[E=mc²] hl2dm map : dm_killbox_final3_emc2_v2
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[E=mc²] hl2dm map : dm_killbox_final3_emc2_v2
Map informations:
name : dm_killbox_final3_emc2_v1
mapper: anti fougere
map type: Killbox
settings recommended: sv_gravity 400
number of player: 12-16
properties :
152 Solids
946 Faces
314 PointEntities
47 SolidEntities
13 UniqueTextures
Description:
I have seen that most of us enjoy playing huge killboxes from public2 (specially killbox_final and killbox_kbh)! So now, let me present you my new map : killbox_final3_emc2_v1 (I'm bored of finding new names and I like the word "final" ).
While making this map I always kept in mind to produce a quite similar gameplay but with something new that would make it differ from other maps.
I wanted rounded corners on the top and on ground. With those corners you can manage to fall from the top of the map without losing healthpoints and with the ones on the top, you won't block on the ceiling when you do a gravitygun jump with a prop_physics (more and more player seem to use it and soon I'll remove lifts^^).
Behind the corners on the ground, I made a small corridor with 3 access. This make the map a bit smaller on the ground.
I tried to not fill the space with to much platforms. I did it in the killbox_final2 map and it isn't a success. 4 lifts, 2 ladders and 2 teleports with help you to climb everywhere in the maps. There are 2 healthchargers, 2 armorchargers and 1 megacharger.
Enjoy ;)!!
ScreenShots:
Note:
I have test the maps 2 or 3 hours. I corrected all the bugs I have seen. All the weapons are in the map. Respawnpoints are ok. If you find any bugs tell me!
Download link:
DOWNLOAD HERE
name : dm_killbox_final3_emc2_v1
mapper: anti fougere
map type: Killbox
settings recommended: sv_gravity 400
number of player: 12-16
properties :
152 Solids
946 Faces
314 PointEntities
47 SolidEntities
13 UniqueTextures
Description:
I have seen that most of us enjoy playing huge killboxes from public2 (specially killbox_final and killbox_kbh)! So now, let me present you my new map : killbox_final3_emc2_v1 (I'm bored of finding new names and I like the word "final" ).
While making this map I always kept in mind to produce a quite similar gameplay but with something new that would make it differ from other maps.
I wanted rounded corners on the top and on ground. With those corners you can manage to fall from the top of the map without losing healthpoints and with the ones on the top, you won't block on the ceiling when you do a gravitygun jump with a prop_physics (more and more player seem to use it and soon I'll remove lifts^^).
Behind the corners on the ground, I made a small corridor with 3 access. This make the map a bit smaller on the ground.
I tried to not fill the space with to much platforms. I did it in the killbox_final2 map and it isn't a success. 4 lifts, 2 ladders and 2 teleports with help you to climb everywhere in the maps. There are 2 healthchargers, 2 armorchargers and 1 megacharger.
Enjoy ;)!!
ScreenShots:
Note:
I have test the maps 2 or 3 hours. I corrected all the bugs I have seen. All the weapons are in the map. Respawnpoints are ok. If you find any bugs tell me!
Download link:
DOWNLOAD HERE
Last edited by anti fougere on Sun Jul 20, 2008 1:29 pm, edited 3 times in total.
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
really nice! can't wait to test this
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
wow, nice one anti , funny i had the same idea to do some springboards, i think it can be cool for fast orbs!
Really good creation!
Really good creation!
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Big test session tonight...
Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Last edited by SoOPaH on Wed Jul 16, 2008 5:50 pm, edited 1 time in total.
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
yes lets all be there for test very nice map cant wait to play on it yeeehhhhhhhhhhhhaaaa
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
tested succesfully today with Anti Fougere, Soo and Darkiusmaximus
had a really great time with these guys on private server, we need to do this more often
had a really great time with these guys on private server, we need to do this more often
Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Nice new classical killbox. Fast gameplay.
++
+ same graphical touch' than dm_killbox_final_emc2
+ no bug on spawnpoints, different weapons on spawnpoints
+ lifts are nicely implemented (symetrical and efficient)
+ as for dm_killbox_final_emc2, i like teleport systems
+ a lot of armor and health
--
- no E=mc² texture on the map
- sad that the ramps are not more exploited for give something new to the gameplay.
- I think same for corridors, perhaps need glasses ramps and interresting items to catch in corridors (i dunno)
- Perhaps too many light sources
- I'm not for the possibility for rebells to find stunstick weapon on the map ... they have crossbar and don't need to have the advantage of stuntick ... better to remove them of the map in my opinion.
