[MAP] ctf_Toxic

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Sat Apr 04, 2009 2:56 pm

Sat Apr 04, 2009 3:03 pm

  • Interesting. Morfar said he would create a CTF for toxic but he's so damn slow and unmotivated. This is good news. I'll try it later.

    EDIT: Heh, just tried it rather quickly. It's nice as a base for further improvements. Some areas of redesign and such. Do you plan on doing that or is your work 'finished'? :P
    If you don't plan on doing that could you release the .map for Radiant in case someone else wanted to give it a shot?

    Cheers.
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    ai
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Sat Apr 04, 2009 4:11 pm

Sat Apr 04, 2009 4:14 pm

  • Check the comments I made on Nexuiz Ninjaz, this map shouldn't be distributed yet, it doesn't even include a .mapinfo :-\ come on man, 2.5; it's a whole new ball game.
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Sat Apr 04, 2009 5:43 pm

  • I thought .mapinfo files were deprecated?
    Shoe
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Sat Apr 04, 2009 8:34 pm

  • Make red side use lava, and blue side use Blue Amusing Goo.
    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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    divVerent
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Sat Apr 04, 2009 8:57 pm

Sat Apr 04, 2009 9:05 pm

  • Shoe wrote:I thought .mapinfo files were deprecated?

    no.. mapcfg was... mapinfo is the new improved mapcfg.

    mapinfo is autogenerated for you, you just need to edit it with your info. Optionally you can copy one from another well packaged map and edit it.

    radar is generated too (with a command), you just need to convert the image file
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Sun Apr 05, 2009 2:49 am

  • You should always release the .map file when you edit a GPLd map. Say if I were to request the .map file now, and you chose to ignore that, you'd be in violation of the GPL.

    The .map IS the map. We need that to edit it and finish it up for you.
    Last edited by tundramagi on Sun Apr 05, 2009 2:54 am, edited 1 time in total.
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Sun Apr 05, 2009 2:50 am

  • MaStEr wrote:thats a coll idea div, but its too much work.
    I dont think i can finish the map with mapinfo and radar...
    maayybbee in the holidays next week...


    It involves clicking about 6 brushes each. Pressing "T". Going to the appropriate shader. Clicking on that shader. Pressing save. Pressing compile. Rezipping.

    Though, it might change the look of the map too much?
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Sun Apr 05, 2009 8:55 am

Sun Apr 05, 2009 11:41 am

  • divVerent wrote:Make red side use lava, and blue side use Blue Amusing Goo.


    thats a good idea, you can use the gforce slime textures, you only need to write a shader. you just can copy the slime shader and change the texture name.

    there are a couple of textures which are displaced(mostly lights).

    another thing you could do is changing the map layout to make it more unique to give the map an individual touch.
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sun Apr 05, 2009 12:43 pm

  • Too late, I already decompiled.

    First preview:

    Image

    I'm not going to do any layout changes though. Just turning this one into something better.
    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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    divVerent
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Sun Apr 05, 2009 1:07 pm

Sun Apr 05, 2009 1:42 pm

  • This looks cool, indeed xD
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    Fisume!
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Sun Apr 05, 2009 3:05 pm

Sun Apr 05, 2009 4:48 pm

  • No, not done yet. Still doing the final compile...
    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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    divVerent
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Sun Apr 05, 2009 5:34 pm

Sun Apr 05, 2009 6:03 pm

  • BTW, the effect is a func_pointparticles entity... but well, wait till I release it :P
    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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    divVerent
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Sun Apr 05, 2009 10:23 pm

  • http://emptyset.endoftheinternet.org/~p ... c-v1r2.pk3

    There is one bug left, one tube has the wrong liquid, I fixed it in the .map but didn't have the time to recompile.

    Enjoy this version!
    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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    divVerent
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Mon Apr 06, 2009 7:21 am

  • i dont think this 'reaction' feature fits there, it would be better on blueamuse
    Aneurysm 4 the win !!!!! :D
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    cortez
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Mon Apr 06, 2009 7:57 am

  • Well, there has to be SOME way to see on which side you are... :P
    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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    divVerent
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Fri Apr 10, 2009 3:44 pm

Fri Apr 10, 2009 4:24 pm

  • jesus christ, that sound of the chemicals colliding constantly is annoying as hell. It's more annoying than the elevators in older versions of accident... more annoying than the beeping sound under the missile in that mikeeusa map.
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Tue Apr 14, 2009 11:52 am

  • It's better on svn servers than in 2.5, as I added attenuation control support to the pointparticles entity for that very 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.
    User avatar
    divVerent
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