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A new map for [PROP HUNT]
#21

Ya, that should be good.
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#22

Alright, all done. Here's what I fixed in this (hopefully final) version.

• Turned most prop_static props into prop_dynamic, to fit the lighting for prophunt servers (otherwise, player props would stick out like an overbright sore thumb)
• Fixed WHAT IS THIS LAGGOTRY?
• Gave collision to props that didn't have one
• Slightly smaller file size
• Put a danger sign next to the snowman for obvious reasons
• Made the way to the top area more clear with arrows around the fan
• Lowered floating props

It should be ready to go now.

It's still in the same link. I guess you can just rename the config file, I'm sure it'll do fine.
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#23

Corey_Faure Wrote:Alright, all done. Here's what I fixed in this (hopefully final) version.

• Turned most prop_static props into prop_dynamic, to fit the lighting for prophunt servers (otherwise, player props would stick out like an overbright sore thumb)
• Fixed WHAT IS THIS LAGGOTRY?
• Gave collision to props that didn't have one
• Slightly smaller file size
• Put a danger sign next to the snowman for obvious reasons
• Made the way to the top area more clear with arrows around the fan
• Lowered floating props

It should be ready to go now.

It's still in the same link. I guess you can just rename the config file, I'm sure it'll do fine.

When DF had the map up on the server I liked it. Looked nice but maybe way too many props or is it just me. Map might be a bit big. Would like to see those snowman danger signs on random snowmen not on every single one so we RIP signs have a chance at surviving.
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#24

Quote:When DF had the map up on the server I liked it. Looked nice but maybe way too many props or is it just me. Map might be a bit big. Would like to see those snowman danger signs on random snowmen not on every single one so we RIP signs have a chance at surviving.

Alright, the map doesn't have many areas where this sign could fit, and I only wish for there to be one snowman, so I'm going to supply a new config without the sign.

http://www.fileden.com/files/2009/3/22/2...dra_b3.cfg
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#25

I've seemed to have fixed the problem with the music again, I've deleted the current music entities, and made it to work with a logic_auto OnMapSpawn output.

Quick question: I've made it so that the RED team's doors open as soon as the round starts, and the BLU doors open when the capture point is enabled. I've noticed the capture point activates after a minute after the round starts. Does prophunt modify the times from one minute to 30 seconds, or do I have to make the map do that somehow?
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#26

Since it's an "arena_" map and not a "ph_" map, you might not want to that to the doors since it will prevent it from being played in normal arena mode.

Prophunt has a built in thing where you can set "doors" to 1 in the map config file and it will open all doors when the blue team is allowed to move.
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#27

Oh, so all I have to do is have doors at the BLU base connected to no entity?

I'll make this version of the map seperate from the arena version.
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#28

Yep.
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#29

Here's the new version (on FileDen, I don't have the time to fill out FPSBanana info).

http://www.fileden.com/files/2009/3/22/2...dra_b4.bsp
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