- Too few interresting jumps
++
+ same graphical touch' than dm_killbox_final_emc2
+ no bug on spawnpoints, different weapons on spawnpoints
+ lifts are nicely implemented (symetrical and efficient)
+ as for dm_killbox_final_emc2, i like teleport systems
+ a lot of armor and health
--
- no E=mc² texture on the map
- sad that the ramps are not more exploited for give something new to the gameplay.
- I think same for corridors, perhaps need glasses ramps and interresting items to catch in corridors (i dunno)
- Perhaps too many light sources
- I'm not for the possibility for rebells to find stunstick weapon on the map ... they have crossbar and don't need to have the advantage of stuntick ... better to remove them of the map in my opinion.
- Too few interresting jumps
Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Just tried it out now, I like this map and agree with a few of Cynyx's points. I really would like the ramps to be used more in this map, it will make it very unique. And too many light sources.
Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
+1- sad that the ramps are not more exploited for give something new to the gameplay.
- I think same for corridors, perhaps need glasses ramps and interresting items to catch in corridors (i dunno)
- Perhaps too many light sources
Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Toooooooo much armor for me:) I dont like gameplay, where the longer you live, the harder you are to kill, or that if you spawn in one place, you get 60 armor, and if you spawn in the other - you get none and you have to struggle to get it. Otherwise, a nice map, although the ramps take up a lot of space:)
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Thank's for report, I'll take some time to improve the maps. About the ramps, I don't know I I can do better. I'm limited by the physic engine. Anyway, I'll do some research ;).
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
only one thing i would say about the map i think an anticamp button in tunnels would be helpfull it works on the other map.
but i must say i like the map i think the lights are fine but i dont build maps for hldm so what do i know
but i must say i like the map i think the lights are fine but i dont build maps for hldm so what do i know
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Campers hate anticamp button and leave the game . They think we are bad admin because they are burning . Anyway I can add it.
About light, it's hard to see the dot of the aim.
I think I have an idea with those ramps, 2 ramps will increase you"re speed when you fall, but no more possibility to climb them. And the 2 others will make you jump but no more possibility to get down. That's the best I can do for the moment .
About light, it's hard to see the dot of the aim.
I think I have an idea with those ramps, 2 ramps will increase you"re speed when you fall, but no more possibility to climb them. And the 2 others will make you jump but no more possibility to get down. That's the best I can do for the moment .
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Here a small pic of the idea I got for the ramps. Please, I need objective opinions.
note : Need to be good at bunnyhop to keep de speed you get when falling
note : Need to be good at bunnyhop to keep de speed you get when falling
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
maybe a trigger_push between two ramps?
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
To be honnest, I can't understand the graphical and imagine the gameplay ...
but when i see the "big problem", I'm not enthousiastic.
but when i see the "big problem", I'm not enthousiastic.
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Lol a so easy picture^^. Anyway I made a new version. I can send you the file if you want to see what it really does. Nothing else corrected for now but this point about ramp is the most important.Cynyx wrote:To be honnest, I can't understand the graphical and imagine the gameplay ...
but when i see the "big problem", I'm not enthousiastic.
spongebob is a serial killer!!!!
Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
No, i dont think we need the ramps.. well, they will be buggy, im sure, because now u lose health while falling anyway:) And u cant physically create a smooth serface, so there will be edges and u will get stuck on them (remember surf maps).. i found a fun thing today:))) u can launch xbow at the ramp and it goes up, or straight, depending where u shoot from.. and it also makes half a loop on the map:)))or you can shoot it, so it goes up. slows down and falls back down:)
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
No more interest for this map then. Only a stupid cube more simple than Killbox_kbh.KIO wrote:No, i dont think we need the ramps..
You can manage to not lose health but I agree, it's buggy.KIO wrote:now u lose health while falling anyway:)
100% agree with you. Even with 1000 small faces, you will always get stuck but I can give speed with "trigger_push" and the result is quite good. Cynyx and me tried it yesterday and if I can mannage to make it a bit better and with a bigger map, we could have a faster gameplay. Believe me it's funny to make big looping all arround the map^^.KIO wrote:And u cant physically create a smooth serface, so there will be edges and u will get stuck on them (remember surf maps)..
