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Quad_Tube  : (24 May 2012 - 17:14) I was looking for melons
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Surf_scout (optional name) Lets make a CSS thread!

#21 User is online   VMR 

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Posted 04 January 2012 - 14:36

What I'd like to see is a spawn that looks more like surf_greatriver's (v4) and with surf_superk's weapon system instead of the one you currently use. Only pistols in spawn, no gun spawns, and you need to surf well to get various weapons.

I'd like for the surfing ramps to be a bit smaller, and more "connected" to each other. If you're going to put them far away, you need to make it obvious for the person surfing where to go, and easy to get there, and maybe add some places that will be very hard to get to and require good mastering of the maps and speed boosters to get to.
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#22 User is offline   Nobana 

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Posted 04 January 2012 - 15:39

It seems I havent installed CSS after installing Windows. Testing delayed until tomorrow.
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#23 User is offline   Mr. Darkness 

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Posted 04 January 2012 - 16:37

View PostVMR, on 04 January 2012 - 14:36, said:

What I'd like to see is a spawn that looks more like surf_greatriver's (v4) and with surf_superk's weapon system instead of the one you currently use. Only pistols in spawn, no gun spawns, and you need to surf well to get various weapons.

I'd like for the surfing ramps to be a bit smaller, and more "connected" to each other. If you're going to put them far away, you need to make it obvious for the person surfing where to go, and easy to get there, and maybe add some places that will be very hard to get to and require good mastering of the maps and speed boosters to get to.


Well then I still wonder why Banyocannon is on the game in this case... I'll do a different version of the map in that case.

But still, would it be fun at the server?

This post has been edited by Mr. Darkness: 04 January 2012 - 16:41

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#24 User is offline   Quert 

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Posted 05 January 2012 - 01:13

What? surf_measuresurf? ain't that a little weird name?
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#25 User is offline   Mr. Darkness 

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Posted 05 January 2012 - 01:22

View PostQuert, on 05 January 2012 - 01:13, said:

What? surf_measuresurf? ain't that a little weird name?


Well, the picture Ima paste will explain everything :P

Look at the texture names.
<br class="Apple-interchange-newline">

They took the most part in my map. Only 4 textures are different. Everything else is dev_measuregeneric :P

Attached File(s)


This post has been edited by Mr. Darkness: 05 January 2012 - 01:23

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#26 User is online   Luke Nukem 

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Posted 05 January 2012 - 01:54

Surf_Chand.
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#27 User is offline   Raxan 

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Posted 05 January 2012 - 02:22

Make it a night map and call it surf_darkness.

cwutididther
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#28 User is offline   Mr. Darkness 

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Posted 05 January 2012 - 04:13

Well, since we tested it on the server, it really seems like its hard to surf with the server's settings :P
Im doing it easier, doing it v2

Also may add some more stuff.

This post has been edited by Mr. Darkness: 05 January 2012 - 04:13

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#29 User is offline   Mr. Darkness 

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Posted 06 January 2012 - 03:20

Once upon a time I was mapping but then...


Posted Image

NOOO
NOOOOOOOO
WHAT THE HECK!
THIS WAS THE LAST SUCCESS COMPILE!
NOOOOOOOOO
WHAT THE **** HAPPENED TO THE LIGHT?

Any1 help :(

Anyway, the changes are:

Added ammo to weapons;
Places to find weapons (with less ammo);
The 2nd pistols group is unlocked when you destroy the bullseye + a random group (smgs - "M3 group") will be unlocked;
And additional entrance door into the awp house;
Visclusters all over the map (not in water tho) were added to prevent long compile (Not sure that this is the real lighting problem);
The buttons in the jail now get a brush appeared in front of them when pressed showing that the button is locked;
Added buyzone - fly into the rotating Mr. Green smiley;
Added func_bomb_target trigger in the awp house (the longest place to get to);
Added some effects into the awp house corridors (without light tho, since the lights there crashed RAD compile).

The thing I want to say is that when the compile process was going on, it didnt get to RAD compile as the vrad.exe crashed.
Any ideas?

This post has been edited by Mr. Darkness: 06 January 2012 - 03:28

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#30 User is offline   Nobana 

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Posted 06 January 2012 - 18:28

Tried the first version of the map, and I must admit, I did not like it at all.

