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The Old Maps Project

#41
User is offline   CMaster 

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QUOTE (janvier1985 @ Nov 8 2008, 04:10 AM) <{POST_SNAPBACK}>
a map should be nice, if we had one smile.gif

can u share the map(s) plz ?

thx


Sorry. I did link it on my site and the first post of this thread, while a quick google or a glance at the wiki would have found it, so I didn't imagine there would be any trouble. Still, here:
http://www.fpsbanana.com/maps/34743
You'll also want the patch that fixes a couple of missing models from the wiki:
http://synmod.org/maps/syn_fireteam_b1_patch0809.zip
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#42
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Very nice. I look forward to properly testing this. I ran through it quickly and it appears to at least run, nice idea replacing the jeep by the way. My only real criticism is that the name of the sl8 ammo is item_box_sl8_rounds not item_ammo_sl8 wink.gif.
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#43
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one more very small problem with the fireteam edt

"create"
{
"classname" "logic_auto"
"origin" "0 0 0"
values
{
OnMapSpawn "item_rpg_round,addoutput,RespawnCount -1"
{ <--- wrong bracket
}


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#44
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You forgot to mention the major problem - it's way too fucking hard, save the 10 health zombies.

New versions up, all these problems fixed.
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#45
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It's hard yes but you picked a good weapon and with just slight downward adjustment to the combine soldiers' health and it is possible to kill them at long range. And it's a good think you supplied so much ammo because it takes more than just a few clips to kill them. The only other things that is needed is some health scattered about.

I ran through the level before and after the above changes and its about as hard as before because you take the same damage but less discouraging because you can kill the combine a little bit quicker and know you have a source of health available if you can just pull back a bit to let your teammates finish the combine off.

All in all I think you've done a great job on the edt, and brought back a wonderful map.
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#46
User is offline   BarkerJr 

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gmc.jimmy put together an EDT for syn_labo_beta. The map and EDT packaged together are here: http://synmod.org/maps/syn_labo_beta+edt.zip . This map is similar in gameplay to pyra_world01_v2, but shorter.
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#47
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One more recommended change to the fireteam edt

delete { "clasname"="func_wall_toggle" }

This is the entity that messes up the door elevator in part one so you can't get in. The map appears to work without it.
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#48
User is offline   BarkerJr 

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Here's the BSP and EDT for syn_waroftheclones_beta2. Again, this EDT is by gmc.jimmy, so I cannot take credit for it. This map has gameplay like Labo but is much scarier. http://synmod.org/maps/syn_waroftheclones_beta2+edt.zip
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#49
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Done an edt for syn_lvcoop_part1. Will do one for part 2 if I ever work out how to get the final sequence working again, and decide on a solution to the shock soldier issue. Will probably add a trigger_changelevel to part_1.
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#50
User is offline   Rothgar 

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QUOTE (BarkerJr @ Nov 10 2008, 02:16 PM) <{POST_SNAPBACK}>
Here's the BSP and EDT for syn_waroftheclones_beta2. Again, this EDT is by gmc.jimmy, so I cannot take credit for it. This map has gameplay like Labo but is much scarier. http://synmod.org/maps/syn_waroftheclones_beta2+edt.zip


barker is there inc files for those two maps?

CMaster does firearms 2 work?
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#51
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If you mean Fireteam, then yes, both 1 and 2 work fine if you make use of my two .edt files (download them seperatley).
You don't need an inc if it only uses HL2 contet as far as I know.
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#52
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QUOTE (CMaster @ Nov 10 2008, 07:11 PM) <{POST_SNAPBACK}>
Done an edt for syn_lvcoop_part1. Will do one for part 2 if I ever work out how to get the final sequence working again, and decide on a solution to the shock soldier issue. Will probably add a trigger_changelevel to part_1.

We got stuck in the room with the three crates, where you're supposed to stack them. Apparently, someone tossed them out of the room, so we were stuck. Can you make it so that the boxes cannot leave the room?

I had already banned one guy for keeping knocking over the crates, but apparently there were two idiots on the server.
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#53
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QUOTE (BarkerJr @ Nov 15 2008, 06:45 PM) <{POST_SNAPBACK}>
We got stuck in the room with the three crates, where you're supposed to stack them. Apparently, someone tossed them out of the room, so we were stuck. Can you make it so that the boxes cannot leave the room?

I had already banned one guy for keeping knocking over the crates, but apparently there were two idiots on the server.


In principle, that should be possible. I don't know how to make brush entities with .edt files though.
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#54
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QUOTE (CMaster @ Nov 16 2008, 02:07 AM) <{POST_SNAPBACK}>
If you mean Fireteam, then yes, both 1 and 2 work fine if you make use of my two .edt files (download them seperatley).
You don't need an inc if it only uses HL2 contet as far as I know.


No problem do you need the mcd and mcf files? Do the classes work?
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#55
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QUOTE (Rothgar @ Nov 16 2008, 01:55 AM) <{POST_SNAPBACK}>
No problem do you need the mcd and mcf files? Do the classes work?


Nope. Anything important and still releveant in the MCF file is now in the EDT. The classes don't work at all.
You may also want to get the patch from the synergy wiki that fixes some missing models in fireteam part 2.
Find all the info you need (hopefully) at my synergy site
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#56
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Wouldn't it be easy to fix syn_shortdark_b8 by adding this:

CODE
"syn_shortdark_b8"
{
    entity
    {
        create
        {
            classname "info_player_equip"
            values
            {
            "weapon_crowbar" "1"
            }
        }
    }
}

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#57
User is offline   BarkerJr 

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syn_burlybrawl works with no EDT required.
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#58
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QUOTE (CMaster @ Nov 7 2008, 07:53 PM) <{POST_SNAPBACK}>
OK, made fireteam work. It isn't the same as it used to be, of course, but it does play pretty well I think.


We left someone behind when going down the elevator, and that person wouldn't get on. It seems like there was an invisible wall preventing him from entering the elevator.
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#59
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QUOTE (BarkerJr @ Nov 16 2008, 11:35 PM) <{POST_SNAPBACK}>
We left someone behind when going down the elevator, and that person wouldn't get on. It seems like there was an invisible wall preventing him from entering the elevator.


Yeah, the designer appears to have put in clip brushes to stop people getting in to the eleveator in case the doors fuck up. However, it appears that if you press the lift button again after the "10 seconds" message has already appeared, it gets screwed up. You can get through thought at the right times still - just keep running into it as the lift goes up and down.
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#60
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Or you can just delete the door clip brush entities. The entity used was a very bad choice, and the logic paths that opens and closes them is simply broken as a result. Besides the door props were not made non-soild so there is no noticeable difference. Well expect that the doors will no long kill player that get too close while they're moving; that feature appears to have been an effect of the clip brushes too.
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