I made the same discovery! But try to kill someone like that and make a video .KIO wrote:i found a fun thing today:))) u can launch xbow at the ramp and it goes up, or straight, depending where u shoot from.. and it also makes half a loop on the map:)))or you can shoot it, so it goes up. slows down and falls back down:)
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
after hard work, I finally made an interesting ramps. Map is now bigger a little more bigger than killbox_final_emc2 without the ramps :p. I used another tool to build ramps and used more faces (16 and only 8 before). it's now easier to slide and moreover I use trigger to increase the speed. Result is nice .
Still some hours to spend to add platforms, weapons and so on, because I totally rebuilt the map :p.
I think I won't add corridors again! They are useless .
Still some hours to spend to add platforms, weapons and so on, because I totally rebuilt the map :p.
I think I won't add corridors again! They are useless .
spongebob is a serial killer!!!!
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Map will be ready tomorrow! I'm just making here a small summary to avoid to forget something tomorrow and to allow you to had something if needed because this map takes a lot of time in compilation.
first :
TO DO TOMORROWThere will be the same number of 357,xbow and the same number of ar2 and shotgun with 1 weapons next to each spawnpoints .
Lift aren't changed, just move a little because the map is bigger.I removed few armor packs.
second :
third :
Finally totya asked me to remove some slams and I agree with him. Only 4 in v1 but number will decrease to 2. Bored of being slammed when I use teleports or when I move quickly after spawning.
You may think this summary is useless but It made me read again the whole topic and I think I haven't forget anything. Tell me If I made a mistake. Map must be playable tomorrow night .
first :
Just a little more faster than beforeCynyx wrote:Nice new classical killbox. Fast gameplay.
Stil the same graphical touch! Spawnpoints will need to be checked.Cynyx wrote: + same graphical touch' than dm_killbox_final_emc2
+ no bug on spawnpoints, different weapons on spawnpoints
+ lifts are nicely implemented (symetrical and efficient)
+ as for dm_killbox_final_emc2, i like teleport systems
+ a lot of armor and health
TO DO TOMORROWThere will be the same number of 357,xbow and the same number of ar2 and shotgun with 1 weapons next to each spawnpoints .
Lift aren't changed, just move a little because the map is bigger.I removed few armor packs.
I haven't add texture in my maps since dm_house_emc2 I think. If there are some art picture on the ftp, I will try to add them.Cynyx wrote: - no E=mc² texture on the map
Ramps are so good that you will spend most of the time on it and forget to killCynyx wrote: - sad that the ramps are not more exploited for give something new to the gameplay.
- I think same for corridors, perhaps need glasses ramps and interresting items to catch in corridors (i dunno)
almost the same brigthness as killbox_final.Cynyx wrote: - Perhaps too many light sources
combine where able to find crowbar too! Anyway melee weapons removedCynyx wrote: - I'm not for the possibility for rebells to find stunstick weapon on the map ... they have crossbar and don't need to have the advantage of stuntick ... better to remove them of the map in my opinion.
To be honest I don't see what you are waiting for ^^! ptrain-like jumps?, more ramps?, more platforms?Cynyx wrote: - Too few interresting jumps
second :
Less armor and health than before and there is almost the same number of battery and healthkit next to each spawnpointsKIO wrote:Toooooooo much armor for me:) I dont like gameplay, where the longer you live, the harder you are to kill, or that if you spawn in one place, you get 60 armor, and if you spawn in the other - you get none and you have to struggle to get it.
Map is bigger now ^^.KIO wrote: Otherwise, a nice map, although the ramps take up a lot of space:)
third :
I won't add it for the moment. I explained my point of view about this funny button ^^DARKIUSMAXIMUS wrote:only one thing i would say about the map i think an anticamp button in tunnels would be helpfull it works on the other map.
Finally totya asked me to remove some slams and I agree with him. Only 4 in v1 but number will decrease to 2. Bored of being slammed when I use teleports or when I move quickly after spawning.
You may think this summary is useless but It made me read again the whole topic and I think I haven't forget anything. Tell me If I made a mistake. Map must be playable tomorrow night .
spongebob is a serial killer!!!!
Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
can't wait for it
Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v1
Now that's dedication
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v2
map is now on the server! report bugs here:p! I'll update the description of the map soon and change the screenshots.
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v2
WELL DONE the force is strong with this one
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v2
xD what is my bidding thy master?
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v2
what is thy bidding my masterLyRiC@L_g wrote:xD what is my bidding thy master?
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Re: [E=mc²] hl2dm map : dm_killbox_final3_emc2_v2
Haha my mistake