Thread: Clockwork

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  1. #1
    Retired PD-KC's Avatar
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    Exclamation Clockwork

    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.

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

    Link:

    http://www.angelfire.com/games5/sven...ockwork_v2.zip

    PS. Textures are from Wadfather.

    EDIT: Screens: http://www.angelfire.com/games5/sven...clockwork.html
    EDIT2: New version released.
    -fixed ambience
    -added some monsters
    Last edited by PD-KC; 04-04-2003 at 11:40 AM.

  2. #2
    deez nutz Jusupov's Avatar
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    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.

  3. #3
    Retired PD-KC's Avatar
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    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?

  4. #4
    deez nutz Jusupov's Avatar
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    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.

  5. #5
    Retired PD-KC's Avatar
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    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.

  6. #6
    deez nutz Jusupov's Avatar
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    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.

  7. #7
    Registered User Rush2112's Avatar
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    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.
    All those moments will be lost in time... like tears in the rain. Time... to die.

  8. #8
    deez nutz Jusupov's Avatar
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    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 :\

  9. #9
    Registered User Rush2112's Avatar
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    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.
    All those moments will be lost in time... like tears in the rain. Time... to die.

  10. #10
    :D & D: Hidden's Avatar
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    Wow, I LOVE the textures.
    nothing amazing... just the norm.

  11. #11
    Mapper Nih's Avatar  
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    This is a good map . But the clockwork room is very laggy, wich makes it very hard :/. Should be in boms.

  12. #12
    Nami Swaaan! <3 Lento's Avatar
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    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!

  13. #13
    Retired PD-KC's Avatar
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    Huh? The rotating gearwheels?

    You should've seen the earlier version of that place.
    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!

  14. #14
    Contributor goanna's Avatar
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    Nice!

    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!
    Last edited by goanna; 05-04-2003 at 01:36 AM.

  15. #15
    deez nutz Jusupov's Avatar
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    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

  16. #16
    Registered User Dr. Huxtable's Avatar
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    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!!!

  17. #17
    Retired PD-KC's Avatar
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    Hehe, thanks.

    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.

  18. #18
    Registered User Dr. Huxtable's Avatar
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    Best of map

    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.

  19. #19
    Nami Swaaan! <3 Lento's Avatar
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    Thumbs up

    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?

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

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

  20. #20
    Retired PD-KC's Avatar
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    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.

    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.

  21. #21
    Registered User Dr. Huxtable's Avatar
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    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.
    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. Great map! cant wait for the Encounter series or what ever is on your HIGH priority list.

  22. #22
    Retired PD-KC's Avatar
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    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.

  23. #23
    Registered User Dr. Huxtable's Avatar
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    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.s. Lets go admins, get this map in the right showcase

  24. #24
    im a cop you idiot The-Real-Game's Avatar
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    Going to test this map tomorrow.


    Edit: doh, got you confused with kelpfarm D:

    The OP is a nub

  25. #25
    Retired PD-KC's Avatar
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    Off topic:
    Nira? What's Nira?

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