Ok so currently I have gotten a surge of interest to open hammer editor and start mapping again. That being said, maps take a really long time to complete so in order to keep some interest in the community i'm willing to revise any maps in the suggestions that didn't make the cut because of limited number of players spawns, crouch spots, etc. This should help the community stay interested since it seems that people often get bored of the same maps all the time. So everyone that sees this, be involved and help the process faster by posting maps that need revision and state what needs to be fixed in detail. Also only choose good maps because i don't want to waste my time on maps that wouldn't even be worthy of putting in map rotation. Let's do this! Thanks, Cutty @Brian @Tony The Tiger
Short of suggestions, you could search the map suggestion thread for "did not add" to get an idea of what maps weren't added and why. Most are turned down for not having enough spawns. http://plaguefest.com/search/16934820/?q=did not add&t=post&o=date&c[thread]=687 http://plaguefest.com/search/16934826/?q=did not add&t=post&o=relevance&c[thread]=687
Perfect, thanks! I'm already tweaking a few maps that I found that are good but doing exactly that, changing the amount of spawns. I'll be posting them here soon along with the few that I already posted.
HL2 ports would be fantastic if semi-quick as it's supremely low hanging fruit. Otherwise it's just original ideas that's driving it out.
Here's one for you: White truck - crouch entry Boxes - crouch entry Under stairs - vent breaks making it a crouch entry Under platform - crouch spot Behind boxes - crouch entry Under stairs - crouch entry Behind boxes near window - crouch entry Secret spot entrance above boxes - crouch entry On top of building - crouch spot You can ignore this one - crouch entry behind bookcase - there's another way to get in the room on the upper floor I may have missed some, but getting those fixed would go a long way toward making this a good addition to the server.
Thanks @Brian for the detailed info i'll get to this and fix everything. To everyone else if you do the same as Brian it makes it easier for me to actually edit these maps.
Cleaning brushwork, placing hints where necessary, and compiling on -final with the orangebox static prop lighting parameters would do a lot of these maps justice too. Disabling dynamic shadows, toning HDR, culling bad geometry or content.
What's up fucker, long time no talk. You also make good points but surprisingly a good amount of these maps are pretty stable already.
Appreciate the effort! Map still has some issues however: Illegal spot - still a crouch entry Illegal spot - still a crouch entry Broken textures This weird stair growth Compared to v2 Invisible ladder Invisible ladder Invisible ladders Compared to v2 Invisible ladders Compared to v2 This weird ladder glitch Secret area still has crouch entries on both sides, appears to be due to the boxes on the inside of the room Or due to this sloppy patch: Unrelated to your changes, but it would be nice if these computer props outside the secret room entrance were breakable or moveable, they look stupid and get in the way once the table breaks Constant console spam (presumably from broken textures) Post Merged, Jul 15, 2018 Forgot this one: Under stairs - still a crouch entry
@Mr. Robot the decals probably need to be manually packed. that should resolve the missing textures issue and stop the console spam.
Yeah i figured there would probably be something wrong, see that's the problem with decompiling maps. Most of the time a lot of shit is going to break plus i actually fixed most of that stuff and apparently didn't save correctly and the compiling of the map took super long, my guess is from so much shit not being optimized. I'll try to contact the mapper for the vmf if not i'll try to fix these things once again.