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Control Room nr 3 in the series

Posted: Fri May 12, 2006 2:27 pm
by The Flying Dutchmen
So i thought about making my own control room.. as i didnt like both conversion from paintball and flesh, as they seemed to lack in gameplay and playability... this mod is nearing completion , and it got some nice features thanks to entity.. :D :D :D

restored original sound enviroments (SNDE)
imported looping sounds for ambience (LSND)
imported FRG with working sounds
working door with sound
working deathzone
balanced teamspawning, which was quite hard
spawned obstacles
2 2 way teleporters
covenant weaponstyle only
rebuilded and added some scenery, spawns all taken from sp map (lights, control_room_cover, control walkway .. too bad original platform wasnt going to work since it has got no collision)
colorchangable shieldshaders for arbiter and MC (they happen to be in each MP map, but hardly anyone found out)

i had some troubles with the shaders on the elite, but its been sorted out.. i replaced the elite with an arbiter...
http://files.halomods.com/viewtopic.php?t=51666

you must be thinking what the .... is gondola platform doing there, but it was the only good platform i could think of that would give you some space to fight on and some cover..
i nulled the lightmap to get rid of the BIPD getting green on MACH problem, but the map doesnt get much prettier because of it

map has grown in size. it has become 79.9MB which means it almost exceeded its maximum filesize.. the working sounds seem to be byte eaters

for the pics:
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for additional pics:

http://i66.photobucket.com/albums/h245/ ... 03/Gemini/

leave some feedback, if u dont have anything usefull to say, please don't bother posting and spamming up my topic.. ty

Posted: Fri May 12, 2006 3:31 pm
by mm-IRONMAN
Very nice, too bad the crazy green machs, the no lightmap makes it very very grey.

Posted: Fri May 12, 2006 3:36 pm
by Hawaiian Modder
Very nice, From the pics I think this one is much better. Its also got a lighter enviroment.

Maybe give a dl link?

Posted: Fri May 12, 2006 3:36 pm
by DWells55
I love this map - it's the best conversion available, but somehting has to be done about the one green mach. Only one fo them is green, and it really takes away from the feel of the level.

Posted: Fri May 12, 2006 4:13 pm
by GametagAeonFlux
Looks pretty sweet man, nice job.

Posted: Sat May 13, 2006 2:59 am
by The Flying Dutchmen
DWells55 wrote:Only one fo them is green, and it really takes away from the feel of the level.
yes i forgot to null the lightmap on the patch i gave you a link to ^^

i'm just done with everything.. i kept on going till i was satisfied, till the flaws where gone.., i restored as much as i could from the original BSP (scenery, sound, etc )...
the only thing i'm not to happy with is the "hollow" sound enviroment (SNDE _ hangar) in the Control Room.. but thats a minor fix..
team spawns and team antispawns are working like a charm, after major testing.

if anyone would like to play: i've just made this map system link so send me a PM , as i didn't plan on public release on HM due to flaming ^^
no matter what people will argue as i release this in public in h2 downloads

Posted: Sat May 13, 2006 8:10 am
by x088x
Yes, sound injection is definetely a byte eater. What determines the maximum size of a Multiplayer map?

Posted: Sat May 13, 2006 8:34 am
by The Flying Dutchmen
i think the maximum map size is somewhere in the mainmenu, because if bigger then 80MB the map doesnt even start loading, it instantly sais fail to load.. i only used entity for building

Posted: Sat May 13, 2006 10:45 am
by JesseCuster
Huhhh...nice one..thats my man :wink:

i knew , this one goes crazy...good job dutchmen :D

Posted: Sat May 13, 2006 11:55 am
by EvilCanuck
how is the maximum map size 80.mbs because single_player_shared is over 100mbs and you can play it on multiplayer

Posted: Sat May 13, 2006 2:01 pm
by The Flying Dutchmen
The Flying Dutchmen wrote:if bigger then 80MB the map doesnt even start loading, it instantly sais fail to load.. i only used entity for building
thats all i can say about it. i heard someone used insolence to make a map of 125mb still working.. but ive only used entity, and u cant use both for injecting

Posted: Sat May 13, 2006 3:00 pm
by Pyroman
^Heh, you answered yourself?

