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calculatedChaos Gaming • cCs' Hotel: Download B1 Here - Page 8
Page 8 of 13

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 18 Jul 2010, 10:09
by rudedog04
lol thats what i was actually askin for. i found a default that says "danger: atmosphere contaminated must wear headgear before entry" in the texture's list.

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 19 Jul 2010, 03:12
by Optimus Prime Rib
Damn that sucks, I said I wanted a room by Rudedog, but I really didn't understand the layout very well. :stupid: That's me.

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 19 Jul 2010, 01:15
by t00bz
well
6 music buttons ready to be programmed
god knows how many more to go....
:?

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 19 Jul 2010, 03:02
by Beetle
t00bz wrote:well
6 music buttons ready to be programmed
god knows how many more to go....
:?
dont bank too much on sounds. I'll probably be significantly cutting them down if not removing.

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 19 Jul 2010, 03:32
by Beetle
No more sounds. Sorry.

I have about 4 rooms so far and the pakratted BSP is already 57MB. That's waaay too big and its because of the music. cyberpunk was 45MB alone, for example.Hopefully I'll keep the music that is in here but only playing a small clip of it. I might just have to drop it all together. We'll see.

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 19 Jul 2010, 04:37
by captainAngry
There are maps much larger than that. Think of the TC maps. Those are like having 6 maps in one.

People just won't sit on the server to download them. That shouldn't matter since this is a map by us for us.

Also, I am giving prizes for the best user created rooms. Beetle will probably get one by default and then we'll see how many room submissions we have after that.

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 19 Jul 2010, 04:57
by Beetle
captainangry wrote:There are maps much larger than that. Think of the TC maps. Those are like having 6 maps in one.

People just won't sit on the server to download them. That shouldn't matter since this is a map by us for us.

Also, I am giving prizes for the best user created rooms. Beetle will probably get one by default and then we'll see how many room submissions we have after that.
Well yea, there are maps larger than ~60MB , but think about it.

60/4rooms = 15MB.

15MB per room of everyone on that list = a lot more than 60MB.

So far the rooms are: 4sounds in one room, 6 sounds in one room, 1 really long song in one room. I've shortened all these immensely because for one, no one is going to just sit in a room listening to a 6.5min song (TAEDIUM). Egonny was really the only one to decrease the quality on his. Props to him.


Send your music along I guess, but just keep the filesize in mind. Try cutting your tune in half and fading it out while adding cuepoints to the beginning and end (that makes it loop).

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 19 Jul 2010, 06:58
by rudedog04
For the sake of the map i have scrapped all my music and decided to make just computer desks to just make it look more like a room. Now I have not exceeded the prop limit (for sure i have not), but whenever i try to test the map, my newly added props dont show up. All the recent stuff i put in it and save are showing, but some just-added overlays and props are not appearing. Why is this?

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 19 Jul 2010, 07:37
by t00bz
Beetle wrote:No more sounds. Sorry.

I have about 4 rooms so far and the pakratted BSP is already 57MB. That's waaay too big and its because of the music. cyberpunk was 45MB alone, for example.Hopefully I'll keep the music that is in here but only playing a small clip of it. I might just have to drop it all together. We'll see.
:shock:
BAAAAAAAAAAAAAAAALLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLSSSSSSSSSSSSSSSSSSSSSSSSSS

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 20 Jul 2010, 06:51
by Egonny
How about you remove all sounds and put them on these forums as a downloadable pack?to to put in your /tf/ folder?

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 20 Jul 2010, 08:41
by Beetle
Egonny wrote:How about you remove all sounds and put them on these forums as a downloadable pack?to to put in your /tf/ folder?
That might be worth trying.

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 20 Jul 2010, 11:12
by Michael
Did I get a room or not?
'cause number 17 doesn't seem to be accounted for on the list, but I asked for it..

