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jackthompson
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PostPosted: Wed Oct 15, 2008 12:27 pm    Post subject: I need... Reply with quote

1x a brush that is a pyramid with a flat top (most important)
1x smallest possible water pool example
1x smallest possible lava pool example
1x smallest possible lava floor example [Edit: not needed]
1x smallest possible acid floor example
1x smallest possible slimy/icy floor example
1x smallest possible mirror example
1x smallest possible jumppad example

all as *.map file...

with smallest i mean the amount of brushes in the *.map file...

i clicked around in Radiant trying to do this myself and it just sickens me... It's a desert made of buttons and bullshit..

THANK YOU! :D


Last edited by jackthompson on Wed Oct 15, 2008 1:11 pm; edited 1 time in total
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kernel_panic
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PostPosted: Wed Oct 15, 2008 12:40 pm    Post subject: Re: I need... Reply with quote

What's a lava floor?

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jackthompson
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PostPosted: Wed Oct 15, 2008 1:11 pm    Post subject: Re: I need... Reply with quote

kernel_panic wrote:
What's a lava floor?

there is no difference between a lava floor that hurts and a pool that isn't very deep, huh? so pool would suffice...
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kernel_panic
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PostPosted: Wed Oct 15, 2008 10:40 pm    Post subject: Re: I need... Reply with quote

This is a jump pad, a 64x64x8 platform starting at the origin blablabla. You put another brush on top and make it a trigger_push entity. Create a target_position entity somewhere and link them together:

Code::
// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 64 60 8 ) ( 64 0 8 ) ( 0 60 8 ) common/oldstone2 0 0 0 0.5 0.5 0 0 0
( 64 64 128 ) ( 0 64 128 ) ( 64 64 0 ) common/oldstone2 0 0 0 0.5 0.5 0 0 0
( 64 60 128 ) ( 64 60 0 ) ( 64 0 128 ) common/oldstone2 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 64 0 0 ) ( 0 60 0 ) common/oldstone2 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 128 ) ( 64 0 0 ) common/oldstone2 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 60 0 ) ( 0 0 128 ) common/oldstone2 0 0 0 0.5 0.5 0 0 0
}
}
// entity 1
{
"classname" "trigger_push"
"target" "target_position1"
// brush 0
{
( 64 64 10 ) ( 64 0 10 ) ( 0 64 10 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 64 64 16 ) ( 0 64 16 ) ( 64 64 8 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 64 64 16 ) ( 64 64 8 ) ( 64 0 16 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 8 ) ( 64 0 8 ) ( 0 64 8 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 8 ) ( 0 0 16 ) ( 64 0 8 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 8 ) ( 0 64 8 ) ( 0 0 16 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
}
// entity 2
{
"classname" "target_position"
"origin" "32 32 128"
"targetname" "target_position1"
}

I forgot to mention about how to make the lava to drain health. I'll post an example tomorrow or so.

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chiquita
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PostPosted: Wed Oct 15, 2008 11:01 pm    Post subject: Re: I need... Reply with quote

kernel_panic wrote:
What's a lava floor?

In xcm_tricks2 there is sections which looks like cracks in floor and has a plasma effect inside. There is also a map like q3dm13 which contains loads of blood looking stuff which I have to say... is the kind of things that jack would look for / want :)

There's another map on Freezerail or CS which has a very shallow lava bit, cant remember the name.

I really think we should have more original maps like feelthepain etc with it's own media files where people laugh when you fall in stupid bits. Even more funny when they die slowly.. sometimes I can make it over quickly and watch their suffering as they try to get out :)
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chiquita
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PostPosted: Wed Oct 15, 2008 11:05 pm    Post subject: Re: I need... Reply with quote

Not really on topic but people in the past have made maps which run on the server and you can change spawn points and some other stuff and the map on the client is still valid.

I was suprised it worked but was good for q3dm17, and suprise the spawn campers with new spawn points. The map must exist on the server, the client can have the default map
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kernel_panic
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PostPosted: Wed Oct 15, 2008 11:26 pm    Post subject: Re: I need... Reply with quote

I don't know about those floors, but I guess that the mappers did some fancy stuff with shaders to make the textures look cool and then added the damage to them.

As for the spawn points thing...that's interesting, but I don't quite get how it works. Who changes the spawn points, the server admin?

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chiquita
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PostPosted: Wed Oct 15, 2008 11:33 pm    Post subject: Re: I need... Reply with quote

Well.. funny thing is that I didn't notice them at first and suprised I missed them, maybe on some mode or picmip they arent seen?

They are in the 'bring it on' strafe lanes at the spawn point but no doubt there are lots in other places too. I'm also sure there's a lava cracks on the floor in the first strafe lanes.

Regarding the extra spawn points...
forums.noghost.net/cgi...f=3;t=4320
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kernel_panic
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PostPosted: Thu Oct 16, 2008 12:48 am    Post subject: Re: I need... Reply with quote

Oh, that really is interesting, so the server can have a different map than the clients, at least regarding spawn points entities...cool.

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jackthompson
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PostPosted: Thu Oct 16, 2008 1:31 pm    Post subject: Re: I need... Reply with quote

makes sense... the server decides who/what spawns /when/ anyways... so why not the /where/ too...
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jackthompson
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PostPosted: Thu Oct 16, 2008 1:36 pm    Post subject: Re: I need... Reply with quote

@kernel_panic: this www.gamers.org/dEngine...html#2.1.2 docs are for id Tech 1 btw... but the Brush part still applies to id Tech 3..
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kernel_panic
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PostPosted: Thu Oct 16, 2008 4:07 pm    Post subject: Re: I need... Reply with quote

I found some other documents about the .map structure. What I don't quite get is why radiant decides to define the intersecting planes with points _outside_ the brush they delimit. To me it would make more sense to just pick up the three points from each surface of the brush. Anyway, it doesn't make any difference apart from being less intuitive.

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jackthompson
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PostPosted: Thu Oct 16, 2008 8:02 pm    Post subject: Re: I need... Reply with quote

rapidshare.com/files/1...s.zip.html

the aa2map example maps in their current state... example3ctf is even playable with bots
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chiquita
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PostPosted: Thu Oct 16, 2008 8:40 pm    Post subject: Re: I need... Reply with quote

If you change map stuff would you need to unzip the map on server as it might cross reference it with pure if the map is a pk3 in the base folder?
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jackthompson
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PostPosted: Thu Oct 16, 2008 9:57 pm    Post subject: Re: I need... Reply with quote

chiquita wrote:
If you change map stuff would you need to unzip the map on server as it might cross reference it with pure if the map is a pk3 in the base folder?

i think that doesn't matter...
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