The beginning was bugged, I could only pickup pistols, and the idea of shooting the thing to get out from spawn was stupid imo. The ramps were sometimes too far from each other. And the map was way too small, with nothing else than jail.
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#31 User is online   Pufulet 

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Posted 06 January 2012 - 18:55

View PostMr. Darkness, on 06 January 2012 - 03:20, said:

Once upon a time I was mapping but then...


Posted Image

NOOO
NOOOOOOOO
WHAT THE HECK!
THIS WAS THE LAST SUCCESS COMPILE!
NOOOOOOOOO
WHAT THE **** HAPPENED TO THE LIGHT?

Any1 help :(

Anyway, the changes are:

Added ammo to weapons;
Places to find weapons (with less ammo);
The 2nd pistols group is unlocked when you destroy the bullseye + a random group (smgs - "M3 group") will be unlocked;
And additional entrance door into the awp house;
Visclusters all over the map (not in water tho) were added to prevent long compile (Not sure that this is the real lighting problem);
The buttons in the jail now get a brush appeared in front of them when pressed showing that the button is locked;
Added buyzone - fly into the rotating Mr. Green smiley;
Added func_bomb_target trigger in the awp house (the longest place to get to);
Added some effects into the awp house corridors (without light tho, since the lights there crashed RAD compile).

The thing I want to say is that when the compile process was going on, it didnt get to RAD compile as the vrad.exe crashed.
Any ideas?


have you tried running the "Load pointfile" and see if you have any leaks?
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#32 User is offline   Mr. Darkness 

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Posted 06 January 2012 - 19:52

View PostPufulet, on 06 January 2012 - 18:55, said:

View PostMr. Darkness, on 06 January 2012 - 03:20, said:

Once upon a time I was mapping but then...


Posted Image

NOOO
NOOOOOOOO
WHAT THE HECK!
THIS WAS THE LAST SUCCESS COMPILE!
NOOOOOOOOO
WHAT THE **** HAPPENED TO THE LIGHT?

Any1 help :(

Anyway, the changes are:

Added ammo to weapons;
Places to find weapons (with less ammo);
The 2nd pistols group is unlocked when you destroy the bullseye + a random group (smgs - "M3 group") will be unlocked;
And additional entrance door into the awp house;
Visclusters all over the map (not in water tho) were added to prevent long compile (Not sure that this is the real lighting problem);
The buttons in the jail now get a brush appeared in front of them when pressed showing that the button is locked;
Added buyzone - fly into the rotating Mr. Green smiley;
Added func_bomb_target trigger in the awp house (the longest place to get to);
Added some effects into the awp house corridors (without light tho, since the lights there crashed RAD compile).

The thing I want to say is that when the compile process was going on, it didnt get to RAD compile as the vrad.exe crashed.
Any ideas?


have you tried running the "Load pointfile" and see if you have any leaks?


Pufu, I dont have leaks, 40% of my map is water.
RAD seems to be a bitch theese days.

Nobana, did a v2 today (fixed every bug, its normal now, also the surfing is much easier now), trying to fix the lighting.
Doing the last compile, if the lights still wont work, I'll keep it like that.
About the bullseye thing, it's just to make both teams do a little teamwork, to get out faster than the other team.
Also by destroying the bullseye you unlock the 2nd pistols group + any random of 3 of those ones there.

Any way, using VBCT this time. Very useful shit! :yeah:

EDIT: the compile takes over an hour already... VBCT compile crashed, I see.

