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for T-Wrecks and SoUlFaThEr new project
we need a GREAT custom map list with maps that play really WELL with our new PODbot2.6mm.
here was the part of my list of maps that run well...... cs_1337_assault cs_assault_upc cs_estate2k_b2 cs_robbery de_belvaros de_bitterwine de_chiapas de_iced de_karnak de_legato de_manilav2 (still called de_manila i think) de_palais2k de_pandemonium cs_shogun de_outrage de_sampa de_biochem cs_bikini cs_greenhouse theres my 2 cents......those are the maps that i will waypoint for this pack some of them i have already done...you too actually so i see :) i hope karachi01 and museum are on your list..... |
Re: for T-Wrecks and SoUlFaThEr new project
Ok, some of the maps I'll contribute:
as_coast as_iraq as_tigris cs_175bikini cs_52sevilla cs_52villabacho cs_afghan cs_alps cs_beirut cs_bikiniresort cs_industrywest cs_militia2k1 cs_neighborhood cs_storm cs_tibet cs_vineyard cs_waterside diverse de_52'er de_aztec2 de_aztec23_beta2 de_centurion de_dawn de_dust3 de_heat - yesss! de_karachi01 de_museum de_oriental de_winternuke |
Re: for T-Wrecks and SoUlFaThEr new project
i should do my own maps as well :) hihi gotta be supported :)
you have a long list there dude.....!! get 20 done...and me 20 done....and that will be pack #1..... ill take cs_shopun out since you are doing shogun_final |
Re: for T-Wrecks and SoUlFaThEr new project
Yeah, I'll playtest those maps to see which ones are really worth it.
And, whoever reads this: People, which maps do you like best for botmatches? Which ones do you want to have waypointed really well? Give us some input, if ya like, and we could include them in our WP packs sooner or later... ;) |
Re: for T-Wrecks and SoUlFaThEr new project
OK, here's a list with some of the maps my friends and I chose for our last Lan-Party. It's been a while, but I'll try to sum up what I remember:
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Re: for T-Wrecks and SoUlFaThEr new project
we be keepin an eye on dis fer you dude.....peace out
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Re: for T-Wrecks and SoUlFaThEr new project
Ok, lemme see...
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Re: for T-Wrecks and SoUlFaThEr new project
ill take deadlock iced2k tartarico
mexico i did already so ill fix that snowflake ditto i did de_747 too so there is a good one :) also did Volare and winternights..... my haste is unfortunaletly not the final map version :( yeah we can release separate packs of course man.....just one thing at a time......im getting slightly waylaed on the official maps again with adjustments cuz of some new nice features in the dll (and the bikini pack) |
Re: for T-Wrecks and SoUlFaThEr new project
OK, so you'll take:
de_deadlock de_iced2k de_tartarico And you can esily fix: cs_winternights cs_mexicali cs_snowflake (I have this, too) de_747 de_volare Ok, then I'll take care of cs_haste_final - I love this map! Anyway, I'll make some more cs than de - you have plenty of de, and maybe it's ok to get the pack balanced more or less. And yes, I didn't want to rush. I just thought it would be a good idea to keep -the bikini-maps -the counterscene1 maps -the counterscene2 maps -the 52-top 10 maps out of the first packs - IF we make those, it would be best to offer them in perfect matches to the original map pack. |
Re: for T-Wrecks and SoUlFaThEr new project
agreed :)
mission objectives set.....dismissed 8) i accidently started the bikini pack by fixing cs_bikini |
Re: for T-Wrecks and SoUlFaThEr new project
Doesn't matter. Then we'll keep your cs_bikini for later, when we release the bikini pack. Btw, I have these bikini maps waypointed for the old version:
cs_175bikini cs_bikini (hmm...) cs_bikinigirl cs_bikiniresort cs_mari (or did that belong to some other pack?) |
Re: for T-Wrecks and SoUlFaThEr new project
i did that whole pack as a release.....a few maps REALLY sux0red so.....im not sure if i made all of them,.....
5 finished so far.. de_belvaros cs_bikini cs_1337_assault cs_penthouse de_bitterwine |
Re: for T-Wrecks and SoUlFaThEr new project
At http://134.60.100.26/Server/mapcycle-ex1.shtml you'll see a list of all maps that are currently installed at my server :D.
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Re: for T-Wrecks and SoUlFaThEr new project
omg you have 6 of my maps and are actually missing the best one for gameplay
de_bitterwine..... :) not sure if you have ever seen it......funny story line too :) thats a huge list of good maps Terran :) |
Re: for T-Wrecks and SoUlFaThEr new project
Pooh, lost several hours today, and when I fiddled around with different binds, I accidentally hit "wp load", and the last 30 min's work went down the drain... >:( And that on my "monster WP" cs_beirut! But I WILL finish that one.
as_coast: ready as_tigris: ready, but I'm not sure... this map doesn't have brilliant layout... cs_alps: ready - best music ever, btw!! :D cs_beirut: in the works... *grrr* cs_futurcom: what a cool map, I'm working on a totally new WP! cs_neighborhood: ready cs_waterside: ready I think I'm gonna remake my cs_espana and fix cs_storm. Haven't made up my mind about other cs-maps yet. I might replace as_tigris with as_rising_sun, if I have the time. Concerning de-maps, I currently have de_heat, de_museum and de_karachi01 on my list for sure... I'll decide the rest when I get to it. Maybe de_rust, a pretty kewl dust-remake (totally new gfx and modified layout, though). |
Re: for T-Wrecks and SoUlFaThEr new project
i didnt look at the waypoints right off...i mean at all......i just played the map and had an awesome time......never seen the map just heard about it......i loaded up Austins 32 compatible bsp for it and slammed the jumpiest bots ive ever seen!!!!!
yer waypoint for de_karachi01 is awesome! hats off :) |
Re: for T-Wrecks and SoUlFaThEr new project
I'll have a look at de_bitterwine!
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Re: for T-Wrecks and SoUlFaThEr new project
im uploading it now
Larran asked me about ka_maps i made 2 may i upload them also? |
Re: for T-Wrecks and SoUlFaThEr new project
Latest news:
cs_futurcom:ready, BUT: one hostage is stuck! :'( And I didn't see it before... *rrrrrgh* Hot-Doc, why do you do this to me? :( Well, seriously: The map looks great, and I guess almighty Austin can fix that hostage problem faster than I can say the f-word, but maybe it's not the best idea to include a map that doesn't work perfectly by default in the pack? What do other ppl think? Remember cs_rio, that was the same... would you like that one, although one hossie's stuck? cs_haste_final:ready. Man, those were some of the oldest WPs I ever made for my LAN round. I totally remade it, decreasing the node count from ~600 to ~450. Well, we all keep learning... ;) cs_beirut:ready, at least technically. Gotta play with important WPs a little to improve balance and variation, though. This is one of the heftiest set I ever did, with 804 nodes and zillions of camp WPs, jumps, narrow ledges, rooftops etc... sheesh. Never again, I hope. |
Re: for T-Wrecks and SoUlFaThEr new project
@T WRECKS: Sorry for any inconvinience... ;)
Although I don't know which hostage could get stuck (human players can rescue all 4 of them without problems (except for a few ts...)) I think this waypoint is at least worth being distributed seperatly. Personally, I prefer playing as a ct so this little hostage problem is really not that important to me. But regarding the principles for your planned compilation, you're probably right only to include perfect playable maps. Nevertheless your effort shouldn't rest on your harddisk, so please upload also those near-perfect ones! BTW as we play this map on a private LAN where it is no problem distributing the same version of a map to everyone participating I'm very interested in the possibility of changing certain bot-incompatible parts of a map. How is this possible? Could you explain this in short (sorry for little offtopic) or give me a link? Thank's a lot! |
Re: for T-Wrecks and SoUlFaThEr new project
is a stuck hostie easily fixed? i have same problem with my cs_rio. I know there's a way, i just don't have all the time in the world to find out its much more difficult than i imagined. I also have a bad spawn point in my de_matrix - t side (yes de not ka). yup i have maphack.zip but i havnt even looked at it.
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Re: for T-Wrecks and SoUlFaThEr new project
talk to Austin abiout his maphack program.......you can remove many things :) or just change them
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Re: for T-Wrecks and SoUlFaThEr new project
Hi Hot-Doc! Strange... so you can rescue all 4 hostages? I mean, on my PC it's certainly no waypoint problem. When I fire up the map alone and try to recue the one hostage on the ground floor (in that room with the lightswitch in the corner behind the bar), I just can't move him. All other hostages "work" fine. I suppose the mapper placed the hostage entity exactly on the ground, and later he covered the ground with a carpet, and this carpet brush goes right through the feet of the hostage, making the hostage entity stuck. Just my suspicion... hm, maybe there are different versions???
When it comes to changing maps, I'm actually not the guy to ask. All I know is that there are two tools around to add/remove spawn points and some items. One is Pierre-Marie Baty's MapEdit PlugIn for MM, which you can get at his site (racc). The other one is Austin's MapHack tool. And then there's one tool that comes with Zoner's Half-Life Tools (ZHLT), it's called ripent.exe. With this tool, you can extract a plain text entity list from a bsp file, delete or add some entities and then recompile the bsp file with the manipulated list. But I don't know how you PLACE entities exactly (and this problem here IS a question of entity placement!). Austin obviously knows how; he made the third hostage in cs_rio unstuck - that's so cool! Well, if all hostages work in your version, then let me know and I'll d/l from another server. Maybe I have an earlier version, and the error has been fixed already? My bsp dates from January, 3, 2001 and has 5.727.396 byte. If not, i.e. if it doesn't work in any version, I'm almost sure Austin would fix the map for us if we asked him to. Anyways, I'll be happy to give you the WP (you'll see those bots perform some pretty nice moves, btw), but I don't want to release it in public before this issue is cleared. However, you can send me a PM with your mail addy, and I'll mail it to you, no problem. @dead bwoy: Just saw your reply, well, I can mail the fixed cs_rio.bsp to you. As I said, Austin made it (so no credits to me, eh? All hail Austin, Map-Modder extraordinaire... :D ) PM w/ mail addy, please! ;) Oh, and I know that spawn point error, there's one in cs_libre (bikini pack) as well. Hey, wait a minute, I could fix that with MapEdit myself... or so I hope. |
Re: for T-Wrecks and SoUlFaThEr new project
Hm, my map has the same size and date, so there are basically three possabilities:
Btw, I just remember I checked out condition zero a few days ago and the integrated bot failed to autowaypoint a very few maps (autowaypointing would stop at the beginning and the game hung) - unfortunatly this also happened with cs_futurcom so there might be a connection. |
Re: for T-Wrecks and SoUlFaThEr new project
Uh... now the actual topic of this thread seems like an interruption, but I think I should post this in order to keep SF and me from waypointing the same maps for the 1st custom pack and end up duelling with pistols or light sabers which WP to take...
I have made up my mind, here's the complete 20 maps I'll contribute: 01. as_coast ready 02. as_rising_sun not fixed yet(We want to take only really good maps, and I wasn't that sure about as_tigris... I think rising_sun is more popular and a better choice for the 1st release. 03. cs_alps ready 04. cs_beirut ready 05. cs_bigwong not fixed yet (I might tweak TAZ's WP instead of making an all new one...) 06. cs_docks_v1 not fixed yet (looks better than the original, and docks2k_winter has 2 stuck hostages) 07. cs_haste_final ready 08. cs_militia2k1 not fixed yet 09. cs_neighborhood ready 10. cs_storm ready (used to suck with PB 2.5, but with the new pathfinder it rockz!) 11. cs_tibet not fixed yet 12. cs_waterside ready(this one's VERY new - dunno if I'd better replace it with a classic, like...uhm... cs_real_alpin or cs_aldi2k? How does that sound?) 13. cs_wpndepot_01 not fixed yet 14. de_dawn ready 15. de_heat not fixed yet 16. de_karachi01 ready and bigger'n'badder than ever... redistributed important WPs for better balance and variation, fixed a tricky corner with some more jumps - as if the map didn't already have enough, hehe... 17. de_museum ready 18. de_prodigy2k not fixed yet (if that button works, else de_centurion or de_vine) 19. de_scud_2k1 not fixed yet 20. de_seaside2k not fixed yet Phew... 10 down, 10 to go... =) |
Re: for T-Wrecks and SoUlFaThEr new project
OMG, you guys should be paid for what you are doing :)
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Re: for T-Wrecks and SoUlFaThEr new project
ok man i guess ill present my list too, its actually way more than 20 maps tho
but here are the chosen 20 for the first release : ***I will update this list so watch where the STAR(*) is*** 01. de_bitterwine Ready very clean now 02. de_belvaros Ready 03. de_chiapas Ready 04. de_iced Ready some very cool larger jump sequences 05. de_manila Ready one of my personal favorite maps 06. cs_1337_assault Ready in my opinion the best assault breakdown 07. cs_penthouse/cs_penthouse2 Ready its really the same map 08. cs_bikini Ready this will go in the Bikini release from us also. its too good not to include right away! 09. fy_iceworld Ready 10. fy_pool_day Ready *(these below need work still) 11. de_volare 12. de_palais2k 13. de_pandemonuim 14. de_sampa 15. de_biochem 16. de_outrage 17. de_747 18. de_deadlock 19. de_stonepit 20. de_simpsons thats my list for the first pack. I will use it as my personal reference..... |
Re: for T-Wrecks and SoUlFaThEr new project
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@ SoUlFaThEr: Ok, thats 15 (SF) + 7 (TW) = 22 de-maps, 3 (SF) + 11 (TW) = 14 cs-maps, 2 as-maps and 2 fy-maps... this looks like a good balance. Can you mail me that cs_bikini WP you made? I wanna see if it's better than mine... ;) P.S.: I'll also update the list above rather than make more monster posts here. |
Re: for T-Wrecks and SoUlFaThEr new project
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i am very proud of my cs_bikini.....total its over 10 hours of work on it...
