah, it'll probably be a while before anyone is mapping again

68
Jump Help / Re: Hammer clipping help
« on: April 19, 2013, 12:57:53 PM »
Just overlap a big player clip over the whole height of the wall

69
Mapping Tutorials / Drexen's detailing timelapse
« on: April 13, 2013, 11:17:29 AM »
Decided to make this video to show the process of how I go about detailing jumps, and more importantly shows the state of them when I'm testing at the beginning. The video is rendered at 10x speed, so it was roughly 4/5 hours of mapping. I was getting pretty rushed at the end, and could easily spend more hours polishing it.


TF2 Jump Detailing Timelapse


Here's a download link to the bsp and vmf:
https://mega.co.nz/#!mIQhCKKY!YyrPxEGp6P2DJsrSPHuwIQ1YztFVWANVzqmo2G8cJEE

And now for some info on the map. In the video I have custom textures for teleports, regens and hurts, but they're all just triggers in the uploaded vmf. Also in the vmf there is no trigger hurt. I regenerate the players health using a logic_timer, but this method will only work when there is only one client. You can also cheat the jump with just two stickies, but where would the fun in that be. And another thing on cheating, I didn't bother with player clipping, which you should always do especially when there are large amounts of displacements.


Special thanks to afterglow and dias.

70
Other Games / Re: L4d/L4d2 jump map ports
« on: April 02, 2013, 10:27:41 AM »
Ive done a quick port of jump_rush just for testing (fullbright and all) and it is doable.. for the most part.
I'd love to see how

71
General Discussion / Re: Can this be a skin
« on: March 19, 2013, 07:47:02 AM »
is it possible to make this into a skin for tf2 characters
ex:


yes

72
General Discussion / Re: Rocket Jumper Collection
« on: March 10, 2013, 11:10:26 AM »
Though I actually might be the oldest active jumper in TF2.
(I mean that in years in TF2, not actual age.)
no wai

73
Mapping Tutorials / Re: Sandviches
« on: February 27, 2013, 04:25:18 PM »
i know it works with sandviches.

i doubt it

74
Feedback / Re: Skillsranks
« on: February 24, 2013, 02:01:33 PM »
lol

75
New Maps / Jump Annex v5
« on: January 25, 2013, 04:30:16 PM »
Jump Annex V5

So, big changes in this version. Lots of changes to all the jumps, mostly distance changes on the blu side, quite a lot of the red jumps have been completely changed.

Download links:
http://www47.zippyshare.com/v/82635562/file.html
https://mega.co.nz/#!WV4g2AzQ!dHAw6nB5OpP6sD7WqtXhwRurbIE9c6Q15gQQcvMm93Q






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