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dm_Island17. Playtesters requested.

  • mazemaster
  • January 11, 2005 at 3:36 AM
  • mazemaster
    • January 13, 2005 at 4:09 AM
    • #21

    http://knd.org.uk/files/dm_island17_beta4.zip

    Unfortunately I only had time for a -fast vis. Well on my computer at least it runs faster than dm_lockdown without anyone else playing, so we will see..

  • KidDynamite
    • January 13, 2005 at 5:33 AM
    • #22

    that looks really cool, i like the setting of the whole concept. *thumbs up* *downloads*

    Side Note/Question: Where you located in WA mazemaster? I'm currently outside of Portland, OR. Always like to find out all the locals

  • von*ferret
    • January 13, 2005 at 6:21 AM
    • #23

    errors I found

    deleted>

  • von*ferret
    • January 13, 2005 at 6:39 AM
    • #24

    on the grass coming out of the concrete. I dont like it, it does happen, but I dont like it. My opinion thats all.

  • mazemaster
    • January 13, 2005 at 8:13 AM
    • #25

    Wow, awesome. I've fixed about half of those things instantly after looking at the photos and will fix the rest soon. Thanks!

  • von*ferret
    • January 13, 2005 at 8:51 AM
    • #26

    np

  • von*ferret
    • January 13, 2005 at 4:17 PM
    • #27

    tell me whe you're done with the pics so I can take them off of my webspace

  • mazemaster
    • January 13, 2005 at 4:44 PM
    • #28

    Got 'em.

  • venomus
    • January 13, 2005 at 8:28 PM
    • #29

    First off here are some obvious visual glitches:

    [Blocked Image: http://img127.exs.cx/img127/231/dmisland17beta400000fa.jpg]

    (this one was flashing in and out quite badly as you move around it)

    [Blocked Image: http://img127.exs.cx/img127/7645/dmisland17beta400017hk.jpg]

    Is the gap down the center supposed to be there? And as for the floating polygon, do you have the model the wrong way around?

    [Blocked Image: http://img127.exs.cx/img127/8197/dmisland17beta400028ey.jpg]

    I noticed you used a trigger_teleport to handle objects that get thrown out to sea. This is an ok system but it needs a few tweaks. First of all it looks a bit strange to see objects spring back to land immediately after they hit the water. There is movement interpolation which makes the teleporting objects look like they are flying really fast. One solution might be to first teleport the objects to a room underneath the map, then teleport them back to the map afterwards. The interpolation would still be there but you wouldn't see it because the objects would come from below.

    Also some of the teleport destinations seem a bit badly chosen, one of them was near the hev charger which is a bit out of the way, and another one was near a cliff edge. This resulted in a hilarious loop of barrels getting teleported only to roll back off the cliff into the sea. You can read my tutorial about respawning props hereeven though you might not need to use it in this map.

  • mazemaster
    • January 14, 2005 at 5:34 AM
    • #30

    Venemous, you are a god for making that tutorial. Ive been trying to get respawning to work for the longest time.

  • von*ferret
    • January 14, 2005 at 5:54 AM
    • #31

    gods among men are a wonderful thing

  • W01f
    • January 14, 2005 at 9:42 AM
    • #32

    I wish it was around before I sent my map to valve

  • mazemaster
    • January 14, 2005 at 11:12 AM
    • #33

    After trying it I've found that I can't get it to work for more than one physics object. Oh well.

  • venomus
    • January 14, 2005 at 1:43 PM
    • #34

    PostPosted: Fri Jan 14, 2005 5:34 am Post subject:


    Venemous, you are a god for making that tutorial. Ive been trying to get respawning to work for the longest time.

    Glad to be of service :wink:

    If it's not working for multiple objects are you sure you have renamed everything right? You also have to add a new output for every object it work on, see the example I have posted in the comments.

    TBH your teleport system is probably ok for this map, because it doesn't look too stupid that the stuff respawns at random places. Only use my system for objects that must reappear at their original locations. But maybe tweak the teleport system a bit like I suggested :wink: .

  • Algor
    • January 14, 2005 at 4:47 PM
    • #35

    Bangin', are there swarms of leeches in the water? D:

  • von*ferret
    • January 14, 2005 at 8:47 PM
    • #36

    if you go too far ou tthey come out of no where and eat you alive.

  • mike-0
    • January 15, 2005 at 12:53 AM
    • #37

    omg its mazemaster

    that is sweeet lookin

  • mazemaster
    • January 15, 2005 at 1:58 AM
    • #38

    Final Version -

    http://users.seascape.uk.net/~mazemaste ... land17.zip

    Thanks to everyone who helped with beta testing, advice, etc, and a big thanks to Juim for hosting the playtest.

    Went to the Bellevue post office and dropped it off today - the guy there exclaimed "hey this is right here" and he went and put the package in the Valve P.O. box as I waited.

  • DaanO
    • January 15, 2005 at 2:00 AM
    • #39

    Good luck in the contest Nick

  • RA7
    • January 15, 2005 at 12:32 PM
    • #40
    Quote from mazemaster

    Final Version - http://users.seascape.uk.net/~mazemaste ... land17.zip

    Thanks to everyone who helped with beta testing, advice, etc, and a big thanks to Juim for hosting the playtest.

    Went to the Bellevue post office and dropped it off today - the guy there exclaimed "hey this is right here" and he went and put the package in the Valve P.O. box as I waited.

    Good job, adding a new mirror.

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