Thread: Big Cave 2

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  1. #1
    Ultimate Monster Mapper amckern's Avatar  
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    Big Cave 2

    Big Cave 2 - Beta 3

    Download:
    http://downloads.ammahls.com/sc/bigcave2_b3.zip

    I have wanted to build a level build into a hill side, or cave for many years after seeing what the Terrain Tools in Source can do, I was never able to build anything I liked in Source, and found the original big cave map on my hard drive after looking through some old Counter-Strike levels I made in the late 1990s.

    This is a beta, and some things are not finished (take the first spawn outside as an example), but your objective is that you need to find an alternative route to the "Black Mesa Transport Hub".

    I am very happy with the basics of this map, but depending on how things play the map might be adjusted, things removed, or added to match the game play style on both stock servers, and the ones running mods such as XP/RPG Mod.

    Fixes:

    Beta 3
    * Added most of the missing sound files and updated the RES file to show these changes
    * Replaced the Osprey with a Tank - this is the 2nd tank i have ever used in a map, so it might not operate in the best way
    * Shortcut after the tank is now opened after you kill the Garg - the fence near the toxic waste now has a hole in it.
    * Monster clip and path nodes around the Garg are now working - the Garg will climb out of the pit and try and kill you
    * Fixed VISleaf issue at the catwalks
    * Fixed the texture around the hole after the head Crabs
    * Add outdoor cliffs to the first spawn. Used the rock tool in JACK and gave them random faces and massive scale (ie 512x512) it looks better but not perfect.
    * Compiled with SvenCoop Tools 5.21 (the one with the new BSP / CSG function)

    Beta 2
    * Added brush work to stop you jumping off cat walk (before was basic clip brush)
    * Better end area
    * Better lighting for grunts in shipping container
    * Fixed null textures on the back of the lower cat walk near the garg battle
    * Fixed floor texture in the fuel store near the ladder after the garg battle
    * Corrected case for sound files
    * Corrected res file includes
    * Added missing skybox
    * Textures now in wad file (allows server downloads to work as the BSP file was to large before)






    Early build


    Download:
    http://scmapdb.com/local--files/map:...igcave2_b2.zip
    Last edited by amckern; 15-10-2019 at 12:06 AM. Reason: New Version
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  2. #2
    warrior spy-warrior's Avatar  
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  3. #3
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Big Cave 2

    See post at scmapdb regarding the errors
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  4. #4
    warrior spy-warrior's Avatar  
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    Re: Big Cave 2

    Quote Originally Posted by amckern View Post
    See post at scmapdb regarding the errors
    ok
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  5. #5
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Big Cave 2

    A solid, traditional, walk-through map with no gimmicks. Nice job with this.

    My only complaint is with the abundance of invisible barriers. I really wanted to jump between the long ladders at spawn, and jump off some catwalks.
    Love,
    w00tguy

  6. #6
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Big Cave 2

    Thanks for the feedback:

    I found that you get stuck near the bottom of the ladder well if you jump between them, so i'll add something else to fix this issue

    I'll also add some environment blockers to make it more real to stop people jumping off the cat walks, and ending up in an in-accessible area.
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  7. #7
    Administrator Hezus's Avatar  
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    Re: Big Cave 2

    Going to give this a try soon

  8. #8
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Big Cave 2

    Quote Originally Posted by w00tguy123 View Post
    A solid, traditional, walk-through map with no gimmicks. Nice job with this.

    ...and jump off some catwalks.
    So they are not so invisible any more:

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  9. #9
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Big Cave 2

    http://scmapdb.com/local--files/map:...igcave2_b2.zip

    Fixes
    * Added brush work to stop you jumping off cat walk (before was basic clip brush)
    * Better end area
    * Better lighting for grunts in shipping container
    * Fixed null textures on the back of the lower cat walk near the garg battle
    * Fixed floor texture in the fuel store near the ladder after the garg battle
    * Corrected case for sound files
    * Corrected res file includes
    * Added missing skybox
    * Textures now in wad file (allows server downloads to work as the BSP file was to large before)

    http://scmapdb.com/local--files/map:...igcave2_b2.zip
    SC Kicks ass!

