[quote="l3eeron";p="88941"]Im seriously considering doing this....
seeing as how sacrifist has done such a great job with avanti, I really don't see the need for me to finish mine. It was more experimental than anything, and learned tons from it.
[/quote]
The screenshots from your map were gorgeous. I hope you change your mind.
es_dustbowl
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[quote="l3eeron";p="88941"]Im seriously considering doing this....
seeing as how sacrifist has done such a great job with avanti, I really don't see the need for me to finish mine. It was more experimental than anything, and learned tons from it.
I can start laying the tracks and the other easy stuff. Then hopefully someday we will have official escort entities in hammer and I can finish it from there.[/quote]
Well, if you're gonna take on the project, I'll stop and work on something else. You have more experience with the entities involved and could probably knock it out quicker than me. Holler if you need a hand.
seeing as how sacrifist has done such a great job with avanti, I really don't see the need for me to finish mine. It was more experimental than anything, and learned tons from it.
I can start laying the tracks and the other easy stuff. Then hopefully someday we will have official escort entities in hammer and I can finish it from there.[/quote]
Well, if you're gonna take on the project, I'll stop and work on something else. You have more experience with the entities involved and could probably knock it out quicker than me. Holler if you need a hand.

Re: es_dustbowl
When I looked as the FPSbanana page for es_cave, there was a link to a template escort map that has all the entities loaded in.
'You might not have the intelligent to find it so i'll queto it for you' - Some guy trying to insult me on the Steam boards
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[quote="Torven";p="88980"]
When I looked as the FPSbanana page for es_cave, there was a link to a template escort map that has all the entities loaded in.
[/quote]
Yaaaaaaa, but the way they have that set up is just a work around (all the es_ maps are just clever work arounds). Valve's Gold rush will probably include a new HUD element and team filters etc. to do it correctly.
When I looked as the FPSbanana page for es_cave, there was a link to a template escort map that has all the entities loaded in.
[/quote]
Yaaaaaaa, but the way they have that set up is just a work around (all the es_ maps are just clever work arounds). Valve's Gold rush will probably include a new HUD element and team filters etc. to do it correctly.
Im not sure this is a good move. Decompiled maps can be pretty accurate, but you will run into some issues with displacements and lighting. Also, you do know that the map is over 60mb and Valve somehow can get away with having a huge number of ents and entdata in their maps compared to customs. It may cause crashes on the server. Also, the map bzipped will be in the neighborhood of 20 some MBs lol. Then throw in that Goldrush looks very similar to dustbowl. Im not sure its worth the hassle though I could be wrong.
What I was actually going to do was remove all the Valve added stuff and make dustbowl have the original flag gameplay with the original capture points lol. I wasnt going to decomp the map though. I was just going to use an entity editor to make the changes. Mapname would be the same, no one would have to redownload it and the funny thing would be that players wouldnt know which gameplay they would be getting haha.
What I was actually going to do was remove all the Valve added stuff and make dustbowl have the original flag gameplay with the original capture points lol. I wasnt going to decomp the map though. I was just going to use an entity editor to make the changes. Mapname would be the same, no one would have to redownload it and the funny thing would be that players wouldnt know which gameplay they would be getting haha.
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[quote="Sacrifist";p="89091"]What I was actually going to do was remove all the Valve added stuff and make dustbowl have the original flag gameplay with the original capture points lol. [/quote]
[quote="l3eeron";p="88948"]
I could also make it reverse ctf like the old dustbowl...
[/quote]

I think it would be awesome to have ctf_dustbowl like TFC's version. The reverse ctf style makes people work as a team. And since everyone knows dustbowl, it would work like a charm.
I wish they did a ctf and cp version of each map, kinda like what they did for CoD4. Its all the same maps but there's like 10 different styles of game play (they just load different entities according to the game mode you pick, just like sac was talking about to change dustbowl into ctf). From free-for-all to team deathmatch to territory control... they're all the same maps just different objectives.
I know its possible to decompile and alter the stock maps. There's a 2fort-night out there...
ahhhh here it is
http://olddrunkenbastards.com/index.php
[quote="l3eeron";p="88948"]
I could also make it reverse ctf like the old dustbowl...
[/quote]

I think it would be awesome to have ctf_dustbowl like TFC's version. The reverse ctf style makes people work as a team. And since everyone knows dustbowl, it would work like a charm.
I wish they did a ctf and cp version of each map, kinda like what they did for CoD4. Its all the same maps but there's like 10 different styles of game play (they just load different entities according to the game mode you pick, just like sac was talking about to change dustbowl into ctf). From free-for-all to team deathmatch to territory control... they're all the same maps just different objectives.
I know its possible to decompile and alter the stock maps. There's a 2fort-night out there...
ahhhh here it is
http://olddrunkenbastards.com/index.php
Yeah, the only problem I see with decomping it is players having to download a 20 some MB file and if the server doesnt have fast dl, its more like 65 MB lol. Thats why if I was going to make the adjustments, I would use an ent editor and make them. That way the mapname stays the same and no one has to redownload it.
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