Attached File(s)


This post has been edited by Mr. Darkness: 06 January 2012 - 20:39

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#33 User is offline   Mr. Darkness 

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Posted 07 January 2012 - 02:38

Ok guys, something is really fishy here.
The compile process crashes on FinalLightFace: 0 (where it should be 0...1...2...3...4...5...6...7...8...9...10)

Posted compile console:

Quote


** Executing...
** Command: "c:\program files\steam\steamapps\mihailo117\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mihailo117\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\mihailo117\sourcesdk_content\cstrike\mapsrc\surf_scout.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: c:\program files\steam\steamapps\mihailo117\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\mihailo117\sourcesdk_content\cstrike\mapsrc\surf_scout.vmf
Can't find surfaceprop antlionsand for material NATURE/BLENDSANDGRASS008A, using default
Can't find surfaceprop antlionsand for material NATURE/BLENDSANDSAND008A, using default
Entity 610: func_areaportal can only be a single brush

** Executing...
** Command: "c:\program files\steam\steamapps\mihailo117\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mihailo117\counter-strike source\cstrike" -fast "C:\Program Files\Steam\steamapps\mihailo117\sourcesdk_content\cstrike\mapsrc\surf_scout"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\mihailo117\sourcesdk_content\cstrike\mapsrc\surf_scout.bsp
reading c:\program files\steam\steamapps\mihailo117\sourcesdk_content\cstrike\mapsrc\surf_scout.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\mihailo117\sourcesdk_content\cstrike\mapsrc\surf_scout.prt


** Executing...
** Command: "c:\program files\steam\steamapps\mihailo117\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\mihailo117\counter-strike source\cstrike" -noextra "C:\Program Files\Steam\steamapps\mihailo117\sourcesdk_content\cstrike\mapsrc\surf_scout"

Valve Software - vrad.exe SSE (Oct 25 2011)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\mihailo117\sourcesdk_content\cstrike\mapsrc\surf_scout.bsp
Setting up ray-trace acceleration structure... Done (0.79 seconds)
12241 faces
15777437 square feet [2271950848.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12241 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
367697 patches after subdivision
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (83)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (346)
transfers 141616502, max 2774
transfer lists: 1080.4 megs
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Bounce #1 added RGB(4729755, 3087045, 2181813)
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Bounce #90 added RGB(0, 0, 47)
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Bounce #94 added RGB(0, 0, 40)
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Bounce #96 added RGB(0, 0, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (23)
Bounce #97 added RGB(0, 0, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (21)
Bounce #98 added RGB(0, 0, 34)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (20)
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Bounce #100 added RGB(0, 0, 32)
Build Patch/Sample Hash Table(s).....Done<1.9273 sec>
FinalLightFace: 0
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\mihailo117\sourcesdk_content\cstrike\mapsrc\surf_scout.bsp" "c:\program files\steam\steamapps\mihailo117\counter-strike source\cstrike\maps\surf_scout.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\mihailo117\counter-strike source\cstrike" +map "surf_scout"


Since the map doesnt attempt to compile fully, the map will be without any shadows. This is bad.

Edit: Something is too wrong here. When I try to compile a Box map (Prefab entity), it is all fullbright EVEN THERE.

What
The
Heck
Is
Going
On?????

This post has been edited by Mr. Darkness: 07 January 2012 - 03:11

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#34 User is offline   Raxan 

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Posted 07 January 2012 - 20:19

http://www.interlopers.net/errors/

This might give you a hint and hopefully a solution to the problem. Though it works 50% of the time because I've had it say i have leaks when i did not but it's worth a shot.
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#35 User is offline   Mr. Darkness 

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Posted 07 January 2012 - 21:32

View PostRaxan, on 07 January 2012 - 20:19, said:

http://www.interlopers.net/errors/

This might give you a hint and hopefully a solution to the problem. Though it works 50% of the time because I've had it say i have leaks when i did not but it's worth a shot.


Dude, I already used it.
My VRAD.exe crashes, that's the problem.

Anyway, yesterday I did 1 experiment, I compiled 1 map with 2 different engines - HL2 and CSS engines
Guess what?
First when I compiled 1 map in CSS, it had no lights, but with HL2 it had.
Then I recompiled those with Css after hl2 and they did have lights.
This all is too strange :/

I'll keep experimenting. Hope I get the lights at last.
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#36 User is offline   Mr. Darkness 

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Posted 08 January 2012 - 03:04

Okay, since my compile process went crazy mode, I shall ask someone to compile the map for me.
It's not just that the lighting, but not even editing the map preforms some very, very strange things to happen.
Here is an example:

Attached File(s)


This post has been edited by Mr. Darkness: 08 January 2012 - 03:07

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#37 User is offline   Mr. Darkness 

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Posted 08 January 2012 - 23:51

Just as I thought.
My compiler couldnt handle such a long compile, so ofc it did vrad wrong. The very last time I compiled did This ^ (The post with the screenshot)
This time I asked Pufu to compile the map for me (HOLY SHIT PUFU, U GOT A MONSTER PC, 1 MIN 32 SECS??? DAAAAAMN!!!).&nbsp;<div>Even tho, there are a very few issues with the map (he [Pufu] had P&amp;B textures), some textures didnt recive lighing, but the most part, or even, almost the entire map got lighing.

