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The Old Maps Project

#21
User is offline   Dr.Stinglock 

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QUOTE (Sky-Knight @ Oct 6 2008, 02:50 AM) <{POST_SNAPBACK}>
You can kiss all the trials maps goodbye. They are completely dependent on the weapon_medkit, and standing on each others heads. The maps need major structural changes to function, and when the adjustments are made the maps won't be the same.


Yeah, I figured as much, that's why I didn't bother pulling down my puzzles/trials server.

Can't wait for the new version of it though. It's already looking to be pretty amazing.
-1

#22
User is offline   CMaster 

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QUOTE (Thegreen16 @ Oct 6 2008, 01:27 AM) <{POST_SNAPBACK}>
I could fix up of some of these maps if needed, (Recompile in OB engine/HDR) and remove weapons like the flare guns and fists etc.


WE should be able to remove those kinda things with the .edt files
We just need to get writing them.
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#23
User is offline   smith 

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one thing is completly obvious:

trial maps + lives + no medkits = 99,9% chances to fail in the map when u play 2 mins is posible to remove lives? (infinite spawns like old syn)
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#24
User is offline   Silikone 

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QUOTE (smith @ Oct 6 2008, 11:31 AM) <{POST_SNAPBACK}>
one thing is completly obvious:

trial maps + lives + no medkits = 99,9% chances to fail in the map when u play 2 mins is posible to remove lives? (infinite spawns like old syn)

Don't worry, they are possible.
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#25
User is offline   smith 

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QUOTE (Silikone @ Oct 6 2008, 09:40 AM) <{POST_SNAPBACK}>
Don't worry, they are possible.


but you need to know a lot how to complete the map and some puzzle maps are really hard, D@SoLe thanks you =) maps are damn hard for example.

and the big ammount of people playing coop mods are those kind of people that likes rushing or don't cares about lives or that stuff... some of the ep1 syn bugs were funny laugh.gif laugh.gif laugh.gif
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#26
User is offline   Master 

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Yesterday we tested some old maps. (Maps for syn1.1 with synOB)
(On listenserver Win Vista x64, copy dir. Maps (Maps, soundcache, graphs) and material (all) from Syn 1.1, without gmc.jimmys hacks)

With following results:

Map-name: XXX
Players: X/X
Console-error: XXX
Bugs, Comments: XXX


Map: synb2_choose_your_destiny
Players: 3 / 8

Console errors:
Steam Content [CL]: changing games for level synb2_choose_your_destiny
Steam Content [CL]: found game hl2
No pure server whitelist. sv_pure = 0
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : nature/blenddirtgrass001a
- Surface center : -434 1149 16

Bugs:
no medkit, (ok, i now, new enging...)
no respawn off weapon by second passage,
3. Room (at start of level) never ends, all manhacks destroyd bat red-ligth stays, and door doesnt open.
Dog is immortal. Cant be destroyed (kill).
Some soundscript errors
And we cant climb up any ladder!!!


map: synb2_entryway_of_doom
players : 2 (8 max)

we cant climb up any ladder!!! angry.gif
No other player spawns

Map: syn_lvcoop_part1
Players: 5 / 8

Works, bat 2 panthers (no error???) and a weapon (red error) are missing blink.gif


level 01 entry way of doom
No errors or bugs.
Can climb ladders without problem laugh.gif

Map: level07_scary_house
Players: 6 / 6

Console errors:
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/plasterwall043d
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/plasterwall043e
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor007a_c17
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tilefloor013a
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tileroof003a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_tilefloor016a_cheap
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/wooddoor007a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/wooddoor048a

Load and run, bat cant be finisht. Door too garden never open. dry.gif


Map: level08_a_place_to_die
Players: 6 / 6

Console errors:
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tileroof002a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_tilefloor016a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor008a

Works, bat 2. Door dont open, cant be finisht angry.gif
At the beginning I cant see anything, to dark


Map: lvl1
Players: 6 / 6

Console errors:
Failed to load sound "music\elevator-music.wav", file probably missing from disk/repository

Bug free laugh.gif


Map: rebel_ways_01_dt32_v4,3
Players: 4 / 6

Bug free laugh.gif


Map: lvl1_hard

Players: 2 / 6

Console errors:
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : nature/blendgrassgrass001a
- Surface center : 118 1177 -368

Bug free laugh.gif


Map: lvl2_hardb
Players: 2 / 6

Console errors:
Failed, using default cubemap 'maps/lvl2_hardb/cubemapdefault'
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : maps/lvl2_hardb/nature/blendmuddirt001a_997_-959_73
- Surface center : 2238 -324 0

Bug free laugh.gif


Map: rebel_ways_02_dt32_v2,5
Players: 3 / 6

Bug free laugh.gif
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#27
User is offline   BarkerJr 

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gmc.jimmy has created an EDT file to update the map pyra_world01_v2 that we've grown to love in Synergy Classic.

The map and EDT are bundled together and a link to download is on the wiki.
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#28
User is offline   Rothgar 

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We played pyra_world01_v2 and it was good fun and worked fine.