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 20 Jul 2010, 03:20
by Beetle
OK Guys, I'm taking Egonny's suggestion for sounds. Put whatever sounds you want - just don't go crazy. Don't put a whole CD's worth of songs in your room. I will not include them in the map bsp, but rather I will make a zip file that anyone can download from the cC website. This will reduce filesize, and for those that aren't regulars it won't really affect the map (they just won't hear any of the music :))






Michael wrote:Did I get a room or not?
'cause number 17 doesn't seem to be accounted for on the list, but I asked for it..
You didn't request it correctly. That's all I'm going to say. If you figure out why you didn't AND you plan on making your own room AND you turn it in by August 1st I'll put you on the list.

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 21 Jul 2010, 03:40
by rudedog04
http://www.megaupload.com/?d=DOR316XV

here it is. this needs major optimizations, but no sounds to bother you with. Wish i could of gotten it workin, but i decided to throw the idea out.

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 21 Jul 2010, 04:23
by Beetle
rudedog04 wrote:http://www.megaupload.com/?d=DOR316XV

here it is. this needs major optimizations, but no sounds to bother you with. Wish i could of gotten it workin, but i decided to throw the idea out.
well if it needs Taedium-sized optimizations I'm going to throw it back at you.
Also, you can just upload it to your post in the future. Its easier than megaupload.

Lets see what you consider major optimization....

Send me the model for the following hats. (in the correct folders. you dont have to send me everything else again) They are either in the wrong folder or you forgot to send them.
-sentry hat
-textures for efg_hat. they are purple/black squares atm


Also, why'd you make practically every prop a dynamic_override? Many of those could be prop_static with no problems. Some of them can also just be dynamics on their own. That was kinda lazy. That being said its good enough that I'll make corrections. You won't have to touch it again. Just give me those files.


edit: one more thing about your models. I'll probably be taking a lot of them out if they can't go static. You're outlining your door with like 30 masks.

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 21 Jul 2010, 06:03
by rudedog04
it's fine if u take some or all of the mask-border out. If the sentryhat problem is fixed, then ya i would like that to stay if possible

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 21 Jul 2010, 06:09
by FLUDDGadd
okay so i have my map done. so what do i do now?

Re: cCs' Hotel Map NO MORE ROOMS available!

Posted: 21 Jul 2010, 06:44
by Beetle
FLUDDGadd wrote:okay so i have my map done. so what do i do now?
you do what everyone else has done before you

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 21 Jul 2010, 07:21
by Taedium
Going through all the rooms is going to be fun the first 2 or 3 times, but after that, there won't be any real replay value after a while for the people who have seen it all. Is there going to be more interactivity\places to explore beyond the rooms?

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 21 Jul 2010, 07:35
by Beetle
Taedium wrote:Going through all the rooms is going to be fun the first 2 or 3 times, but after that, there won't be any real replay value after a while for the people who have seen it all. Is there going to be more interactivity\places to explore beyond the rooms?
Well my first argument is obviously any other novelty map. You could say that about any pointless map, but its just not true. People still want to play mariokart over and over after they know everywhere.

My second argument is simply "yes". I'm adding on as much as I can think to add and it still be unique. The rooms I'm making are aimed towards getting ppl to defnd them (just for fun). Like I have a playfort in one with a drawbrdge that one team can hide in and the other team can try to take over.

Otherwise there's a strip club, a go cart, multiple routes to non-room areas, a vent system under the ceiling that can be used to camp in. I'm trying to make it have a lot of replayability. Plus, I added cC user art to the lobby - art created by hand whether it be painting or drawing.

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 21 Jul 2010, 10:06
by tomm
I WILL GET MY MAP DONE. NO AMMOUNT OF GIGS WILL STOP IT

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 21 Jul 2010, 11:20
by Tampashrew
Well fuck, I better get off my lazy ass and add more than the 2 props I already have up.