NOW LETS ALL SAY: "THANKS PUFU!!!" :D&nbsp;<div>Time to test teh map ya biatches: http:filesmelt.com/dl/surf_measuresurf_v2.zip</div><div><br></div><div>The basics are the same. You spawn with armor this time btw. Also added ammo.
Also you can plant a bomb in AWP house, tho you would need to cover it, especially from me! :pipe:<div><br></div><div>1 more thing, when you destroy the bullseye you unlock deagle, elites, 5-7 and p228 + a random group (excluding AWP gruop).<div>Have fun!</div></div></div></div>

This post has been edited by Mr. Darkness: 09 January 2012 - 01:59

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#38 User is offline   Mr. Darkness 

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Posted 17 February 2012 - 14:45

Hey guys! I am coming here with news. I am doing measuresurf_v3 which are including the additions:


-More cruved surfing ramps;
-An easier way to find out which wepons are locked from usage;
-A small tutorial at spawn for begginers (I replaced the function of "Show bullseye" to "show tutorial" for the button at spawn);
-More ways to escape the jail;
-A small guide how to escape the jail right over the teleport point;
-Added a different world, to which you will have to get by entring the portal below the floating awp house (there is a disel train, which is actually a machine gun weapon :D);
-A mini-game mode, which you can activate by getting on the platform with horisontally rotating Mr. Green smiley (the other side from jail). You will be able to activate it only after 2 min passed.
-The spawn is more light-up now, you still need to destroy the bullseye on spawn (the bullseye will appear right after players respawn).

And ofcource, more secrets and probably more music :yeah:.

Some of there were not added yet, also some require fixes.
Also, any more advices and things you would like to see on the map?

P.S: Cant upload pics for some reason. The upload fails.

This post has been edited by Mr. Darkness: 17 February 2012 - 14:47

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#39 User is offline   Mr. Darkness 

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Posted 21 February 2012 - 15:29

WARNING! This is just a wider information with screenshots about the post above!

Hey guys!
I finally started adding some more stuff to the map. More secrets, more jail exits (since it was hard to exit the jail) and tutorials to the map which I was going to show with this post here.
The Tutorials of the map present a texture made by me with text showing the tutorial how to start playing the map, how to escape the jail, etc.

The spawn is easier now. The Bullseye appears right after you sapwn and the guns (pistols) are shown to be green-coloured, which means enabled. All others, expect nades are disabled.
And now to add:
Some surfing ramps are more cruved so it's easier to surf;
More weapon platforms;
More secrets;
More music :D;
More weapons;
And probably - more entertainment!

What I mean with entertainment is: On bottom of the map there is a platform with a black sphere on it. Jump into the sphere and you appear in Xen :V (Currently working on it). There you find various weapons and especially a m249 Saw which will have a train parented to it! :V (Just to cause massive "WTF" flood in chats)

Also an another feature is duel mini-game. What is it? First you must reach a platform with a rotating Mr. Green above the T TOP CT platform and then wait 2 minutes to be able to activate the button inside the bunker.

After that all the players are teleported on the top of the AWP house (you cant escape) and there you have a small gun fight (you can pick up guns).

So yeah, that's actually it. I can upload the pictures now to show how it all looks like.
Also 1 more (undone)Xen screenshot: http://steamcommunit...1677?tab=public

LEAVE YOUR ADVICES ON HOW SHOULD I IMPROVE THE MAP!

P.S: The jail screenshots look too dark? I know, I copiled the map partly. I just wanted to show there how does the tutorial look like. I compiled only some areas of the map to test how do they work.

Attached File(s)


This post has been edited by Mr. Darkness: 21 February 2012 - 15:40

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