.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Forge of Digital Worlds > Mapping > HLČ Engine Mapping
HLČ Engine Mapping Maps for the Half-Life 2 (Source) engine Half-Life 2

Reply
 
Thread Tools
de_train_b2 for CS:Source!
Old
  (#1)
dead bwoy
Member
 
dead bwoy's Avatar
 
Status: Offline
Posts: 512
Join Date: Feb 2004
Location: STL MO USA
Default de_train_b2 for CS:Source! - 31-12-2004

Hey everyone!
I've been working on this remake of de_train for CS:Source.
I've posted the first beta version in the filebase, here:
http://filebase.bots-united.com/inde...on=file&id=241
check it out and let me know what you think!
Be aware this is a BETA and I have not yet added lights and phys_props! I also need to detail many of the textures still. Most of this will be done in beta 2!
Post here if you put it on a server, I'd like to play it with a few people, and there are no bots for source yet!
- DEAD
  
Reply With Quote
Re: de_train_b1 for CS:Source!
Old
  (#2)
Pierre-Marie Baty
Roi de France
 
Pierre-Marie Baty's Avatar
 
Status: Offline
Posts: 5,049
Join Date: Nov 2003
Location: 46°43'60N 0°43'0W 0.187A
Default Re: de_train_b1 for CS:Source! - 02-01-2005

bwoy !!
what I love with this map is the sound of the bullets hitting the wagons around you. I'm eager to test it!



RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."
  
Reply With Quote
Re: de_train_b1 for CS:Source!
Old
  (#3)
[BBB]sluggo
Member
 
[BBB]sluggo's Avatar
 
Status: Offline
Posts: 153
Join Date: Jan 2004
Location: Stockholm, Sweden
Default Re: de_train_b1 for CS:Source! - 07-01-2005

Hi, I have tried it (by myselfe) and I think its quite nice.
You are not trying to make an exact copy of de_train?

On my machine P4 1.8 MHz, Geeforce 3. I had some problems seeing the new.... hmmm, what is it called... the new things in the mainyard (the one with the ladder up to the snipernest on the roof) I could only see them when I was really close, so I was jumping from the roof without beeing able to see them
I havn't played too much cs:s 'couse of my grafic card. But I think you can jump to high without any effort. The big boxes are no problem to get up on.
Other than that, concidering that it's only beta1 i think its a nice map.
But why make a new map 'allmost' identical to the original? Why not make it as close to identical as possible?
I like it though, but I have no idea how it will play against others
  
Reply With Quote
Re: de_train_b1 for CS:Source!
Old
  (#4)
dead bwoy
Member
 
dead bwoy's Avatar
 
Status: Offline
Posts: 512
Join Date: Feb 2004
Location: STL MO USA
Default Re: de_train_b1 for CS:Source! - 13-01-2005

New version, BETA 2 now available in the filebase!!!








Same link as above, new version uploaded!
Check it out!!!
- DEAD
  
Reply With Quote
Re: de_train_b1 for CS:Source!
Old
  (#5)
dead bwoy
Member
 
dead bwoy's Avatar
 
Status: Offline
Posts: 512
Join Date: Feb 2004
Location: STL MO USA
Default Re: de_train_b1 for CS:Source! - 13-01-2005

I've done a quick update of the lighting in the second bombsite.
My appologies to anyone who's already downloaded it!

Edit: Can a mod change the subject of this thread to "de_train_dead_b2 for CS:Source?"

Last edited by dead bwoy; 13-01-2005 at 08:56..
  
Reply With Quote
Re: de_train_b2 for CS:Source!
Old
  (#6)
Pierre-Marie Baty
Roi de France
 
Pierre-Marie Baty's Avatar
 
Status: Offline
Posts: 5,049
Join Date: Nov 2003
Location: 46°43'60N 0°43'0W 0.187A
Default Re: de_train_b2 for CS:Source! - 13-01-2005

nice work!

