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/!\ OLD SCHOOL CONTEST /!\

  • Minos
  • January 11, 2007 at 3:42 PM
  • e-freak
    • February 2, 2007 at 7:23 PM
    • #261

    Kabelen: Will there be Prey-Styled Gameplay in your Map oO?

  • m4d1n
    • February 2, 2007 at 8:59 PM
    • #262

    mino another sky maybe some bluish dark mood will fit your theme so much more is there a rule about it?

  • Kabelen
    • February 2, 2007 at 11:58 PM
    • #263

    e-freak: I don't know..I haven't played prey, don't know what it's about..have just seen some sexy shots of some prey maps so...bottom line, I dunno..but I doubt it really..it's deathmatch with new elements tbh. You'll all see!

  • twiz
    • February 3, 2007 at 5:14 AM
    • #264

    My map is mostly completed but won't compile... Getting MAX_MAP_CLIPNODES, I've done the majority of the clipbrushing, I might be able to clip off a bit more here and there but I doubt I'll get very much out of it. And I tried to compile half my map just so I could see what it looks like(i havent been able to compile in a week ), and I get a MAX_MAP_FACES error... so right now I don't think it'll compile at all.. I'll keep working on it for the next few days, but it doesn't look promising right now.

  • Kabelen
    • February 3, 2007 at 5:43 PM
    • #265

    NULL twiz! NULL every non visible face and it should be good...it's one hell of a job but if you do it you will get results!

  • hamst3r
    • February 3, 2007 at 8:07 PM
    • #266

    Don't know if I'm going to be able to finish, all I have to do is add some details / weapons and game entities/ clipping, but I really have no time. Finals / projects are killing me.

  • Cybbe
    • February 3, 2007 at 11:28 PM
    • #267

    I'm rather close to being done, but a really tight schedule has me doubting I'll get it done in time. My map is closed off and compiles though so I can put it out as is.. But that means having an unfinished area with no real point to it and virtually no items or spawns and poor texture alignment. If I can fit it in my schedule to even get a compile done(After adding lights)

    It's been great working on this project though. Best contest ever. Just kind of wish I didn't have a life. A postpone just to wednesday (or even tuesday) would help a bunch tbh :/ But I do see KT's argument that it'd be silly, considering this was supposed to be some sort of speed mapping or time trial thingie. Anyway. Been great. Hope I'll have something to put up in time.

  • MaMuS_lol
    • February 4, 2007 at 12:39 AM
    • #268

    Twiz, you can get some more clipnodes by typing -cliptype smallest on the BSP compiler. but, it will make many strage clipping hulls in it...

    about the faces... yea, that's a problem. If it's TOO big, you will need to cut something in your map, like deatils or even one room...

  • D3ads
    • February 4, 2007 at 1:18 AM
    • #269

    Can't wait to play some of these

  • twiz
    • February 4, 2007 at 1:31 AM
    • #270
    Quote from MaMuS_lol

    Twiz, you can get some more clipnodes by typing -cliptype smallest on the BSP compiler. but, it will make many strage clipping hulls in it...about the faces... yea, that's a problem. If it's TOO big, you will need to cut something in your map, like deatils or even one room...

    Thanks, I'm now under the limit for clipnodes. I'll have to try to get the faces down, but its not lookin good. I could always delete a part of my map. Its basically 3 long rooms next to each other, so I could just put closed doors to one of the 2 'side' rooms and delete it. Right now its just a mirror image of the other side(I planned on having something different but ran low on time), so we'll see. That might be the easiest and best solution, I'd just need to add some doors or blockades of some kind. That should solve my clipnode problem as well. My map was already kinda 'sticky' in spots to begin with, given all the odd angled architecture, so I can only image how it would be with -smallest in there.

  • Kabelen
    • February 4, 2007 at 2:32 AM
    • #271

    Ok, I'm mostly done now. Just entity work and items placement left! And maybe some tweaking but it's a fast job.

  • hamst3r
    • February 4, 2007 at 3:10 AM
    • #272

    Nevermind about not being able to finish in time, all thats left is some weapon placement and clipping~

  • Kabelen
    • February 4, 2007 at 2:16 PM
    • #273

    Ok most of the map is done, compile running! Only tweaking left and details in a room that forgot to add.

  • MaMuS_lol
    • February 4, 2007 at 6:04 PM
    • #274

    Whre is mino? He never comes on-line since Friday... He said "I Will go and see some 24hours" and never came back!

  • hamst3r
    • February 4, 2007 at 6:17 PM
    • #275

    Can anyone put up a sever so we can beta these lil` babies? I want to plya some hldm.

  • mjens
    • February 4, 2007 at 6:52 PM
    • #276

    I will not finish in time I had a lot of work at school

    Maybe I will release that map when I will have time

  • Cybbe
    • February 4, 2007 at 8:16 PM
    • #277

    I.. Might finish juuust in time. Although, I won't get my lighting perfected and I might have some details and brushes I wanted to improve/make. But it'll be playable, I reckon.

  • Slimmm
    • February 4, 2007 at 10:40 PM
    • #278

    Well my map is finished:

    [Blocked Image: http://img73.imageshack.us/img73/5603/dmhestia0001mv9.jpg]

    [Blocked Image: http://img176.imageshack.us/img176/858/dmhestia0002dm9.jpg]

    [Blocked Image: http://img292.imageshack.us/img292/5135/dmhestia0003ho2.jpg]

    [Blocked Image: http://img244.imageshack.us/img244/5825/dmhestia0004te4.jpg]

    cya guys!

    Slim Z.

  • Vinny Testaverde
    • February 4, 2007 at 10:50 PM
    • #279

    Awesome stuff from all you guys.

    This was really a nice competition forcing you to be creative within these limitations.

    Great stuff

  • Minos
    • February 5, 2007 at 2:51 AM
    • #280

    Sorry for disappearing... it wouldn't be fair to release all these kickass maps at an "almost-finished" state, so I decided to extend the deadline for another week. That's right, the new deadline is feb 12. This will be last time I extend it so you guys better get everything done and polished by the end

    This' being a kickass contest indeed, and I can't wait to test all the maps and prepare the map pack

    Keep it fellas

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