Dog's begging!
- Dog
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Dog's begging!
I'm coming cap-in-hand!
As Bee and Hammer know, I'm no mapper and know jack-diddly-squat about creating one, and to be honest, never want to! I'm just a programmer!
Right now, for Cube Soccer, we have two maps - a soccer field one which I decompiled (ahem) and stripped, and Bee's old Valley map he originally made for me in DoDS, which I clumsily converted to TF2. He has kindly agreed to tighten these two maps up and make them much better!
However, two maps, is boring. So if anyone out there would like to make very simple maps for Cube Soccer, I'd be grateful!
The maps need to very simple. The whole concept is based on something Bee and me came up with last year:
A mapper's big problem is that maps are copied and everyone gets a copy when they play, which then can be transferred on to other servers. e.g. Avantiville is played all over the place, even though it is a Ville map!
So Bee and me came up with a plan last year.
A basic map would be created which would then rely on a program to run.
If anyone tried to copy the map for their own servers, it wouldn't work properly.
Cube Soccer does just that.
A Cube Soccer map is basically just scenery and one or two props. No CPs. No Intel. Nothing. The map is useless and is only good for death match.
Each side has spawn areas.
And that's as complicated as it gets.
The rest of the work is done by the program.
For example, in the Cube Soccer, the goal posts, the Cube and all the logic is done by the program. As a mapper, you would not have to worry about any of that stuff - just create an interesting playing surface for the cube to bounce around.
So the map is not usable without the program and no-one outside TheVille can copy it!
So if you are interested, let me know!
Thanks!
As Bee and Hammer know, I'm no mapper and know jack-diddly-squat about creating one, and to be honest, never want to! I'm just a programmer!
Right now, for Cube Soccer, we have two maps - a soccer field one which I decompiled (ahem) and stripped, and Bee's old Valley map he originally made for me in DoDS, which I clumsily converted to TF2. He has kindly agreed to tighten these two maps up and make them much better!
However, two maps, is boring. So if anyone out there would like to make very simple maps for Cube Soccer, I'd be grateful!
The maps need to very simple. The whole concept is based on something Bee and me came up with last year:
A mapper's big problem is that maps are copied and everyone gets a copy when they play, which then can be transferred on to other servers. e.g. Avantiville is played all over the place, even though it is a Ville map!
So Bee and me came up with a plan last year.
A basic map would be created which would then rely on a program to run.
If anyone tried to copy the map for their own servers, it wouldn't work properly.
Cube Soccer does just that.
A Cube Soccer map is basically just scenery and one or two props. No CPs. No Intel. Nothing. The map is useless and is only good for death match.
Each side has spawn areas.
And that's as complicated as it gets.
The rest of the work is done by the program.
For example, in the Cube Soccer, the goal posts, the Cube and all the logic is done by the program. As a mapper, you would not have to worry about any of that stuff - just create an interesting playing surface for the cube to bounce around.
So the map is not usable without the program and no-one outside TheVille can copy it!
So if you are interested, let me know!
Thanks!
- dredfox
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Re: Dog's begging!
[quote="StrontiumDog";p="110269"]I'm coming cap-in-hand!
As Bee and Hammer know, I'm no mapper and know jack-diddly-squat about creating one, and to be honest, never want to! I'm just a programmer!
Right now, for Cube Soccer, we have two maps - a soccer field one which I decompiled (ahem) and stripped, and Bee's old Valley map he originally made for me in DoDS, which I clumsily converted to TF2. He has kindly agreed to tighten these two maps up and make them much better!
However, two maps, is boring. So if anyone out there would like to make very simple maps for Cube Soccer, I'd be grateful!
The maps need to very simple. The whole concept is based on something Bee and me came up with last year:
A mapper's big problem is that maps are copied and everyone gets a copy when they play, which then can be transferred on to other servers. e.g. Avantiville is played all over the place, even though it is a Ville map!
So Bee and me came up with a plan last year.
A basic map would be created which would then rely on a program to run.
If anyone tried to copy the map for their own servers, it wouldn't work properly.
Cube Soccer does just that.
A Cube Soccer map is basically just scenery and one or two props. No CPs. No Intel. Nothing. The map is useless and is only good for death match.
Each side has spawn areas.
And that's as complicated as it gets.
The rest of the work is done by the program.
For example, in the Cube Soccer, the goal posts, the Cube and all the logic is done by the program. As a mapper, you would not have to worry about any of that stuff - just create an interesting playing surface for the cube to bounce around.
So the map is not usable without the program and no-one outside TheVille can copy it!
So if you are interested, let me know!
Thanks![/quote]
I'll see what I can come up with. I'm big on ideas but not on experience. The lack of any in-map control structures appeals to me at this point.
EDIT: I should add for any potential mappers that the biggest flaw in the existing maps is that a good demoman could launch a few stickies at the cube before any players can move. Four (or more) stickies can send the cube zooming across the map. This could possibly be exploited for a two second win.
And Dog, a few questions:
What were the overall dimensions of that Soccer field map? I'd like to make one about that size or just a little larger.
Can the cube be pushed with func_push?
I'm thinking of making one fairly simple map and another with killer pitfalls, a "jump ball" kick-off and other insane stuff.
As Bee and Hammer know, I'm no mapper and know jack-diddly-squat about creating one, and to be honest, never want to! I'm just a programmer!
Right now, for Cube Soccer, we have two maps - a soccer field one which I decompiled (ahem) and stripped, and Bee's old Valley map he originally made for me in DoDS, which I clumsily converted to TF2. He has kindly agreed to tighten these two maps up and make them much better!
However, two maps, is boring. So if anyone out there would like to make very simple maps for Cube Soccer, I'd be grateful!