You should not put as much metallic bridges or whatever it is IMO, but put electric wires instead.
The rail end on the 7th pic needs a bumper
On the other hand, you can put as many metallic constructs under the roof as you want on the 4th pic.

Can the wagons be shortened to be placed exactly like in the original de_train ?



RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."
  
Reply With Quote
Re: de_train_b2 for CS:Source!
Old
  (#7)
[BBB]sluggo
Member
 
[BBB]sluggo's Avatar
 
Status: Offline
Posts: 153
Join Date: Jan 2004
Location: Stockholm, Sweden
Default Re: de_train_b2 for CS:Source! - 13-01-2005

Hi,
Don't know if it is on purpose but, the snipernest, the roof on the main yard, it is possible to jump over the airtunnel or whatever its called and then you can walk to the roof of the other building (hard to describe)... If the CT's camps there with 1 or 2 snipers it is very very hard to plant at the "outdoor" B-spot.
Hmm, I'll put 2 pictures in so you know what I meen
In the "de_train_dead_b1_1" you see wich roof I was babeling about.
The second picture shows a freefloating pillar... (You most sertainly know this one allready)

Verry nice indeed!

Oh, one more thing, in console it says something about a spawn not beeing correct??
Attached Thumbnails
Click image for larger version

Name:	de_train_dead_b2_1.jpg
Views:	361
Size:	52.3 KB
ID:	584   Click image for larger version

Name:	de_train_dead_b2_2.jpg
Views:	343
Size:	59.5 KB
ID:	585  


An expert is a person who has made all the mistakes that can be made in a very narrow field. Niels Bohr (1885 - 1962)
  
Reply With Quote
Re: de_train_b2 for CS:Source!
Old
  (#8)
dead bwoy
Member
 
dead bwoy's Avatar
 
Status: Offline
Posts: 512
Join Date: Feb 2004
Location: STL MO USA
Default Re: de_train_b2 for CS:Source! - 13-01-2005

Thanks for all the input!
Here's a list of things to do for the 3rd beta version (pre-final):
- Work on Skybox.
- More props (static and phys).
- Add variation to some of the light fixtures.
- Tweek the traintracks.
- Brighten the whole map up a lil'.
- Remove the door, but keep the fence.
- Create texture displacements in some areas.
- More windows and such on all buildings.

I'd like some more comments about the sniper spot, and how you can jump over the vent and camp the b-site as a sniper... Should I take this out or leave it in?
Thank you all for your comments!!!
  
Reply With Quote
Re: de_train_b2 for CS:Source!
Old
  (#9)
@$3.1415rin
Council Member, Author of JoeBOT
 
@$3.1415rin's Avatar
 
Status: Offline
Posts: 1,381
Join Date: Nov 2003
Location: Germany
Default Re: de_train_b2 for CS:Source! - 13-01-2005

and maybe use some fancy reflection / metallic effect on some parts of that waggons


  
Reply With Quote
Re: de_train_b2 for CS:Source!
Old
  (#10)
dead bwoy
Member
 
dead bwoy's Avatar
 
Status: Offline
Posts: 512
Join Date: Feb 2004
Location: STL MO USA
Default Re: de_train_b2 for CS:Source! - 14-01-2005

@PMB:
I agree with the model issue, but have not yet looked into it yet myself. I'm hoping that yes, I can recompile those traincar models at a smaller scale! Has anyone messed around with Softimage | XSI EXP yet?

@ Sluggo on the sniper spot issue...
In defense, if a T can plant the bomb there, he can then get up there and camp and not be hurt. I think it'll really come down to a playtest! Not having any bots for source yet, I havn't been able to test it with other players yet. I think it may be tested out on a Gamers Coalition Public server today based here in Ohio, USA. I'll let you know here when it's on and I'll let you know how it went.
The layout and flow of the map is very important, as I've made a couple changes, and it's important to get this right before I add all the detail to the map.
Thanks,
- DEAD
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com