Co_awake_v1
MasterG
gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
<div class="IPBDescription">You awake man?</div> Yeh.. Now it's time I release this.
Sorry, but there will not be a classic version of this map.. because.. Entities = 200 and something already.
And also, I think this is the first co_map without level over level.
Overview:
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_overview.jpg' border='0' alt='user posted image' />
Random pictures:
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_1.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_2.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_3.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_4.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_5.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_6.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_7.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_8.jpg' border='0' alt='user posted image' />
There are still some bugs I have to fix.. Read teh co_awake_v1_creds.txt(which is in the .zip for more info about that).
Hope you all like it!
<a href='http://home.no/kabelen/maps/co_awake_v1.zip' target='_blank'>DOWNLOAD!</a>
Sorry, but there will not be a classic version of this map.. because.. Entities = 200 and something already.
And also, I think this is the first co_map without level over level.
Overview:
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_overview.jpg' border='0' alt='user posted image' />
Random pictures:
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_1.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_2.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_3.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_4.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_5.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_6.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_7.jpg' border='0' alt='user posted image' />
<img src='http://home.no/kabelen/pictures/co_awake_v1/co_awake_v1_8.jpg' border='0' alt='user posted image' />
There are still some bugs I have to fix.. Read teh co_awake_v1_creds.txt(which is in the .zip for more info about that).
Hope you all like it!
<a href='http://home.no/kabelen/maps/co_awake_v1.zip' target='_blank'>DOWNLOAD!</a>
Comments
In screenshot five from the top, it looks funny to have that texture with 'arrow' shaped lights without using the overlay to make them glow(quick and dirty: Copy the brushes that are supposed to have the overlay move them one unit out from the surface and make it a func_illusionary(with texture lock on), cover them entirely in NULL(if VHE unselect scale and x/y shift of texture to preserve the properties of the original texture, then select the overlay and apply to the surfaces that needs it, it will fit directly over the original texture without further manipulation.), set the render properties and you're done.) (edit: overlapping brushes is only acceptable if they belong to different entitites or one is world spawn and one is an entity. From the same entity or both from world spawn they will generate lots of extra w_poly's, especially if they are complex)
*Looks at pipes* they aren't world spawn and splitting up the wall into lots of w_poly's right?(a common mistake so I may as well mention it just in case).
What on Earth could be using up 200 entities on a map this small?
The standard entity saving tweaks: combine closeby func_walls or func_seethrough's into one entity if they share the same render mode. Don't spam sound sources as they will restrict the number of sound channels and eat entities, a few is enough. Some entities are not counted towards the entity limit(most notably unnamned lights, light_spots, and player starting locations).
[edit] you're not counting unnamed nostyle lights as runtime entities are you? <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
I tried to overlay them but that caused my map not to run.. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I'll do what I can about it..
Thanks for other comments! I'll fix up the most in the next version!
Compile time or runtime error? I'm guessing compile time, if so what error did you get?(edit: the quick and dirty method will only give you an aligned texture if they are the same size, so here you might actually have to align the texture by hand which is rather unfun, wouldn't generate an error of course, just misaligned textures, in this case they are different size, that means several times more tinkering to get things looking right).
(You didn't happen to make any part of the original brush into a func_illusionary?, because that would likely result in a leak.)