Punk

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Everything posted by Punk

  1. Don't worry i'm with you. But really, hope you get better soon! :)
  2. +New Design +Updated Effects (I don't like editing smoke effects :( ) +Changed some parts of the map +Added water where traps are (Except spiky ball trap) +All Traps are Now Working - Need to add a few sounds - Need to tweak light in some places Appreciate some feedback!
  3. Images Does it look better guys? (Last one didn't finish, but you get the pictures) Tell me which part you dislike it, in my opinion the surface where you land after you pass the laser trap, that has 3 squares surrounded by yellow blocks, is a little too much, but I was bored so I did it anyway. I would like to hear your opinions :).
  4. No, it looks stupid, it's 6..8? 8 Supports holding some wood, and later on i presume it will just go down smoothly mysteriously? How about this, a tree is lying on the wooden "floor", and when the game starts it will go down slowly until the way is clear? (In a diagonal way) or something blocking the way, or just make the start "room" be further away from the first trap, so activator has time to make reach first trap. Get some bloody decals in there And change the wood texture from being ugly to being.... Ok too look at. Why so many jumper spawns? This is not a problem but...why? :dave: Fix the cylinders, put them next to the wood (but a bit bigger) and with a good..texture... Add ropes around the supports, and boats.. am I the only one who watched all of the Pirates of the Caribbean's films? (Yes i'm getting ideas from there) Please take your time with your map, you're making updates for your map that has minimum importance, take your time and then make another video of the map that is at least 75%+ done already.
  5. #Can be done, but why ?? - It's annoying? No real purpose? I think when activator press the bloody Use key, he knows what's up #Can be done - Good # Which water texture do you suggest? - Anything that's close to being the same as in the picture #Which barricades?.. - that prevents players to go to the activators side, they are so ugly (Barricades are something blocks things, what in your map looks like it can block things...?) # Can be done - Good #Ehm I will remove more wood on the left side then or make a big hole - Hole #Will try it - Good #Why decal?.. - To make it look... better? #Why to change >: - I hate that one, and it's ugly, in my opinion #Idk about this - Your choice here #Still a WIP map :P - I know
  6. - Remove those iprintlnbolds every time you activate a trap - Add fog - Change water texture - Replace the "barricades", that prevents players to go to the activators side, they are so ugly - Add a C4 to the explosion trap, after trap is activated, remove it (Don't like random explosions) - Add more wood to the left on the exploding side, looks weird, make it just a hole or something (Exploding trap) - Change skybox texture, that one looks weird. (Good Ones: sky_armada, sky_fallujah, sky_mp_canal, or other night sky) - Add decal on the wood - Change wood texture... (Or create one as a custom texture) - Make the path where jumpers walk... bigger - Add better supports to the path (Cylinders)
  7. Haha, I was hoping for a comment like this :xd: Thank you It's bad. ("v3" too) This
  8. Next update video(s) will include full finish of easy way, and half of hard way. Would like suggestions about the video (lighting, traps, looks) And as you can see 80%+ of the bounces in easy way can be passed by simply going forth and just land on the middle of the bounce....If traps are not activated :D I hope it's easy enough for new people. (Don't worry, hard way will be nothing like this :P ) Toxic gas trap is still WIP, I have only recently been working with effects again, so it may look weird. Two more traps intended for easy way, flamethrower type of trap coming from three huge pipes as seen in the video, directing to the ceiling, and a spikey ball going up and down, between pipes... Water Trap If you fall in the water, and cannot go back up, you will drown slowly. Each second you stay inside the water you lose 5 health Might still make a few tweaks to this trap, and need to add some sounds as a player is drowning. Question: Would you like the possibility to climb back up those "blocks" if you fall down?
  9. Achievements - Comment something on facebook and receive 210 likes :sir: - Be a part of large communities, and have a wonderful time Goals - Kill lossy and take over Raid as my new empire :ph34r:
  10. Bounce (x,y,z) - (1+, z/2, y*2) Ex: (256, 32, 64), (128,64,128) That's the way you make bounces (at least I do and I always bounce okay with the right landing place and angle), if you fail to bounce, than it's because of the angle or where you land. This is an update from my old bounce map, to deny any other version published by anyone but me. I'll make a poll later on, based on your suggestion, thank you.
  11. Thank you for the comments on the design. I know bounces are unoriginal, which is why I plan on doing a lot of improvement for this one, especially on the traps, as this is a "simple" looking map, I won't add detail, as it would ugly too with the new design. Bounce v2 WAS NOT MADE BY ME. And that mapper didn't ask for permission to continue my work, the only one I gave my map files to work on or fix them after I took a break was Lossy Easy way is literally to new people, that's why there's hard and easy routes, from you're experience, you should choose which one you think you can beat and reach the end of map. Some people like bounces, other's don't, that's how it is, but I'm trying to make this map enjoyable for everyone, for those who like bounces or don't. Water trap, that needs to be adjusted, that statement is true, I will give it a few tweaks. Also this map is not heavy, (normally all my previous maps, you could always go to 125+ fps, mystic... not so much sorry about that, wrong FX xD) Like I said, I will put my full attention to the traps and everyone's opinions, in my opinion.. supports for bounces look really really bad. I'm serious, I tried various times, in many ways, they still look ugly to me, if you have a position,size,texture for a support, tell me. No excuses, I just always did them like that, and explained why already above why I do not add supports, as for the pipe idea, I will take that in consideration. I think the theme is bounce?... What I meant by silly, is the way it looks, the textures, the references and the traps, I ALWAYS take my map serious when build them, because I like doing it so. I appreciate your opinions, because that gives me an idea of what you have about my map, if it's bad, or you're not satisfied, you need to tell me, so I can check what bugs you about the map, and make it more pleasant for you to play on. Thank you for your opinions, I will keep updating the map, and hope to get more opinions from everyone.
  12. That's my suggestions for you're map based on the pictures, hope my text of suggestions helped, and please take your time developing this to come out good :dave:
  13. Img - In Radiant you cannot make it larger by just moving the mouse like the other triggers, but there are 2 Keys/values, that let's you change these settings (height/radius) :)
  14. Yes. This the syntax btw, Spawn( <classname>, <origin>, <flags>, <radius>, <height> )
  15. Fucking annoying and epic :O *instabuy*
  16. Hey guys, I'm having a problem here with my script, I wanted to try and solve it by myself but I can't seem to find the problem. trap2() { trig = getEnt("trig2","targetname"); booms = getEntArray("br_trig_boom2","targetname"); door = getEnt("trap2_door", "targetname"); for(i=0; i<booms.size; i++) booms[i] thread check_barrels(); trig waittill("trigger", player); trig delete(); door moveZ(-82, 3); door waittill("movedone"); for(i=0; i<booms.size; i++)//47 times { x = randomint(booms.size); target = getEnt(booms[x].target, "targetname"); PlayFx(level.fire_barrel, target.origin + (0,0,32)); wait 2; radius = spawn("trigger_radius", target.origin, 0, 40, 64); PlayFx(level.barrel_fx, target.origin); Earthquake(1, 1, target.origin, 125); target delete(); booms[i] delete(); players = braxi\_common::getPlayingPlayers(); for(j=0; j<players.size; j++) { if(players[j] istouching(radius)) { players[j] suicide(); players[j] PlaySound("explo_metal_rand"); } } } door moveZ(82, 3); } It's doesn't give a bad syntex or something like that, but after i activate trap, sometimes the barrels explode, other times it gaves me errors, Randomily, don't know if the one's who give bugs are always the same... Errors: cannot cast undefined to string undefined is not a field object These errors start from line 20 and 22 and continuing below whenever target or trig is involved. I know the problem is that the target that it finds from that trig is undefined (or the trigger it self), I want to know... why is it happening? Not sure if you guys understood, I'll explain better if you have any questions, if the problem isn't solved, I'll make another trap... which i like to avoid Also explanation of script: - Acti activates - Doors closes - Random Barrels explode Inside room Hope I get any help :P
  17. Thank you very much, it worked. :)
  18. Yes I after I took another look this afternoon I realized the problem was there, because having an array of 47 "spaces" and then randomly deleting one in the middle, and being picked as the next exploding barrels, would cause problems, I then tried to put a verification if that space in the array is defined, but it would still cause an error, I then moved on to other traps, as this was occupying too much time. As for you're script you provided, I've tested it, but still causes the same errors. :(
  19. Each trigger has a target, in this case a barrel, after making a link, radiant attributes a name automatically (auto1..,etc). I don't have origins (script_origins), the thing is, every trigger has a barrel, and yet at one point, it says the trigger or target (still didn't figure it out which one, since i moved to other scripts and left this one to be last one until i get help) are undefined after it selecting it randomly from the triggers (0-46 which is correct).
  20. Hey guys! Dead mapper here, bring you more shitty maps :dumb: , this time i'm making a map, just to remember some things and because I had random ideas and just started building, next thing i know I have an 3 traps and rooms for jumpers and activator :dave: . No theme, simple map, simple design... simple. Screenshots - http://imgur.com/a/lzNml I know it's not much, but until it's released, give me critics and suggestions! A lot of things are not completed as you can assume in the pictures (I think :dave: ) Changelog - [14/08/2014] - Changed Last trap, have more space now, meaning harder to get to the switch to activate bridge...wait wut bridge :o (2nd Pic) - Changed Fire Effect (Less light) - Fixed "floating surfaces" Errors while compiling Suggestions Accepted - - Do not add bounce/sniper/knife room
  21. :horror: My This guy means business, I will do as you say human! :sir:
  22. :O Thank you guys, I'm currently scripting some traps now (that's my favorite part)! Out of nowhere I compiled the map again, and it's frigging brighter now :dumb: Also I would like to ask you guys, what you DON'T want too see in my map! To make a good map, you need feedback, and before I start building stuff, for example, like those normal spikes traps, or vanishing with no effects traps or add endrooms you don't want or like? Appreciate comments that will help this map get better. I'll be updating first post with my progress, and not post every time i have an update >.< Ciao Ciao :)
  23. Hey guys, I've been looking for this fire effect on my Cod4 folder, but can't find it anything similar, If however there is something like this, please point it out. If it doesn't exist, can someone either help me making it, or give me already done, i'll be looking at it afterwards so I can understand. Not sure if I could request something like this, but hope you guys can help me :)