    My Maps - SC_28, SC_AVP, SC_Duno, SC_Max, Opposing Forts, SC_Massive, SC_Oni
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  10. #10
    warrior spy-warrior's Avatar  
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    Re: Big Cave 2

    Les fichiers skybox est intégré par défaut.
    Skybox files are integrated by default.

    Do not copy files in the archive (*.zip)

    Update file res file includes
    Quote Originally Posted by w00tguy123
    The file names in caps are wrong. They should be all lowercase.
    End file pumper.mp3

    missing sound files
    sound/amckern/klaxon2.wav
    Patience is a virtue greatly needed by those who attempt great things.
    La patience est une vertu fort nécessaire à ceux qui tentent de réaliser de grandes choses.

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    World time zone & Look clocks

  11. #11
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Big Cave 2

    Thank you everyone on the feedback

    I am working on some big time consuming changes as this is one the first times i have attempted to make a rich looking, and sounding map.

    * As @spy-warrior has pointed out I am forgetting to add sound files (while not breaking the map, they break the ambiance)
    * Feedback on Discord some of the monsters could be in better places, or better monsters in new places (one of the comments was "Why is there an Osprey in such a big cave, but underground? How did it get there?" and i agree) - might be a chance to remove the RPG in a graceful way
    * I also need to work on a short cut, or new spawn after the Garg Battle, as the current loop after the osprey fight takes too long to get back to the front line again
    * Garg battle is a pill box, and as long as you stand back you can kill it without being in any danger - need to fix this up
    * VISleaf issue in b2 at the catwalks, need to find out what caused it, and fix this issue up
    * The grate window looking into the area with the xen_hairs and other monsters should be made to allow you to shoot into the room, if you turn right at the stairs instead of left (pit drone area)
    * Add the outdoor cliffs to the first spawn at least basic ones if i cant find anyone willing to help me make them look unique, and get rid of the box
    * One the items i fixed all ready is one of the pipe braces under the catwalk that i null textured the wrong face, and did not align correctly.
    Last edited by amckern; 11-11-2018 at 05:10 AM.
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  12. #12
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Big Cave 2

    Beta 3:

    Added most of the missing sound files and updated the RES file to show these changes
    Replaced the Osprey with a Tank - this is the 2nd tank i have ever used in a map, so it might not operate in the best way
    Shortcut after the tank is now opened after you kill the Garg - the fence near the toxic waste now has a hole in it.
    Monster clip and path nodes around the Garg are now working - the Garg will climb out of the pit and try and kill you
    Fixed VISleaf issue at the catwalks
    Fixed the texture around the hole after the head Crabs
    Add outdoor cliffs to the first spawn. Used the rock tool in JACK and gave them random faces and massive scale (ie 512x512) it looks better but not perfect.

    Compiled with SvenCoop Tools 5.21 (the one with the new BSP / CSG function)

    http://downloads.ammahls.com/sc/bigcave2_b3.zip

    SC Kicks ass!

    My Maps - SC_28, SC_AVP, SC_Duno, SC_Max, Opposing Forts, SC_Massive, SC_Oni
    My Web Sites - AMMAHLS

  13. #13
    Administrator Hezus's Avatar  
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    Re: Big Cave 2

    If you compiled it with the 528 subdivision tools, no-one here will be able to play it, because it requires internal code changes that will be released in the next version.

  14. #14
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Big Cave 2

    Nah, its the tools but set with custom chop values as the engine kept crashing (as you say) with the new default value.
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  15. #15
    Administrator Hezus's Avatar  
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    Re: Big Cave 2

    Alright, that's a solution. Is that why there are these wierd 3 coloured light artifacts in that screenshot?

  16. #16
    warrior spy-warrior's Avatar  
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    Re: Big Cave 2

    hello

    Can you delete the files in the archive as they are already in the game.
    Pouvez-vous supprimer les fichiers dans l'archive comme ils sont déjà dans le jeu.

    http://scmapdb.com/skybox:parallax-errorlf256

    http://scmapdb.com/skyboxes

    please news RESGen file *.res

    thank you
    Patience is a virtue greatly needed by those who attempt great things.
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    World time zone & Look clocks

  17. #17
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Big Cave 2

    Quote Originally Posted by Hezus View Post
    Alright, that's a solution. Is that why there are these wierd 3 coloured light artifacts in that screenshot?
    No, that's just me capturing the screenshot at the moment i was hit with a tank motor, and the gibs came out of the walls
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