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PD-KC
04-04-2003, 07:44 AM
This is a strange VHE-spawn indeed.

It's been under construction for some months now, ready for weeks, I just were too lazy to upload the file. About the map... it's almost unplayable on my setup, (600 mhz, TNT2, 384 sdram (most maps are ;)) ) but those of you who have somewhat new systems might enjoy it... dunno. I don't have a decent storyline for this because the map doesn't make any sense to me at all. I just want to release it and I never want to see it again. Argh. :mad:

The .zip is 3.8 mb, and .bsp is ~8 megs (textures included within)

Link:

http://www.angelfire.com/games5/svenco-op/maps/clockwork_v2.zip

PS. Textures are from Wadfather.

EDIT: Screens: http://www.angelfire.com/games5/svenco-op/clockwork.html
EDIT2: New version released.
-fixed ambience
-added some monsters

Jusupov
04-04-2003, 08:21 AM
How the heck do you get anywhere from the second place with the green goo on the floor?

The ambient noices are quite annoying. I had to keep hitting stopsound to not get them playing all the time louder and louder, I think they might also have something to do with the performance hit.

I liked the textures very much.

PD-KC
04-04-2003, 08:41 AM
There's a ladder brush in the rope attached to the ceiling.

I'll try and see if the sound system is causing the lag, they're triggered with trigger_randoms.. could it be that they are not triggered off if they are triggered again?

Jusupov
04-04-2003, 08:44 AM
Originally posted by PD-KC
There's a ladder brush in the rope attached to the ceiling.

I'll try and see if the sound system is causing the lag, they're triggered with trigger_randoms.. could it be that they are not triggered off if they are triggered again? Umm a ladder in that room too? I mean the place with crates and only some green goo.

And I dont think the sounds are triggered off.

PD-KC
04-04-2003, 08:59 AM
Oh, that room. :)

It actually takes 2 to get on one of the boxes..
There's a ventilation tunnel behind a box in the back wall.

And I thought the random ambience was a good idea. Oh well. It takes a while to put normal noises around the map, next version will be released shortly.

Jusupov
04-04-2003, 09:06 AM
Originally posted by PD-KC
Oh, that room. :)

It actually takes 2 to get on one of the boxes..
There's a ventilation tunnel behind a box in the back wall.Ah ok missed that. I got the bigger box by grenade jumping there.

Rush2112
04-04-2003, 12:37 PM
Nice map! I like these kind of "puzzle maps" :). The ending was good. Just when i thought the map was finished, there were more work to do. The clockwork room was cool also. One thing i didnt like in the map was the lightning, too dark as usual.

Jusupov
04-04-2003, 12:44 PM
Originally posted by Rush2112
The clockwork room was cool also. One thing i didnt like in the map was the lightning, too dark as usual. I think the lighting is good. One thing I dont like is the infinitely spawning alien grunts near the third button :\

Rush2112
04-04-2003, 01:03 PM
Yeah, It is completly impossible to get back alive after pushing the third button. But you get to the start a little quicker that way;).

Hidden
04-04-2003, 01:22 PM
Wow, I LOVE the textures.

Nih
04-04-2003, 02:18 PM
This is a good map:) . But the clockwork room is very laggy, wich makes it very hard :/. Should be in boms.

Lento
04-04-2003, 03:18 PM
Yeah, this map rocks except for that part, but I finally made it after 10 attempts or so. Maybe it would be easier if you slowed them down a bit...

Very nice architecture and gameplay otherwise, this will definately be in my mapcycle! :)

PD-KC
05-04-2003, 12:39 AM
Huh? The rotating gearwheels? :D

You should've seen the earlier version of that place. :p
They are already much slower and the gaps between them are much smaller, you don't have to stretch your jump any more or use the hidden x-bow. ;)

And thanks for feedback!

goanna
05-04-2003, 01:27 AM
Agreed, I didn't care for the clock room either though I didn't have a lag problem, (don't like timing-jumps rather be shooting something, personal taste really). Still, very nice job in clock room with the architecturing and design. I did notice SLIGHT lag through out map but never interfered with game play. The third button respawn was just starting to get annoying when they stopped respawning, whew! I liked the higher health of the monsters rather than high numbers. I find it more of a rush when they corner you because you couldn't drop them with just a few shots. Something you did a few other mappers could learn from is the good blending of lighted areas and darkened areas. Too many making maps entirely or mostly dark. Definitly a very good map, enjoyed it! :D :D :D :D

Jusupov
05-04-2003, 04:41 AM
Damn that was fun. Finally got to play the whole thing. The clockwork room is damn sweet, but too easy :( The way you kill the garg is ingenious.

