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Posts by JamesL

  • awp_monopoly

    • JamesL
    • February 24, 2006 at 9:35 PM

    Perhaps that's why I didn't tell you Vivi.

  • awp_monopoly

    • JamesL
    • February 24, 2006 at 5:59 PM

    The board is a German version because it was the higest res picture I could find via google images. Also it has some fascinating history. It dates from 1936, just before WWII began (check out the values of the properties in Reichmarks) and is one of something like 400 that were made at that time for the German market. Apparently virtually all the other remaining sets were destroyed during the war when the allied forces bombed the crap out of large parts of Germany, so the board is pretty much one of a kind. After spending a while looking for a good image source then finding this and reading it's history, it really fascinated me and I simply _had_ to use it.

    I was also trying to get hold of some images of the cards and money that went with it, so I contacted the guy who has the board via e-mail. Sadly he said he could not supply me with hi-res images of it. I guess he was worried about people making replicas or something along those lines.

    Anyways, that's why the board n cards don't match

  • awp_monopoly

    • JamesL
    • February 23, 2006 at 11:31 PM

    awp_monopoly

    inspired by the 1.6 map of the same name

    remade for source by: JamesL & Generalvivi

    map & textures - JamesL

    models & lighting FX - Generalvivi

    Construction - 2 weeks

    Compile Time - 10 mins

    BSP zipped size - 22meg

    LDR/HDR - enabled

    Spawns - 24

    Weapons - awp / deagle / knife

    Set mp_roundtime @ 2 mins

    Set net_maxfilesize @ 25meg

    board is a 1936 German edition

    cards are 1936 US edition

    Download from

    iwannamap.com

    filefront

    Generalvivi.lawgiver.us

    fragnbag.co.uk

    [Blocked Image: http://www.code303.com/files/images/monopoly/awp_monopoly002.jpg]

    [Blocked Image: http://www.code303.com/files/images/monopoly/awp_monopoly004.jpg]

    [Blocked Image: http://www.code303.com/files/images/monopoly/awp_monopoly003.jpg]

    [Blocked Image: http://www.code303.com/files/images/monopoly/awp_monopoly001.jpg]

    [Blocked Image: http://www.code303.com/files/images/monopoly/awp_monopoly005.jpg]

    [Blocked Image: http://www.code303.com/files/images/monopoly/awp_monopoly006.jpg]

  • [UT2k4]CTF-Botanical

    • JamesL
    • February 23, 2006 at 5:06 PM

    Those first two shots really remind me of the kind of atmosphere created in System Shock 2. Specifically the Arboretum deck about half way through the game.

    That's a good thing btw, SS2 is one of best games of all time imho.

  • Het Griezelbos! [updated 21 feb 06]

    • JamesL
    • February 23, 2006 at 4:52 PM

    Apologies for a slight de-railment but I wrote a post on 'lopers a while back about getting fog to blend nicely n thought it might help you.

    Code
    This was pointed out to me by one of the artists here at work as a painless way to get effective in-game fogging set up, both in the map itself and in the 3D skybox, with a seamless transition between the two. 
    
    
    
    
    Add a fog_controller to your map 
    
    
    Add a skycamera to your 3D skybox (you should have one already) 
    
    
    
    
    Run your compiled map in the engine, and in console turn on; 
    
    
    
    
    developer 1 
    
    
    sv_cheats 1 
    
    
    fog_overide 1 
    
    
    fog_enable 1 
    
    
    fog_skyboxenable 1 (to edit the skybox fog) 
    
    
    
    
    Now you can use these commands to setup and change the fog. 
    
    
    
    
    fog_color (R G B) (the colour of the fog in-map) 
    
    
    fog_colorskybox (R G B) (the colour of the fog in the skybox) 
    
    
    
    
    fog_end (where the fog in level ends) 
    
    
    fog_start (where the fog starts) 
    
    
    fog_endskybox (where the skybox fog ends) 
    
    
    fog_startskybox (where the skybox fog starts) 
    
    
    
    
    Play with all these values and you can observe the effects in real time, 'on the fly' in the engine. Sort out the values that give you the most effective fogging and blend between the map and skybox, then note them all down on a pad. 
    
    
    
    
    Once you have these values noted down quit back to hammer and plug the values into you fog_controller and sky_camera respectively.
    Display More

    THere are some more fog-related variables you can play with too though I can't remember them offhand. Try a

    find fog

    in console to locate them.

    /James

  • park bench model . - download link inside

    • JamesL
    • February 23, 2006 at 3:19 PM

    Monopoly was all ready for release n then my PC suddenly went boom as I was about to FTP it up to webspace.

    Reckon the map is cursed with all the grief it has caused us...

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