Re: Control Room nr 3 in the series

Posted: Sat May 13, 2006 6:38 pm
by Monkey Terd
The Flying Dutchmen wrote:as i didnt like both conversion from paintball and flesh, as they seemed to lack in gameplay and playability...
Thats because paintballer tends to rush mods, because he thinks someone is always stealing his mod(s). (Has happened multiple times.)


Anyways..Hurry, that map looks like it kicks ass.

Re: Control Room nr 3 in the series

Posted: Sat May 13, 2006 7:48 pm
by Veegie[Temp]
Monkey Terd wrote:
The Flying Dutchmen wrote:as i didnt like both conversion from paintball and flesh, as they seemed to lack in gameplay and playability...
Thats because paintballer tends to rush mods, because he thinks someone is always stealing his mod(s). (Has happened multiple times.)


Anyways..Hurry, that map looks like it kicks ***.

Re: Control Room nr 3 in the series

Posted: Sat May 13, 2006 7:55 pm
by Hawaiian Modder
Veegie wrote:
Monkey Terd wrote:
The Flying Dutchmen wrote:as i didnt like both conversion from paintball and flesh, as they seemed to lack in gameplay and playability...
Thats because paintballer tends to rush mods, because he thinks someone is always stealing his mod(s). (Has happened multiple times.)


Anyways..Hurry, that map looks like it kicks ***.
Don't you just love irony.

Re: Control Room nr 3 in the series

Posted: Sat May 13, 2006 8:20 pm
by Veegie[Temp]
hawaiian_modder wrote:
Veegie wrote:
Monkey Terd wrote:
The Flying Dutchmen wrote:as i didnt like both conversion from paintball and flesh, as they seemed to lack in gameplay and playability...
Thats because paintballer tends to rush mods, because he thinks someone is always stealing his mod(s). (Has happened multiple times.)


Anyways..Hurry, that map looks like it kicks ***.
Don't you just love irony.
Why do people try to have 2 Sigs? Are they trying to say "Hey Im two times the looser at sigs"
Yes.

Re: Control Room nr 3 in the series

Posted: Sat May 13, 2006 9:45 pm
by RA1N THE ELITE
Veegie wrote:
hawaiian_modder wrote:
Veegie wrote:
Monkey Terd wrote:
The Flying Dutchmen wrote:as i didnt like both conversion from paintball and flesh, as they seemed to lack in gameplay and playability...
Thats because paintballer tends to rush mods, because he thinks someone is always stealing his mod(s). (Has happened multiple times.)


Anyways..Hurry, that map looks like it kicks ***.
Don't you just love irony.
Why do people try to have 2 Sigs? Are they trying to say "Hey Im two times the looser at sigs"
Yes.
I think people should try no to show off their double sigs because that just makes them look like jack***es. :D
as for the map, p8ntballer could have made one this good or better but like the quote says he rushes and ends up messing up some maps.

Posted: Sun May 14, 2006 5:25 am
by Trigger_six
mm-IRONMAN wrote:Very nice, too bad the crazy green machs, the no lightmap makes it very very grey.
Skin it then. :wink:

Re: Control Room nr 3 in the series

Posted: Sun May 14, 2006 7:12 am
by Monkey Terd
Veegie wrote:
hawaiian_modder wrote:
Veegie wrote:
Monkey Terd wrote:
The Flying Dutchmen wrote:as i didnt like both conversion from paintball and flesh, as they seemed to lack in gameplay and playability...
Thats because paintballer tends to rush mods, because he thinks someone is always stealing his mod(s). (Has happened multiple times.)


Anyways..Hurry, that map looks like it kicks ***.
Don't you just love irony.
Why do people try to have 2 Sigs? Are they trying to say "Hey Im two times the looser at sigs"
Yes.

You like making us feel stupid don't you.... :?

Posted: Sun May 14, 2006 7:23 am
by RA1N THE ELITE
I don't. it's just that I don't really like it when people think there better than others. wait dang it now I confused myself. awww **** it go ahead show off your double sigs. i don't really care anymore :lol: