Speedex

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Everything posted by Speedex

  1. Do you have a mic plugged into your pc? cod4 mp can crash because of that for some reason
  2. The compile reflection tool crashes after compiling 5 reflections probes (I have 8 in the map), the map looks fine except for 1 water patch which has a red shade even when I placed 2 probes over there. https://gyazo.com/98711e14a2c964a9de80c7833591132d Anyone knows why this happens? -Speedex
  3. Nope none of them were in the geometry and the water is red even without light compile on.. Fixed it by placing a probe under the platform
  4. mp_deathrun_portal also restarts the map.
  5. Is mp_dr_lazyriver that map I actually never really finished?
  6. Players who play dr right now only want maps with as many bounces and "sick" jumps as possible, simple traps(hammers, spinning platforms and such) so they can quickly finish the map(cuz time record hungry players). So they can 360 noscope bounce the activator in a hollowed brush with bounces inside(and mappers even dare to call that a sniper room). And if someone as a mapper makes a map with well thought out traps and design, it never gets played because it doesnt have a crappy codjumper secret which skips the entire map and is too much detailed for the average wooden pc to run 333 fps.
  7. You would probably destroy my remake of it, if you ever would finish it..
  8. Are the files for entering/controlling the mp vehicles still present in the game files?
  9. Looks awesome dude! Edit: If you still need some scripting help, pm me if you want.
  10. When players jumped into the water at the castle part, the underwater effects(the blue tint and the bar which depletes) cause horrible lagg on the players and will even timeout the player because its played every frame instead of just one time. This and some other things. You should note that these were bugs when the map just got released so I think they're already patched. Thats what I meant with it.
  11. Maybe these are some good/fun maps to be added: mp_fnrp_piratas http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-fnrp-piratas mp_dr_wicked http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-dr-wicked mp_imaginary http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-dr-imaginary mp_deathrun_islands http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-deathrun-islands mp_deathrun_snowic http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-deathrun-snowic mp_dr_something http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-dr-something mp_dr_overgrownv2 http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-dr-overgrownv2 (troll pls remove v1 ;-;) mp_dr_merry_xmas http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-dr-merry-xmas mp_dr_ravine http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-dr-ravine mp_dr_sm64 http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-dr-sm64 (if it got fixed?) mp_dr_poseidon http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-dr-poseidon2 mp_dr_vistic_castle http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-dr-vistic-castle mp_deathrun_water http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-deathrun-water-1 mp_deathrun_amazon http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-deathrun-amazon mp_deathrun_annihilation http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-deathrun-annihilation-official mp_dr_antichamber http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-dr-antichamber
  12. Why did you even called this a version 2 of your first map as its way less detailed and worked out than the first one??
  13. Looks very good. Hoping to see you finishing this map!
  14. Braxi? In your ambush map hadn't you like a trap in which bots random shot some random players and could be killed too? Dunno if its true or not. But such trap would be very awesome if it still could be inplemented in a dr map or something?
  15. I actually meant something like dis.. https://gyazo.com/845667f610a23b6fa926f1f951d8ae05
  16. Just a terrain patch with a me_floor_metalgratingparralel texture or something like that, maybe scale it a little bit larger.
  17. The second picture. Yes I know that are circle patches. And thats the problem basicly. They look nice, but are using a lot of resources which could be used elsewhere. Thats the points I wanted to make.
  18. Cant get a very good impression because its 90% caulk but the geometry looks somehow decent, but only for the love of god please make the bars of the cells into a terrain patch with texture.
  19. I looks pretty good in some areas(first screen shows much potential), others a bit less (like the tunnel with lasers, maybe add some model and decals and it would look much better I think). Maybe you can use curve patches for the outside part instead of the terrain? Btw the scenary buildings at the third screen looks pretty neath. Idea for a trap: a helicopter that tries to shoot some jumpers when they are in a certain area(dunno if you could make something like that but I would be pretty cool if you can). -Speedex
  20. Hey guys, I finaly almost finished making the version 2 of my first map. I post it here already to (hopefully) get some feedfack from you guys. Map name: mp_dr_overgrownv2 Map length: short/medium Map difficulty: easy/medium Amount of traps: 9 (10 if you include the minigun) Endrooms: Old, knife, shotgun, sniper, weapon (still considering a rpg/c4 room) Download: http://www.mediafire.com/download/6yugc328kwcect6/mp_dr_overgrownv2.rar Screens: Dont have any yet because im short on time so will post some this evening or such. Got some very old screens over here: http://raid-gaming.net/forums/topic/1803-wip-mp-dr-overgrown-v2/ https://gyazo.com/87e7acbb94fb1667416e593b25a234fa https://gyazo.com/9dce43feeeaf2ef7052bd88b7a14868d https://gyazo.com/f6bef9db041d4f1d1503cdd80de3bdb5 https://gyazo.com/d5b79a8bde030f8dae3ab428d19a501c https://gyazo.com/d83a077a58ee7c370d8ab4737c088fb8 https://gyazo.com/c78ca5f414b62f0a2d5d17c6c95a0687 -Speedex
  21. The 2nd trap makes removes the steps and the platform below for a couple of seconds so the players slide into the water.
  22. The rooms are closed in the first round, only old can be opened then. Or is there something else that breaks the rooms? Edit: I cant make the stairs longer, because if I do then the player wont slide into the water anymore breaking the trap.
  23. The map is okay for a first one(but you have a loadscreen for your first map which is very good as other first time mappers dont even care about such things), only there are some things you should keep in mind if you ever gonna map a other map. -Some jumps are/nearly impossible with the standard player speed. -Make it a bit more obvious if a wall is a ladder or not. Just making a brush with a green metal texture doesnt make me inmediatly think its a ladder. -For activating, just dont make only a trigger which activate the trap, make some kind of structure/xmodel to make clear if there something to activate. -Please use more different textures! I hope you take these points in consideration when making a other map. -Speedex