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ZF_Office (current version: 1.3)
Posted: December 30th, 2010, 10:23 am
by Lord Melchior
Re: ZF_Office
Posted: December 30th, 2010, 11:46 am
by Stephen
cube map kinda annoying process but easy
first load map
in console type
buildcubemaps
then type
mat_bumpmap 0
then disconnect from map
mat_bumpmap 1
run map
buildcubemaps
mat_bumpmap 0
buildcubemaps
disconnect
mat_bumpmap 1
reconnect
buildcubemaps
done
thats to get every last reflection perfect, if you dont do it that many times youll still get some purple in relfections
and about the doors you probably didnt set it to return to close position, and doors usualy a bad idea for zombies best not to give any greifing chance to players otherwise its more work for you in the end wanring kicking banning them
also some of those models dont look like tf2 library, other models will show up for you if you have all models selected in the model viewer, and if other players dont have those games installed they will get the ERROR model, unless you packed the models in after compiling
Re: ZF_Office
Posted: January 2nd, 2011, 12:21 pm
by Web Master
Can't wait to try it out, the more you practice the better you get anyway.
Re: ZF_Office
Posted: January 2nd, 2011, 3:53 pm
by Lord Melchior
Alright, I bypassed the HL model problem bu Brush Modeling everything. looks kindof wierd but whatever.
Added cubemaps and scary lighting. Fixed some tiny bugs.
Reuplaoded and you can downlaod it from the same adress in the first post. BETA testing with Joey and making some screenshots.
Please add it to the server ASAP :3
Re: ZF_Office
Posted: January 2nd, 2011, 4:13 pm
by kwbrownie2003
looks very nice, seeing as how its a new zf map for once lol
Re: ZF_Office
Posted: January 2nd, 2011, 4:17 pm
by Lord Melchior
kwbrownie2003 wrote:looks very nice, seeing as how its a new zf map for once lol
Thanks brownie.
It looks better now, with the spooky lighting and all.
It's pretty dark though. Like labs CP 4 dark.
Re: ZF_Office
Posted: January 2nd, 2011, 4:41 pm
by Lord Melchior
alrighty, updated downlaod link and screenshots.
It's 100% done and ready for play now :3
Re: ZF_Office
Posted: January 8th, 2011, 1:44 pm
by Lord Melchior
...ok, I've been waiting for this to get uploaded to the server for a while now.
I bugfixed it, playtested it. People like my map.
I made you a map, upload it. D:
Re: ZF_Office
Posted: January 8th, 2011, 7:10 pm
by Stephen
The requested URL /ATG/zf_office_B2.html was not found on this server.
Re: ZF_Office
Posted: January 8th, 2011, 8:36 pm
by SirDumpling
Re: ZF_Office
Posted: January 8th, 2011, 8:43 pm
by Stephen
there its added
Re: ZF_Office
Posted: January 9th, 2011, 7:14 am
by Lord Melchior
Stephen wrote:there its added
yay
EDIT: I can't open it on the server baww :c
at least, I can force the map or open it for voting via the sm admin menu.
SandvichSpy wrote:- Your timer doesn't work, it's perpetually in setup mode the whole time
that's wierd, It works fine for me. I'll have to run it on the server myself.
SandvichSpy wrote:
- spawn camping the zombie spawn in the middle is an issue
I added a nobuild zone to prevent sentries already. I tried to add doors but they never closed so that sucked. well yeah that sucks I'll make a few adjustments in that case.
is ti really that abd though?
SandvichSpy wrote:
- when a red player is killed they don't always get auto put on blu team
wat?
I thought the mod on the server was supposed to regulate that. D:
how the hell am I supposed to do that?
also, theyre not always auto put on BLU? does that mean it happens sometimes? :S
stuff is wierd.
Re: ZF_Office
Posted: January 9th, 2011, 11:08 am
by Stephen
im assuming you forgot to add the nessecary entities to make game play work.
team_round_timer
------------------
start disbled: no
time length: 240 (or how ever long u want it its in seconds)
max time length: 0 (unless your adding time to the clock on special event)
start paused: no
setup timer length: 35 (change to whatever u want)
reset time on round restart: no
use countdown sounds: yes
show hud timer: yes
count direction: down
game_round_win
-----------------
team: red
force map reset: yes
switch team on map win: no
that should fix the issues, you might need filter_activator_tfteam. depending if have special places you dont want survivors and zombies getting places.
Re: ZF_Office
Posted: January 13th, 2011, 4:39 pm
by Lord Melchior
mayor Update:
ZF_Office is now B4.
stuff I fixed:
-Timer doesn't freeze during setup
-Players can actually win now
-Added more props in general
-Added another room
-Fixed the lihgting a bit
-Prevented most spawn camping with a simple wall structure
Screenshots:
anti-spawncamp walls:
janitor's room and a random new light prop:
the new conference room:
new Download Link:
http://melchiormphilips.com/ATG/zf_office_B4.bsp
Now it should work 100%. Can someone please upload this to the server? thanks in advance :3
Re: ZF_Office (current version: B5)
Posted: January 27th, 2011, 12:53 pm
by Lord Melchior
VERSION B5
What's New:
-Added adequate health and ammo packs in the conference room
-Made the Zombie spawn even less spawncampable
-Made the Zombies unable to move to the survivor areas untill setup time ends
-Fixed a few props
-Fixed a few lighting issues
-Expanded the toilet room so survivors can hide behind the toilet stalls
-Fixed a misplaced texture
Download:
http://melchiormphilips.com/ATG/zf_office_B5.bsp
As far as I'm concerned this is the last update I'll make. At least in a while. I'm working on a new ZF map.
So ahm. Could you please upload the map to the server for me? I really want to play on it now. much oblidged.
Enjoy!