its the cleanest waypoint i have..... here it is anyway.....(sounds like competition) hehe |
Re: for T-Wrecks and SoUlFaThEr new project
*Ding ding ding* - idiot alert! How would I edit my list when this is only possible if it's the last message? *me banging head on desk*
Anyways, here's the update: 01. as_coast ready 02. as_rising_sun ready All ledges waypointed... 03. cs_alps ready 04. cs_beirut ready 05. cs_bigwong not fixed yet (I WILL tweak TAZ's WP instead of making an all new one... it's still a reference - awesome!) 06. cs_docks_v1 not fixed yet 07. cs_haste_final ready 08. cs_militia2k1 not fixed yet 09. cs_neighborhood ready 10. cs_storm ready 11. cs_tibet not fixed yet 12. cs_waterside ready (or different map) 13. cs_wpndepot_01 not fixed yet 14. de_dawn ready One "secret path" for the CT, opens new rushing possibilities... I love map bugs! ;) 15. de_heat ready Hehe, among other things I added a pretty insane camp waypoint on a place that's so tiny you can't even call it a ledge... 16. de_karachi01 ready 17. de_museum ready 18. de_prodigy2k not fixed yet (there's one bot-incompatible button, sorry! I'll take de_centurion or de_vine instead) 19. de_scud_2k1 ready Oooh, this one's mean! Added 2 insane camp spots, and the bots' improved jump abilities cleared the way to a dirty little place for the bomb. 20. de_seaside2k ready @ SF: Yes, your cs_bikini WP rocks. It's 99% the same as mine, quite interestingly. Yours has 2 advantages: -More & better placed camp WPs (even if I had fixed mine, I don't know) -I didn't know that exploding crate in the cellar doesn't hurt you, so I left it out! Haha, proves how important it is to look at other peoples' work. Mine also has 2 advantages: -The bots can jump from the roof over the hostie room into the pool -The CT can jump into that window over the garage... ;) ...but that's really nothing fundamental. We take yours, period. Yours is ready and fixed, mine isn't. Besides, you were first on that one. But the next time MAIL it to me - we don't want to post every WP apiece here, or do we? Oh, and take a look at the radii of the WPs on the topmost roof, towards the beach side - they look a tad large. I don't think this will ever be a problem in game, though. Awesome work in total, no doubt about that! My congratulations... If all WPs in this pack are at a comparable standard, this is gonna rock big time... |
Re: for T-Wrecks and SoUlFaThEr new project
all the waypoints i am doing right now hold the standard cleanliness of cs_bikini...
you are moving faster than me on those wpts.....take your time :) |
Re: for T-Wrecks and SoUlFaThEr new project
hey do u guys have room for de_aztec3 i finally got the latest podbot by PM and i would like to have that map waypointed by u guys because i havent done it my self other the one on NICEBOT ty if u can
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Re: for T-Wrecks and SoUlFaThEr new project
we presently are trying to get the most popular maps done first.....