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 22 Jul 2010, 05:59
by Celtic
Same.
I finally got around to opening hammer again and changing my interior walls texture ( leaving that little side room alone wall-wise)
and adding a few more prop_static's

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 22 Jul 2010, 09:44
by Beetle
Tampashrew wrote:Well fuck, I better get off my lazy ass and add more than the 2 props I already have up.
How about not being like every other room entered so far and actually add some world geometry (aka brushes not props).

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 22 Jul 2010, 11:10
by Taedium
Beetle wrote:
Taedium wrote:Going through all the rooms is going to be fun the first 2 or 3 times, but after that, there won't be any real replay value after a while for the people who have seen it all. Is there going to be more interactivity\places to explore beyond the rooms?
Well my first argument is obviously any other novelty map. You could say that about any pointless map, but its just not true. People still want to play mariokart over and over after they know everywhere.

My second argument is simply "yes". I'm adding on as much as I can think to add and it still be unique. The rooms I'm making are aimed towards getting ppl to defnd them (just for fun). Like I have a playfort in one with a drawbrdge that one team can hide in and the other team can try to take over.

Otherwise there's a strip club, a go cart, multiple routes to non-room areas, a vent system under the ceiling that can be used to camp in. I'm trying to make it have a lot of replayability. Plus, I added cC user art to the lobby - art created by hand whether it be painting or drawing.
Hmm... strip club? How are you going to manage that with the limited amount of resources? TF2 has no models to really support that. I mean, you have to have strippers in a strip club.

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 22 Jul 2010, 11:28
by Beetle
Taedium wrote:
Beetle wrote:
Taedium wrote:Going through all the rooms is going to be fun the first 2 or 3 times, but after that, there won't be any real replay value after a while for the people who have seen it all. Is there going to be more interactivity\places to explore beyond the rooms?
Well my first argument is obviously any other novelty map. You could say that about any pointless map, but its just not true. People still want to play mariokart over and over after they know everywhere.

My second argument is simply "yes". I'm adding on as much as I can think to add and it still be unique. The rooms I'm making are aimed towards getting ppl to defnd them (just for fun). Like I have a playfort in one with a drawbrdge that one team can hide in and the other team can try to take over.

Otherwise there's a strip club, a go cart, multiple routes to non-room areas, a vent system under the ceiling that can be used to camp in. I'm trying to make it have a lot of replayability. Plus, I added cC user art to the lobby - art created by hand whether it be painting or drawing.
Hmm... strip club? How are you going to manage that with the limited amount of resources? TF2 has no models to really support that. I mean, you have to have strippers in a strip club.
OK, I'm not turning this into a completely different game. The map isn't made to do totally new things that TF2 has never done before. Its simply to put TF2 into a hotel theme. Its an empty strip club that you could, say, put a sentry nest in. Pick a room and defend it - idk w/e you want to do. You could see what I mean if you'd just add me as a steam friend so I could show you a4 of it.

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 22 Jul 2010, 03:14
by Haxwehttam
tgames room

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 22 Jul 2010, 03:51
by Beetle
ok tgames room is in....


So I think just for fun I'm going to make a few superlatives for the user-created rooms when we're all done with this. :woop:

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 23 Jul 2010, 07:05
by t00bz
ok
i'm not done with my room yet
but i feel that you guys should see it
by the way
you have to set sv_cheats to 1 and noclip to my room and the secret room because there's no set spawn point so you spawn in the skybox

and how do you enable the use button when testing the map....
cause i really need to test buttons

Re: cCs' Hotel Map less than 10 days left to turn in your room!

Posted: 23 Jul 2010, 07:24
by Beetle
t00bz wrote:ok
i'm not done with my room yet
but i feel that you guys should see it
by the way
you have to set sv_cheats to 1 and noclip to my room and the secret room because there's no set spawn point so you spawn in the skybox

and how do you enable the use button when testing the map....
cause i really need to test buttons

I, myself, am not going to open it until you're done. But its not hard to set a spawnpoint. After all, its the default entity. As for +use, tf_allow_player_use 1