It could have been more challenging though it was fairly easy.

The boss was way too easy as well, it went to "Final Stage" and within like 1 minute the map was over.
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#29
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Just tried swamp thing. Has a couple of minor problems - one is that the latest version (v6) of Singe's site is missing a whole load of textures. The other is that at the start of the rollermine bit, you don't die if you fall in the water.
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#30
User is offline   Teddl 

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Hi there!
Just tested syn_prison.
Player stacking replaced by box/barrel stacking smile.gif
But we are stuck at the part after shooting the gunship.
Until then no bugs.
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#31
User is offline   CMaster 

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syn_def_jailbreak appears to work fine. Will publish the .edt when I've played though with somebody to confirm it all works. No more custom weapons, which is probably a good thing mind.

syn_interchange_overrun has a lot of missing textures - also, need to remove the MP5s.



syn_zombine_defense has some weird, weird sky issues:



Also - remember than almost any map will need their game_info_equip turning into an player_info_equip with the .edt file - as well as any old stuff from an .mcf carried over into the .edt, possibly translated into new synergy terms.

Edit: Reading the thread, it seems that zombine defense needs ep2 mounting as well. I didn't put that in the .inc file - probably the problem.
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#32
User is offline   Icely 

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I plan to update and recomplie my maps for Synergy OB, when posible.

syn_interchange_overrun - looks like it can be upaded

syn_stalemate - is out untill at least a healing system

dm_portlands - looks like it can be updated to syn_portlands with the fewest problems of the three, go figure.
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#33
User is offline   Rothgar 

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QUOTE (Icely @ Oct 15 2008, 05:39 AM) <{POST_SNAPBACK}>
I plan to update and recomplie my maps for Synergy OB, when posible.

syn_interchange_overrun - looks like it can be upaded

syn_stalemate - is out untill at least a healing system

dm_portlands - looks like it can be updated to syn_portlands with the fewest problems of the three, go figure.


just as a note, if you know which textures are required for a specific map and can see textures missing you can use tools like "pakrat" which can BSPzip (Zip content inside the BSP) which will allow for the map to be a stand-alone file rather than having to rely on external content paths.

It's fairly easy to do just you just need to keep the folder structure and when you add it to Pakrat it's pretty good on converting the paths for you.

I don't have the time to do this though.
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#34
User is offline   gmc.jimmy 

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If you use pakrat on a map that a lot of people already have, then they'd have to delete their original copy before they can play yours, unless you passed it on with a different file name. It would be better to let people keep their original maps and just pass on a custom .res file with the missing textures listed in it. It's the same end result, but a more efficient method in terms of file space and bandwidth.
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#35
User is offline   Rothgar 

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QUOTE (gmc.jimmy @ Oct 15 2008, 11:06 AM) <{POST_SNAPBACK}>
If you use pakrat on a map that a lot of people already have, then they'd have to delete their original copy before they can play yours, unless you passed it on with a different file name. It would be better to let people keep their original maps and just pass on a custom .res file with the missing textures listed in it. It's the same end result, but a more efficient method in terms of file space and bandwidth.


I personally hate having to manage external content as it's more of a pain in the ass when dealing with HTTP download mirrors, any maps I find like this I usually end up pakrat'ing myself anyway and renaming as mapname_zip

As for the download issues, yes you could rename it maybe even something as simple as ob_mapname or mapname_ob so they know it's OrangeBox version or most people would probably not have the maps anyway as it's different folder structure from Syn1.

So my vote would be to not use resource files, any files zipped with Pakrat can be extracted as well to get the content out in the future.

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#36
User is offline   BarkerJr 

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The down-side is that people have to redownload the entire map, which is much slower than just the textures. Also, a note on renaming: You have to rename some of the files inside the bsp if you rename it, or stuff will break.
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#37
User is offline   janvier1985 

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can u release all untested map so we can test them ?
we can give feedback in this post smile.gif
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#38
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Just been working on a fireteam .edt (probably my next favourite 1.1 maps after syn_horror, which Lexxy has asked me not to fiddle with). However I'm finding that syn_fireteam_1_b1 crashes for me. Any ideas anybody?
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#39
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OK, made fireteam work. It isn't the same as it used to be, of course, but it does play pretty well I think.

What the edits do:
  • Every player spawns with one Pulse Rifle with 300 rounds of ammo and 1 gravity gun. No other weapons are available.
  • Players take twice the normal damage
  • Enemies have 1.5-2x their normal health
  • The jeep has been replaced with the red van
  • There is one RPG (respawns) near the "boss battle" of each map

End result of these changes is a well working map that pretty much requires you stick together and cover each other. The AR2 was picked as it's combination of regular reloads and good effectiveness at all ranges made it a weapon that makes the whole team strong yet individual vulnerable.

Fireteam part 1 edit
Fireteam part 2 edit
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#40
User is offline   janvier1985 

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a map should be nice, if we had one smile.gif

can u share the map(s) plz ?

thx
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