Still have to figure out how to survive getting that crossbow ;)

Dr. Huxtable
05-04-2003, 10:05 AM
WOW! you've done it again!! After about an hour or so of staring at the textures I began to play the map. WOnderful gameplay, neat little puzzles and WOW THE TEXTURES. Map archetecture was wonderful every room looked like it had alot of time put into it. defentily a map to p-lay over and over. B O M S

I dont know why people say the clockwork room is hard, i found it easy, and fun!. That was my faverite room by the way. There was a slight lag in the map, but its not that bad.
;)

A few questions though.
1) after pushing the first button, how where you supposed to get back?

2) the sound button, how where you supposed to get across the floor that you fall through? (i used low gravity)

3) Third button just looked impossible, even with other people.

thats about it. AND OH!! how did you ever come up with that idea for killing the garg? it was awesome!!!:p

PD-KC
05-04-2003, 10:28 AM
Hehe, thanks. :D

1) Well, if you really want to get back (and not suicide without getting a death and teleporting back to spawn) pull one of the boxes near the button to the fence, then jump on it.

2) There are some areas that are solid, others are not, they are all completely random every time you play. If you want to get over without trying every possible combination of jumping and running, shoot the ground with mp5 and see if there's any ricochet sprites. It tells you whether or not the ground is solid.

3) If you can't get there by killing all the grunts as fast as possible, try getting the hidden gluon gun ;) or kill all spawns. Each spawn holds 10 alien grunts, so it shouldn't take too long.

About gargantua: I tried to make an env_beam to follow a func_train, without success, then I read a tutorial that says it needs an origin brush, and "Beams can be targeted to almost any entity which has an origin set." or something. Then I was wondering how it'd work with pushables and targeted a beam to a pushable box. Then I forgot the whole thing until one night it popped into my mind that if I could have an env_beam between two pushables. Then I tried it and thought "OK, it works, but who cares? What good can it possibly be?" And about that time I had the idea of a caged garg and players attempting to damage it with those pushables. :)

Dr. Huxtable
05-04-2003, 11:12 AM
Well all that thinking payed off, one of my faverite maps! and those three questions, Igot answerd playing with other people. You helped too. The map deserves to be in BEST OF MAP SHOWCASE. Latley there have been to many "Black Mesa" type maps and im getting sick of them. This one however, was unique and totally fun. Do you think your going to post another version? like fixed lag or so? (i persnoally dont see the lag that much) If so, maybe you could add some XEN lights (those little plants with the bulbs on the tips) in with the barnacles to make more light and more dream affect . I dont know, the map rocks either way!



don't have a decent storyline for this because the map doesn't make any sense to me at all.
Also, I don't think the story is that bad, its short and to the point, really it fit in prefectly.

Lento
05-04-2003, 11:50 AM
Yeah this is BOMS material for sure, guess I need some practice at that clockroom though. But it's alright... I'll practice. :o

What about that last matrixtunnel, the middle of it looks like a missing skybox texture? Is it supposed to be like that or what? :confused:

This map has some of the best architecture and texturing ever IMHO. ;)

Looking forward to any future maps from you pointdexter fishthingie chaoscraft! ;)

PD-KC
05-04-2003, 12:14 PM
I believe the lag is from the textures, which are mostly 512 x 512 and 256 x 256 scaled down to look better. The HL-engine obviously can't handle that very well, but who cares, everybody has a P4 3.06 Ghz, right? ;) I've seen this done in most of the mods I've played, TFC, CS, AHL and The Specialists.

I've never used barnacles because they seem so useless, they just sit there and get shot. :)

And the place doesn't have soil in it so I think those little plants can't get through the concrete. :cool:

And at the exit the brush has a "null" texture in it, which the HL-enginge doesn't render. It doesn't refresh so it looks psycho and cool. :D

Dr. Huxtable
05-04-2003, 06:16 PM
Originally posted by PD-KC

And the place doesn't have soil in it so I think those little plants can't get through the concrete. :cool:


Oh those things are vicious!! they just tear up concrete for fun so they can spread there light of goodness to everyone!.

ok fine you win. :rolleyes: Great map! cant wait for the Encounter series or what ever is on your HIGH priority list. ;)

PD-KC
06-04-2003, 01:24 AM
I've already done the first map of Encounter but it crashes due to an overflow error, the project is somewhat on ice now, until I reconstruct the entities. :o

Quite tough to make an epic defense-styled map that actually works. ;)

And I do have high priority maps under construction. :p

Dr. Huxtable
06-04-2003, 10:49 AM
Defense style maps would be hard i can agree with that. I think it would be easier to make that map when 2.5 comes out so you can put in some sniping into the defense and stuff, that would be aweseom.

