poseyjmac
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http://img.photobucket.com/albums/v81/p ... se_map.jpg its basically a U shape, so not completely unpredictable. windows on the sides can be traversed through with a jump crouch though. the explosive barrels are present only in the hl2dm version, since its kinda fun to shoot explosive barrels around with the gravity gun. i really don't take myself serious enough as a mapper to never divert from a theme, i like putting wacky things here and there.
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actually he said it reminded him of a rogue spear map. pretty big difference there. and if you want to remove any 'suspicion' about the gameplay. playing it always helps.
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chalet_fall maybe? Sorry to say, but no fucking way. I'm also abit suspecious about the gameplay. so you and MJ are the same person? ive been reminded of plenty of great maps from less great ones.
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well, the thing is, i don't make maps to fit someones definition of 'successful'. i make maps how i like to play them, and coincidentally how another niche crowd likes to play them. if just one person has some fun with it, well then im glad. but you see, i don't carry a clipboard when i try a map. there are stranger things in life than a fun map that doesn't fit some strict guidelines for 'success'. all i know is, its fun for me and others playing HL2dm, DOD:S, and CS:S in a house. and thats enough for me.
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chalet_fall maybe? i thought the same thing, but our playtests were very fun, just different.
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well i tested it with 2v2 and 3v3s on all gamemodes for CS:S and DOD:S, it was just a matter of tweaking spawns for CS:S, and spawns + flag cap times for DOD, and it came out pretty well. all are fast, but in our playtesting it seemed balanced.
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November 30th, 2005 ************ dm_fullhouse ************ created by poseyjmac(Jon Posey)(jonposey@hotmail.com) DOD:S and CS:S versions also available. ******** Comments ******** This is my second map for the source engine(dm_chameleon was the first). It's the house I'm currently living in now. All of the architecture is how it is in the real house, although simplified in some parts. It supports up to 12 players. This .bsp contains many custom textures, which is why it is around 10 megabytes. ************ Installation ************ Unzip the contents of the zip to Steam\SteamApps\[yourname]\half-life 2 deathmatch\hl2mp\maps\ ****** Thanks ****** to those who helped me at hl2world.com ***** Legal ***** Valve do NOT support the use of this file in any way and neither they, nor I will be held responsable for errors it causes. --------- this is the readme for the hl2dm version. cs version has cannons(with fuses), and DOD version has 4 cap points its a SMALL map and was designed for quick gameplay. kinda big in megabytes for a small map, but there are many custom textures. cs:s version - http://www.fpsbanana.com/?section=viewi ... .main.9753 hl2dm version - http://www.pcgamemods.com/mod/17429.html dod:s version - http://www.pcgamemods.com/mod/17430.html
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ambient looping sounds not working for clients. soundscapes?
poseyjmac replied to poseyjmac's topic in Engine Discussion
for some reason its working without any of the above for clients. maybe it was because of the update that happened around then, but i have a machine right here i can test it on -
ambient looping sounds not working for clients. soundscapes?
poseyjmac replied to poseyjmac's topic in Engine Discussion
scratch that! merely changing the volume will make even looping sounds kick in for clients. just make a logic_timer to change the volume from x to x.01, every few seconds. and it works perfectly! also, some of these looping sounds will NOT stop if you disable or even kill them. you have to set the volume to 0. edit: well now its working for clients without any logic entity. i don't get it. maybe in the last update they fixed it. *confused* -
ambient looping sounds not working for clients. soundscapes?
poseyjmac replied to poseyjmac's topic in Engine Discussion
alright. i figured out a way which involves 1 logic_auto, 2 logic_timers, 3 ambient_generics of the same sound. its pretty complicated though. all it does play a sound, then before it ends, the same sound(but different entity), starts playing. thus there is no clicking sound. sounds simple enough, but you really need all the entities i mentioned to get it working. the logic_auto is needed to create the initial gap between the 2 sound timers. the 3rd ambient_generic of the same sound is for the beginning when the first timer is still counting down. i can make a small vmf if more than 1 person is interested. -
ambient looping sounds not working for clients. soundscapes?
poseyjmac replied to poseyjmac's topic in Engine Discussion
a logic_timer would do the same thing. i tried it down to a hundreth of a second, but still you would hear a click. not acceptable. i don't think the input/output delay timer is going to be as accurate as it needs to be. -
im asking specifically those who are entering their hl2dm maps into the contest. we can't make custom soundscape.txt's so how do are we supposed to have looping sounds that play everywhere? ambient_generics that have 'play everywhere' DO NOT work for clients who join the server. they work for the server, but not clients. they have to be stopped and started again for each client, which results in some terrible skipping sounds. they are not an option for ambience. so im wondering what are we supposed to do? i have a machine next to me with another steam account that i can test stuff on. so far no one in any forum has been able to figure this out. a soundscape would be perfect, but, can't make custom ones + there is no list of default ones to use. only ones i know of are in lockdown, but my map doesn't suit shower sounds, and other stuff like that.
