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Syn_tower_climb_beta Its a tower :O

#1
User is offline   RiskyKen 

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The idea, a tower that you climb up with a mix of puzzles and combat.

Anyway I would like to hear some feedback for my new tower climb map. (I will be better than this mess)

Things I have got so far are, more detail (box rooms suck) and biggr rooms.

Oh yeah don't worry about the lack of detail this map is only an experiment the next one is looking better already.

Updated

The stairs have been chaged
Over 9000 texture fixes
The map only needs hl2 now

Download

Dropbox
syn_tower_climb_beta_20.zip (11.3 MB)
syn_tower_climb_beta_20.7z (7.68 MB)

Mediafire
syn_tower_climb_beta_20.zip (11.3 MB)
syn_tower_climb_beta_20.7z (7.68 MB)
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#2
User is offline   nickelrodent 

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looks like till be a fun map. my only complaint is that the stairs look terrible.
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#3
User is offline   RiskyKen 

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QUOTE (nickelrodent @ Oct 11 2008, 09:00 PM) <{POST_SNAPBACK}>
looks like till be a fun map. my only complaint is that the stairs look terrible.

Yeah I know, it was because the floors where so small I didnt really have space to do much else to them. In the new one the floors are about 6 times bigger so that should not be a problem.
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#4
User is offline   nickelrodent 

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i meant more that they look like blocks and not stairs. try making a triangle shaped brush to place between the blocks to give them more of a connected look.

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#5
User is offline   Archanor 

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Just a quick suggestion on how to the stairs:



Edit: Found a better image
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#6
User is offline   Whiffen 

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QUOTE (Archanor @ Oct 12 2008, 07:54 PM) <{POST_SNAPBACK}>
Just a quick suggestion on how to the stairs:



Isn't it better to make it a flat ramp with a bunch of triangles (All triangles get func_detailed) rather then a bunch of Trapezoid's?
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#7
User is offline   4-Legged Tumor 

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The trapezoids look better.
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#8
User is offline   RiskyKen 

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Don't worry about the stairs to much, this map was only to test the idea. The new maps stairs look far better.

Some images from the new map http://riskyweb.info/maps/tower_2_screens.htm

On a side note I normaly do it the trapezoid way with a NPC clip ramp over it, so they can navigate them better. Depending on where the player is looking from it can look a wee tad odd but seems to help the AI a lot.

Do you think this is a good way?
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#9
User is offline   Archanor 

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Depending on the amount of stairs, do it the triangle way, with a block under it to fill in the missing pieces of the "trapezoid steps". Also, if you're going to make it as high as the original tower climb map, steer away from too many windows unless you want the map to be a fps bomb. The first floor should definitely have windows though, as long as it has enough support for the rest of the building.

Windows always make big ass towers, or houses look very inviting.
Also, maybe cut back a little bit on the amount of props, or at least spread them around a bit.
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#10
User is offline   RiskyKen 

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QUOTE (Archanor @ Oct 13 2008, 09:32 PM) <{POST_SNAPBACK}>
Depending on the amount of stairs, do it the triangle way, with a block under it to fill in the missing pieces of the "trapezoid steps". Also, if you're going to make it as high as the original tower climb map, steer away from too many windows unless you want the map to be a fps bomb. The first floor should definitely have windows though, as long as it has enough support for the rest of the building.

Windows always make big ass towers, or houses look very inviting.
Also, maybe cut back a little bit on the amount of props, or at least spread them around a bit.



Thanks for the advice. I have been debating with myself about the windows from the start, I was thinking about using loads of func_areaportalwindow's but I am not really a fan of them. I just feel that they ruin the map.
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#11
User is offline   crazydog 

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Well, I just downloaded this map and put it on my server.

I have a new favorite map. tongue.gif

Good work!

PS: Here's my .edt in case anyone wants one:

CODE
"syn_tower_climb_beta7"
{
    "console"
    {
        "sk_helicopter_health" "1200"
    }
    "entity"
    {
    "edit" { "classname" "info_player_start" "values" { "classname" "info_player_coop" } }
    "edit" { "classname" "info_player_deathmatch" "values" { "classname" "info_player_coop" } }
    "edit" { "classname" "game_player_equip" "values" { "classname" "info_player_equip" } }
    "create"
        {
            "classname" "logic_auto"
            "origin" "0 0 0"
            "values"
            {
                spawnflags "1"
                OnMapSpawn "weapon_crowbar,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_stunstick,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_pistol,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_ar2,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_rpg,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_smg1,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_357,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_crossbow,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_shotgun,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_frag,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_physcannon,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_bugbait,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_alyxgun,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_annabelle,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_mp5k,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_slam,addoutput,RespawnCount -1"
                OnMapSpawn "weapon_mg1,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_pistol,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_pistol_large,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_smg1,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_smg1_large,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_ar2,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_ar2_large,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_357,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_357_large,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_crossbow,addoutput,RespawnCount -1"
                OnMapSpawn "item_box_buckshot,addoutput,RespawnCount -1"
                OnMapSpawn "item_rpg_round,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_smg1_grenade,addoutput,RespawnCount -1"
                OnMapSpawn "item_battery,addoutput,RespawnCount -1"
                OnMapSpawn "item_healthkit,addoutput,RespawnCount -1"
                OnMapSpawn "item_healthvial,addoutput,RespawnCount -1"
                OnMapSpawn "item_ammo_ar2_altfire,addoutput,RespawnCount -1"
                OnMapSpawn "item_suit,addoutput,RespawnCount -1"
                OnMapSpawn "npc_turret_floor,AddOutput,OnTipped !self:Kill::0:-1,0,-1"
                OnMapSpawn "npc_strider,AddOutput,OnDeath !self:Kill::2:-1,0,-1"
            }
        }
    "create"
        {
            "classname" "info_player_equip"
            "values"
            {
                "item_suit" "1"
                "item_battery" "0"
                "weapon_crowbar" "0"
                "weapon_smg1" "1"
                "weapon_ar2" "0"
                "weapon_pistol" "1"
                "weapon_357" "0"
                "weapon_shotgun" "0"
                "weapon_crossbow" "0"
                "item_ammo_smg1_large" "1"
                "item_ammo_ar2_large" "0"
                "item_ammo_pistol_large" "1"
                "item_ammo_357_large" "0"
                "item_box_buckshot" "0"
                "item_ammo_crossbow" "0"
            }
        }
}
}

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#12
User is offline   CMaster 

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One slight changed I'd make to the edit:
Don't turn game_player_equips into info_player_equips. It doesn't work and can result in you spawning with all synergy weapons, including the removed ones. Just delete the old game_player and create a new one, like you already have.
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#13
User is offline   crazydog 

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Are you sure? I have that on every single hl2 campaign map and I've never spawned, or seen anyone else spawn with all the weapons.
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#14
User is offline   RiskyKen 

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Just a note to anyone who has this map on there server that it has been updated.
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#15
User is offline   crazydog 

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What's been changed? biggrin.gif
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#16
User is offline   RiskyKen 

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QUOTE (crazydog @ Sep 5 2009, 09:10 PM) <{POST_SNAPBACK}>
What's been changed? biggrin.gif


Erm can't remember fully but some things are.

Change
The map looks a little better now (but still looks like junk)
Crashes clients less (sadly no vorts now)
Added more secret areas
Cut down on the npc spam a bit
Some other stuff that I can't remember

Bugs in this vesion
The ammo crates on level 5 are behind the wall (opps my bad)

Next version should be the final, want to put more time into my other map. So if anyone finds a but please post it here.

Also glad you like my map smile.gif
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#17
User is offline   crazydog 

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PLEASE add checkpoints! biggrin.gif

Also: what is that room with the metal sign behind glass?
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#18
User is offline   RiskyKen 

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QUOTE (crazydog @ Sep 5 2009, 09:53 PM) <{POST_SNAPBACK}>
PLEASE add checkpoints! biggrin.gif

Also: what is that room with the metal sign behind glass?


Adding checkpoints just now smile.gif


The the room with the metal sign (was trying to make a tv lol) will have a remote controlled helicopter, the TV will show the helicopters view. With the helicopter you will either:

Fly it round the room and use it to shot a plank of wood that is holding the door shut

or

NO JOKE
Fly round the tower going through hoops when you have done a lap the door will open.
No am not joking

Not decided yet
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#19
User is offline   crazydog 

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haha that's awsesome.

I noticed that after finding the 4 original secrets, it only said we found 2 of 5 secrets.

And yes, the watermelons were broken tongue.gif
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#20
User is offline   RiskyKen 

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QUOTE (crazydog @ Sep 5 2009, 09:53 PM) <{POST_SNAPBACK}>
PLEASE add checkpoints! biggrin.gif

Also: what is that room with the metal sign behind glass?


Done a quick update and they are now added smile.gif
also added the helicopter

QUOTE (crazydog @ Sep 6 2009, 12:09 AM) <{POST_SNAPBACK}>
haha that's awsesome.

I noticed that after finding the 4 original secrets, it only said we found 2 of 5 secrets.

And yes, the watermelons were broken tongue.gif


I can't seem to find that bug. Did you noclip into the secrets? The trigger for counting secrets activates when the wall breaks.
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