[MAP]Darkzone

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[MAP]Darkzone

Postby cortez » Thu May 03, 2007 7:22 pm

Some fixes:
- zfighting
- 2 new rooms
- teleporters
- align of texture
- new texture
- trims

Some shots:
Image
Image
Image
Image

Map download:
http://files.filefront.com/ctf_darkzoneBETA3pk3/;7421040;/fileinfo.html
Last edited by cortez on Fri May 04, 2007 8:52 pm, edited 1 time in total.
Aneurysm 4 the win !!!!! :D
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Postby esteel » Fri May 04, 2007 10:51 am

I have not yet tested that map and maybe the problem is gone but in the old betas there was a problem in the middle room (were in the normal darkzone the teleporter would be, the one near the mortar) Somehow at the teleporter spot some invisible entities must be left over, jumping around there feels really bad and kinda sticky. Maybe you want to check if thats still a problem.
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Postby cortez » Fri May 04, 2007 12:20 pm

esteel wrote:I have not yet tested that map and maybe the problem is gone but in the old betas there was a problem in the middle room (were in the normal darkzone the teleporter would be, the one near the mortar) Somehow at the teleporter spot some invisible entities must be left over, jumping around there feels really bad and kinda sticky. Maybe you want to check if thats still a problem.



This isnt a problem anymore :!:
Aneurysm 4 the win !!!!! :D
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Postby divVerent » Fri May 04, 2007 1:33 pm

Where to get the new textures you are using? They show up as notexture here and are not included in the pk3.

Also, to save space, you should not include the following files as neither the map editor nor the game needs them:

Code: Select all
   833126  05-03-07 20:48   maps/ctf_darkzoneBETA3.autosave.map
   833110  05-03-07 20:18   maps/ctf_darkzoneBETA3.bak
      704  05-03-07 20:46   maps/ctf_darkzoneBETA3.lin
   496636  05-03-07 20:46   maps/ctf_darkzoneBETA3.srf


The autosave file and the bak file are just older versions of the .map. The lin file is a leak info file when you compiled the map and is not current any more if you got the map compiled successfully anyway :P

The srf file is also just a temporary file written by the map compiler. Get rid of it... whoever wants it can get it by compiling the map.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby cortez » Fri May 04, 2007 8:49 pm

Aneurysm 4 the win !!!!! :D
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Postby Dokujisan » Sat May 05, 2007 12:19 am

I'm very glad for this. I was excited to see the flipzone map transformed into CTF, but the first version that I saw (tripzone?) didn't function well as it relied too much on teleporters and it was confusing. This version (darkzone) I think was done pretty well, at least the beta that I played last night.

I'll have to play it some more, but this could turn into one of the better (new) CTF maps.
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Postby Ivan » Sun May 06, 2007 6:11 pm

It looks good, but The only quim I have is that in the first pic the floor needs a new texture. I don't see that texture as a floor texture. It looks like something that should be on the wall.
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Postby cortez » Mon May 07, 2007 1:35 pm

the pictures are with the old version of the map :!:


HELP OR IDEAS ARE ALWAYS WELCOME
Aneurysm 4 the win !!!!! :D
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Postby Z (Rus) » Mon May 07, 2007 7:08 pm

Good map, good-looking :mrgreen:
I speak English a little, but i can't write well in English. :mrgreen:
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Postby Ronan » Sat May 12, 2007 6:41 pm

Last time on IRC, you was asking suggestions.

I have two :

* make the hole a bit longer (to laserjump more easily before to turn) :
Image

*add an invincible item to attack the enemy base (otherwise it's too difficult when more than 2 players defending). The place can be into the middle, or here for example:
Image
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