but im sure sooner or later we will have time to do it. 01. de_bitterwine Ready very clean now 02. de_belvaros Ready 03. de_chiapas Ready 04. de_iced Ready some very cool larger jump sequences 05. de_manila Ready one of my personal favorite maps 06. cs_1337_assault Ready in my opinion the best assault breakdown 07. cs_penthouse/cs_penthouse2 Ready its really the same map 08. cs_bikini Ready this will go in the Bikini release from us also. its too good not to include right away! 09. fy_iceworld Ready a deathmatch must-have 10. fy_pool_day Ready a deathmatch must-have 11. awp_map Ready THE awp training map, must-have *(these below need work still) 12. de_palais2k 13. de_pandemonuim 14. de_sampa 15. de_biochem 16. de_outrage 17. de_747 18. de_deadlock 19. de_stonepit 20. de_simpsons |
Re: for T-Wrecks and SoUlFaThEr new project
Regarding the button problem of de_prodigy2k - I asked the author if he'd be willing to build a remade version of the map without this evil button. He was so kind and answered very quickly, here's the text (in german):
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He would help if it was not that he had lost his map source two years ago... The programs he tried in order to decompile his map produced weird results (all brushes hollowed), so although everything would look fine, nonetheless he had to rebuild the map from scratch. What a pitty!:'( Could someone (Austin?!) hack this map so that he (TheDoenerking) could officially publish this new version? I didn't ask, but it's perhaps worth a try. |
Re: for T-Wrecks and SoUlFaThEr new project
thats a way to get it done :)
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Re: for T-Wrecks and SoUlFaThEr new project
OK, i just asked him about this possability, and again he answered very quickly:
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Re: for T-Wrecks and SoUlFaThEr new project
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GREAT NEW IDEA FOR BOT MAPS!!! Now we can play some of those great maps where the bots USED to get stuck at the triggered doors! I just got a message from >BKA< T Wrecks suggestign we may try this so I credit him with this idea also. So I hacked de_prodigy2k for y'all and put it into a snazzy installer! http://austinbots.com/maps/de_prodigy2k(doorfix).exe But, please someone give me some feedback on this. I have never hacked a door in this way so watch for weird console messsages when the map is created and when some one walks through the door. I think it should be fine but I woud like to know for sure. Looks like I will have to add this feature to maphack! |
Re: for T-Wrecks and SoUlFaThEr new project
w00t! Austin, haven't seen you for some time - but now you're back, and I'd say you're back with a bang!! Man, u rule! Just downloading your fixed de_prodigy2k, can't wait to try it.
Ah, the download just finished - you excuse me... :D *LOL*...oh no! I should have described the door better. Austin, you untriggered the one door that would have worked with bots - unfortunately, there's a large garage door somewhere in the level, and that door is the one that makes bots get stuck... but it's easy to overlook when you walk through the level alone and it's open. The door you untriggered was one with what I always call "walk-into" buttons. Those can be waypointed, even if it makes placing WPs inside walls necessary - it's possible, and if it's well-waypointed, it works 100%. The door I failed to describe properly is one that's operated by means of normal buttons that need to be pushed by pointing at them and pressing the "use" key. THIS is next to impossible for bots and will cause nothing but problems. Sorry about that... BUT: Your installer was a "walk in the park" once more, the console didn't show any stupid messages, and the map plays just fine - only that the waypoints are outdated now... ;) And besides, if it worked so well with this door, it will work with other doors and other levels as well!! Just one question: Is it possible to convert a pushable button ("use" key) into the kind of trigger entity you removed ("walk-into")? This would be a perfect solution to keep the original looks and add to the atmosphere (imagine a bunker door that just swings open...) of the level, while at the same time it would get rid of bot problems. But hey, even if that isn't possible, we know now that triggered doors can be changedd to untriggered ones - cool! |
Re: for T-Wrecks and SoUlFaThEr new project
Great news Austin and many thank's for your work!
Unfortunatly I won't be able to test this new map before tomorrow, but please allow me one question - did you change both button triggered doors? Oh, and by the way could you please make your installer less restrictive?! I tried to decompress into an empty folder as I need all maps in zip format with preconfigured directory structure. Unfortunatly I couldnt install it because on my internet machine is neither halflife nor cstrike installed. Even a dummy cstrike.exe didn't help...9_9 |
Re: for T-Wrecks and SoUlFaThEr new project
@ Hot-Doc: See above for your "both doors" question... serves us right for not describing things precisely enough.
Concerning the installer problem: Try a dummy liblist.gam. I already tricked another installer (not Austin's, though) with this method. And besides, I think he made the installer so "restrictive" (and thus, at the same time fool-proof) because he had people unlike you and me in mind... people who don't know much about installing custom stuff and are afraid they could do something wrong... for such people, a "restrictive" installer is really optimal, because it doesn't ask or demand anything. So to speak, it doesn't say something like "Ok, buddy. Where's your cstrike folder? Eh? Where? Point me to it...", and the user wonders "cstrike or counter-strike? But I have this and that version, does that matter? Aww, no, I don't want to spoil anything". A "restrictive" installer gives a much more comfortable feeling. It kinda tells you: "Success, my friend! I found everything I need - just click, and I'll do the rest for you". It's kinda like windows - on one hand, it hides many useful resources behind a -sometimes VERY restrictive- interface, but that was the key to its success: It got the computer out of the nerd corner by making it look friendlier and easier to handle for n00bs... 9_9 I understand you, Hot-Doc - I prefer a rar or zip over anything else, but we are not the only ones... |
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