As for you other maps, do tell! do tell! :p


P.s. Lets go admins, get this map in the right showcase ;)

The-Real-Game
07-04-2003, 04:17 PM
Going to test this map tomorrow.


Edit: doh, got you confused with kelpfarm D:

PD-KC
09-04-2003, 08:14 AM
Off topic:
Nira? What's Nira? :confused:

TrEmPlEr
09-04-2003, 03:48 PM
have test this map i like this map really give you 8/10 points from me :p

^^

Dr. Huxtable
09-04-2003, 06:41 PM
Originally posted by PD-KC
Off topic:
Nira? What's Nira? :confused:

maybe a horribly misspelled "gash" ? :confused:

-waiting for admins reply on map test- :cool:

Jusupov
10-04-2003, 05:19 AM
Nira is a map
http://www.svencoop.com/forums/showthread.php?s=&threadid=11040

PD-KC
10-04-2003, 06:17 AM
OK, it's a map, but what's it got to do with anything?

This is confusing.

Lento
10-04-2003, 10:24 AM
He probably mixed up your names or the names of the maps. It could be a case of:


"Information overload! All the electronics around you poisoning the airwaves. Technological fuckin' civilisation. But we still have all the shit - cause we can't live without it..."
(Henry Rollins - Johnny Mnemonic)

The-Real-Game
11-04-2003, 01:27 PM
The only bad thing about this map was that I didn't play it sooner.

This map is quite an experience visually and the great use of sounds makes it an all together exciting experience. The monster battles are generally ok, It's the great range of puzzles that really makes the map what it is.
Architecture goes really well with the fantastic textures and texturing. This map promised something different and certainly delivered it.

Great all round map, deserves best of for the fact it provides something really different. Of course its great gameplay strengthens its best of status even more.

Nice one PD-KC

PD-KC
11-04-2003, 03:17 PM
Excellent, thank you. :D

Aurora
12-04-2003, 10:59 AM
It's a great map, cool ideas etc. Everything fits in. By the way is there a "leak" in the Matrix exit? Cause it looks like it's completely black and "repeats" the walls when you turn around.

Dr. Huxtable
12-04-2003, 02:32 PM
No, he used a "null" texture which made it look all physco and cool like that. It really looks cool when you go thourgh it and stuff. :)

Aurora
16-04-2003, 12:05 AM
Cool... What's the name of that texture?

PD-KC
16-04-2003, 03:59 AM
Umm... "null" ?

But it's not in halflife.wad, just make a properly sized texture with anything on it and name it "null". I'm not sure if it works on normal ZHLT, but I'm using ZHLT Custom Build 17. You can use the texture to reduce r_speeds by applying it to any wall that is not visible to the player... without cheats.

Off topic. :o

InFinTeY
20-04-2003, 07:29 AM
Comments soon after playing your map and one thing your screenshots look quite cool...

Woodsie
26-04-2003, 02:34 PM
3) Third button just looked impossible, even with other people.

Have 2 people provide cover fire for you by blasting away at those Alien Grunts and instead of jumping from platform to platform, just jump on the ledge to your left and work your away around to the button that way.

Boar
03-05-2003, 12:09 AM
Took us a while, but me and another player did it by killing off the rt hand Alien grunt until he didn't respawn anymore and then one of us jumped onto the respawn platform for the other Alien grunt. We finally reached it by working around on the left, as said. What gets me is I got all the way to the last metal grate platform and it looked as if I could jump but it seemed as if something blocked me from jumping. Did this twice!

The hardest one for me was the last button. Jumping up those gears! Wow. But I did it. I give myself a gold star. This map was a lot of fun, but I think the jumping part was a bit overdone for sure.

Dr. Huxtable
03-06-2007, 04:00 PM
anyone have a mirror to this map?

EDIT: nvm, http://www.angelfire.com/games5/svenco-op/ then goto clockwork

JPolito
03-06-2007, 06:00 PM
Also, note that most old and popular maps can be downloaded from Sven Co-op Central if a working mirror is not on the forums:

http://www.svencoopcentral.com/

the_velociraptor
06-06-2007, 11:49 AM
Excellent work. For some reason it reminded me of a violent Miyazaki film.

Anyway, the only problem is that the room with the Gargantua is too easy. The players don't bother with the boxes and just grenade-spam the poor Garg. (Just a note, only on XP servers.)