Proving Grounds Mod Needs Maps
Soul_Rider
Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
in Mapping
Hi All,
I am back working on the Proving Grounds Mod, and I need people to start making some maps. I have just made a mapping release in the Proving Grounds thread. If anyone is interested, or has any questions, please feel free to drop me a line.
I am hoping to get a playable release out soon, as the mapping release is not really suitable for playing as there are too many issues.
Here is the link below:
http://forums.unknownworlds.com/discussion/116252/ns2-proving-grounds/p7
This link just jumps to the last page, as pretty much all previous data is out-dated..
I am back working on the Proving Grounds Mod, and I need people to start making some maps. I have just made a mapping release in the Proving Grounds thread. If anyone is interested, or has any questions, please feel free to drop me a line.
I am hoping to get a playable release out soon, as the mapping release is not really suitable for playing as there are too many issues.
Here is the link below:
http://forums.unknownworlds.com/discussion/116252/ns2-proving-grounds/p7
This link just jumps to the last page, as pretty much all previous data is out-dated..
Comments
I think it should be fairly easy to modify some combat maps to fit your needs.
Err, no, those mapping guidelines are well out of date, but I can update them here for you now.
Proving Grounds Mapping Guidelines:
Entity Requirements
Upto 32 Ready Room Spawns
PGGamerules
Upto 16 Team Spawns per team
Location Entities
Join Team Entities
PG is a Total Conversion Mod, it does not use Aliens, Tech Points, RT's or any of that NS2 stuff. Currently using Marine models for both teams, the game is an old school TDM like UT/Quake3Team Arena.
Levels should encourage regular consistent combat. We will need maps ranging from 8 to 32 players, although smaller maps are probably better at this early stage. By firing this up and joining the map on a local server, you get a rough idea of the movement you need to incorporate, and remember, JumpPads will be added in the near future. Please also bear in mind all movement is very much subject to change.
Think old school Quake and UT maps, that will put you in the right mind.
Not to mention DM-Deck16 has teleporters and elevators aswell.
Are there going to be jetpacks?
Maybe I can simplify/modify co_courtyard a bit. Should work.
It will have Portals and working JumpPads soon enough. The game is taking shape nicely, although there is an awful long way to go to match the picture I have in my head of the final product.
There are no JP's, but with JumpPads, double jump, and lots of other high speed movements (including eventually rocket jump too), there is a distinct need for lots of verticality, but it needs to be accessible.
There are no minimaps, so level over level play is definitely a part of this.
This could be fun to design.
Just click on any of the images.
I finished an alpha version of a greyboxed map for pg. It became an outdoor map, kinda. The only problem seems to be the view distance, but if i put everything in one location entity, there might be a workaround if I remember correctly. Shouldn't be a big problem with the new performance boosts Now ns2 just has to stop eating new geometry and spitting it out in complete chaos...
The Jump pads are little irregular at the moment, but i have only done a basic trigger, it just pushes you vertically. Unfortunately, it doesn't push you to the same height each time just yet..
I have also got the basic gravity and jump height settings how I want. The game may be a little too fast at the moment though. I'll put out another mapping update soon, I just need to fix a weapons bug. This still won't be a properly playable release, but it will have a better idea of what the movement capabilities will be.
Dodge is implemeted too, you press shift to dodge, it will only work if you are holding either left or right, but you can also be pressing forward or back to change the angle of the dodge, but it will always dodge to one side or the other. You can even dodge in mid-air after double jumping..
I've never worked with non-vanilla entities. How do I use them? (<- I'm a noob). Also, I have an idea for a map. I can't promise anything, though.
Yes, but how do I gain access to them?
Working Jump pads are not yet in that release though.
As a design idea, don't go for doorways, but big open entrances and archways etc.
The automatic grid had a double-edged snap-to function, but in the end I was victorious.
http://forums.unknownworlds.com/discussion/comment/2161763/#Comment_2161763
Now if I try to load the map, I get some lua errors that keep on repeating in console:
Call stack:
#1: lua/TeamJoin.lua:53
self = TeamJoin-3884 {name="", playerCount=0, scale=cdata, teamIsFull=false, teamNumber=1 }
Error: lua/TeamJoin.lua:53: attempt to index a nil value
[Server] Script Error #1330: lua/TeamJoin.lua:53: attempt to index a nil value
Call stack:
#1: lua/TeamJoin.lua:53
self = TeamJoin-1691 {name="", playerCount=0, scale=cdata, teamIsFull=false, teamNumber=2 }
Error: lua/TeamJoin.lua:53: attempt to index a nil value
Have I forgotten an important entity? I didn't place the base_xxx entities as they seem to do nothing :P
Edit: Ok, opened your test map and adjusted my map to its entities. Reduced readyroomspawns to 32, added 16 teamjoins per team, added random and spectator join entities. But I still get the same error message o_O
What team did you try and join? 1, 2 or Random?
Connected to Steam servers
Connecting to server 127.0.0.1:27015
Client connecting (127.0.0.1)
VAC Enabled
Loading config://ServerConfig.json
Loading config://ServerAdmin.json
Loading config://BannedPlayers.json
Loading config://MapCycle.json
Loading config://ConsistencyConfig.json
Hashed 1 game_setup.xml files for consistency
Hashed 771 *.lua files for consistency
Hashed 41 *.fx files for consistency
Hashed 17 *.screenfx files for consistency
Hashed 131 *.surface_shader files for consistency
Hashed 3 *.fxh files for consistency
Hashed 3 *.render_setup files for consistency
Hashed 2 *.shader_template files for consistency
Loading 'maps/ns2_projektx.level'
Cooked mesh with 5775 faces, 3349 vertices
Cooked mesh with 16 faces, 12 vertices
Couldn't load height map maps/overviews/ns2_projektx.hmp
Building pathing mesh for level maps/ns2_projektx.level
Error: lua/Server.lua:390: attempt to index a nil value
[Server] Script Error #1: lua/Server.lua:390: attempt to index a nil value
Call stack:
#1: lua/Server.lua:390
highestPriority = 1
Finished loading 'maps/ns2_projektx.level'
Server sent connecting packet, 22978 bytes
Error: lua/TeamJoin.lua:53: attempt to index a nil value
[Server] Script Error #2: lua/TeamJoin.lua:53: attempt to index a nil value
Call stack:
#1: lua/TeamJoin.lua:53
self = TeamJoin-646 {name="", playerCount=0, scale=cdata, teamIsFull=false, teamNumber=3 }
Error: lua/TeamJoin.lua:53: attempt to index a nil value
[Server] Script Error #3: lua/TeamJoin.lua:53: attempt to index a nil value
Call stack:
#1: lua/TeamJoin.lua:53
self = TeamJoin-1677 {name="", playerCount=0, scale=cdata, teamIsFull=false, teamNumber=0 }
Error: lua/TeamJoin.lua:53: attempt to index a nil value
[Server] Script Error #4: lua/TeamJoin.lua:53: attempt to index a nil value
Call stack:
#1: lua/TeamJoin.lua:53
self = TeamJoin-1691 {name="", playerCount=0, scale=cdata, teamIsFull=false, teamNumber=2 }
Error: lua/TeamJoin.lua:53: attempt to index a nil value
[Server] Script Error #5: lua/TeamJoin.lua:53: attempt to index a nil value
Call stack:
#1: lua/TeamJoin.lua:53
self = TeamJoin-3884 {name="", playerCount=0, scale=cdata, teamIsFull=false, teamNumber=1 }
Error: lua/TeamJoin.lua:53: attempt to index a nil value
[...]
http://steamcommunity.com/id/SoulRider/
Problems solved. Was my bad xD