The maps need to very simple. The whole concept is based on something Bee and me came up with last year:
A mapper's big problem is that maps are copied and everyone gets a copy when they play, which then can be transferred on to other servers. e.g. Avantiville is played all over the place, even though it is a Ville map!
So Bee and me came up with a plan last year.
A basic map would be created which would then rely on a program to run.
If anyone tried to copy the map for their own servers, it wouldn't work properly.
Cube Soccer does just that.
A Cube Soccer map is basically just scenery and one or two props. No CPs. No Intel. Nothing. The map is useless and is only good for death match.
Each side has spawn areas.
And that's as complicated as it gets.
The rest of the work is done by the program.
For example, in the Cube Soccer, the goal posts, the Cube and all the logic is done by the program. As a mapper, you would not have to worry about any of that stuff - just create an interesting playing surface for the cube to bounce around.
So the map is not usable without the program and no-one outside TheVille can copy it!
So if you are interested, let me know!
Thanks![/quote]
I'll see what I can come up with. I'm big on ideas but not on experience. The lack of any in-map control structures appeals to me at this point.
EDIT: I should add for any potential mappers that the biggest flaw in the existing maps is that a good demoman could launch a few stickies at the cube before any players can move. Four (or more) stickies can send the cube zooming across the map. This could possibly be exploited for a two second win.
And Dog, a few questions:
What were the overall dimensions of that Soccer field map? I'd like to make one about that size or just a little larger.
Can the cube be pushed with func_push?
I'm thinking of making one fairly simple map and another with killer pitfalls, a "jump ball" kick-off and other insane stuff.
- l3eeron
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Re: Dog's begging!
...and here's a couple screen shots for the people who haven't seen cube_valley2_b1
link for DL
http://www.theville2.org/downloads/cube_valley2_b1.bsp
link for DL
http://www.theville2.org/downloads/cube_valley2_b1.bsp
- Dog
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I PMed you with a FTP site to upload maps!
Examples of dimensions can be found with these two VMF files:
http://www.boff.clanservers.com/mapcrap/
Examples of dimensions can be found with these two VMF files:
http://www.boff.clanservers.com/mapcrap/
- Mad-Hammer
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Re: Dog's begging!
Sorry I missed this post Dog. I'm kinda tied up on another project now but.............. I have an idea.
Cube Soccer Pinball
Cube Soccer but inside a pinball game.
Cube Soccer Pinball
Cube Soccer but inside a pinball game.
[/center]
- Dog
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I added a pool table version to
http://www.boff.clanservers.com/mapcrap/
called cube_pool, but I don't know how to add the balls!
http://www.boff.clanservers.com/mapcrap/
called cube_pool, but I don't know how to add the balls!
- dredfox
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Re: Dog's begging!
My map is uploaded as a Bzipped BSP and a VMF. I'm not sure if I uploaded the right files, so let me know if something else is needed. My map uses only a few textures, all of them are stock. Also I give any Villun permission to modify or use this map in any way for any reason. I know the map is hardly a work of high art, but I hope it'll get the (soccer) ball rolling on what I hope will become a Ville signature game type.
EDIT: I made a guess at the size of the existing map and made Lasertag's length within a few percent of Cube Valley. It's tough to say if the map is too big or too small until I get feedback though.
Anyone know how to get rid of the weird reflection on the demoman's bottle?
EDIT: I made a guess at the size of the existing map and made Lasertag's length within a few percent of Cube Valley. It's tough to say if the map is too big or too small until I get feedback though.
Anyone know how to get rid of the weird reflection on the demoman's bottle?
- dredfox
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[quote="StrontiumDog";p="110335"]Uploaded!
I changed its name to "cube_lasertag" to reflect the gameplay (hope you don't mind!)
Other than that, it runs well!
I just have to set it up now with the goals and center.[/quote]
Please, make any changes that you feel would improve it. I would think that it would run well, there's hardly anything to it! I was getting over 200fps testing it. Toyfort gives me 30-60fps in comparison.
I changed its name to "cube_lasertag" to reflect the gameplay (hope you don't mind!)
Other than that, it runs well!
I just have to set it up now with the goals and center.[/quote]
Please, make any changes that you feel would improve it. I would think that it would run well, there's hardly anything to it! I was getting over 200fps testing it. Toyfort gives me 30-60fps in comparison.
- MrBlah
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these maps im sure will give everyone high fps
And im working on a hockey rink for cube hockey nice and slippery Im not sure if its too big yet so I'll find out i guess.
And im working on a hockey rink for cube hockey nice and slippery Im not sure if its too big yet so I'll find out i guess.
Eater of Potatoes, since 2008.
I am driven by two main philosophies: know more today about the world than I knew yesterday and lessen the suffering of others. You'd be surprised how far that gets you.
― Neil deGrasse Tyson
- dredfox
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[quote="MrBlah";p="110357"]these maps im sure will give everyone high fps
And im working on a hockey rink for cube hockey nice and slippery Im not sure if its too big yet so I'll find out i guess.[/quote]
I'm thinking about adding lasers and fog to the Lasertag map. I don't know if I can make lasers with fine tuned spot lights though. I've got a pachinko/pinball machine in my head that I need to start mapping out. It'll be a good chance to learn how to use dynamic lights. Maybe I should find the into music to "The Price is Right".
All this should ruin the FPS!
And im working on a hockey rink for cube hockey nice and slippery Im not sure if its too big yet so I'll find out i guess.[/quote]
I'm thinking about adding lasers and fog to the Lasertag map. I don't know if I can make lasers with fine tuned spot lights though. I've got a pachinko/pinball machine in my head that I need to start mapping out. It'll be a good chance to learn how to use dynamic lights. Maybe I should find the into music to "The Price is Right".
All this should ruin the FPS!
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