EnVyUs LennyS Posted May 6, 2016 Share Posted May 6, 2016 Map name: bhop_spiral_lennys_v1_6 Difficulty: 1-2 Download link: http://css.gamebanana.com/maps/190321 Pictures: Overview Start Finish Level Select 2 Link to comment
Tariq Posted May 6, 2016 Share Posted May 6, 2016 Looks good. With a lil Practice you become a Pro soon I mostly like the "Dedicated to cs-frag Community....." Keep it up! Link to comment
EnVyUs LennyS Posted May 6, 2016 Author Share Posted May 6, 2016 Update 1.1: added light_environment 2 Link to comment
Calig Posted May 6, 2016 Share Posted May 6, 2016 Update 1.1: added light_environment Now we're talking! Will be testing the map soon. 1 Link to comment
EnVyUs LennyS Posted May 7, 2016 Author Share Posted May 7, 2016 Update 1.2: view it in gamebanana ( ͡° ͜ʖ ͡°) @@Tariq 1 Link to comment
Calig Posted May 8, 2016 Share Posted May 8, 2016 I tested the map and here are few suggestions / changes: Add more spawn points, min 32 max 64. Remove the skybox and apply one block of the skybox material on top of the map Replace info_targets with info_teleport_destination, so you can easily control which direction you will be pointing if you fail. I already saw many of them are pointing at wrong direction, and soon you will find yourself from the start point. Remove water blocks from the map and apply one huge water block. trigger_teleport would be better on top of the water. Move the lamps on the side from middle of the paths. Make a teleport at the end to restart the map. 2 Link to comment
EnVyUs LennyS Posted May 9, 2016 Author Share Posted May 9, 2016 I tested the map and here are few suggestions / changes: Add more spawn points, min 32 max 64. Remove the skybox and apply one block of the skybox material on top of the map Replace info_targets with info_teleport_destination, so you can easily control which direction you will be pointing if you fail. I already saw many of them are pointing at wrong direction, and soon you will find yourself from the start point. Remove water blocks from the map and apply one huge water block. trigger_teleport would be better on top of the water. Move the lamps on the side from middle of the paths. Make a teleport at the end to restart the map. Okie dokie, I'll try to improve this. Done. -Spawn points increased to 32 (16 for terrorists, 16 for CT). -Removed and applied one block of skybox on top of the map. -Replaced all info_targets with info_teleport_destination. -Removed all water blocks and applied one huge water block. -Moved trigger_teleport on top of the water. -Moved the lamps. -Made a teleport at the end to teleport to teleport_destination_1. (material is toolstrigger so you can't see it). -Replaced trigger_teleport texture with toolstrigger. -Althrough there are some incorrect spawns, may you fix it for me please? Thank you. @@Calig @@Tariq Link to comment
Calig Posted May 9, 2016 Share Posted May 9, 2016 Okie dokie, I'll try to improve this. Done. -Spawn points increased to 32 (16 for terrorists, 16 for CT). -Removed and applied one block of skybox on top of the map. -Replaced all info_targets with info_teleport_destination. -Removed all water blocks and applied one huge water block. -Moved trigger_teleport on top of the water. -Moved the lamps. -Made a teleport at the end to teleport to teleport_destination_1. (material is toolstrigger so you can't see it). -Replaced trigger_teleport texture with toolstrigger. -Althrough there are some incorrect spawns, may you fix it for me please? Thank you. @@Calig @@Tariq Whoah, did you even test the map? Why have you made all trigger_teleports as one big group? Now when ever you fail you will be teleported to lvl 9. And I suggest you to learn Clipping tool, to clip off the blocks that comes out side of the map. And I would also recommend using NoDraw material for those walls players can not see. And as you saw from the console, some of the spawn points are invalid. So just make them not to touch the ground, leave tiny bit empty space beneath them. Otherwise the map seemed to be OK and playable. Link to comment
EnVyUs LennyS Posted May 10, 2016 Author Share Posted May 10, 2016 Whoah, did you even test the map? Why have you made all trigger_teleports as one big group? Now when ever you fail you will be teleported to lvl 9. And I suggest you to learn Clipping tool, to clip off the blocks that comes out side of the map. And I would also recommend using NoDraw material for those walls players can not see. And as you saw from the console, some of the spawn points are invalid. So just make them not to touch the ground, leave tiny bit empty space beneath them. Otherwise the map seemed to be OK and playable. Done updating... read the update 1.4 in gamebanana page @@Calig @@Tariq Don't add it now, I'm doing a big update. Link to comment
Calig Posted May 10, 2016 Share Posted May 10, 2016 You failed packing your map Maybe add trigger_teleport top of these Adding earlier versions + readme file in the zip are waste. Update the pictures of the map and I still saw the water coming outside of the map, use the clipping tool and nodraw texture. I believe you're done with the map after fixing/adding those. Link to comment
EnVyUs LennyS Posted May 11, 2016 Author Share Posted May 11, 2016 You failed packing your map Maybe add trigger_teleport top of these Adding earlier versions + readme file in the zip are waste. Update the pictures of the map and I still saw the water coming outside of the map, use the clipping tool and nodraw texture. I believe you're done with the map after fixing/adding those. I packed my map carefully. Added trigger_teleport on top of it... Deleted earlier versions + readme file. Updated the pictures. But when stand on the block it doesn't tp me back to the checkpoint... I've followed this tutorial... Still doesn't work. How to fix it? @@Calig @@Tariq 1 Link to comment
Maxemore Posted August 15, 2016 Share Posted August 15, 2016 In order to make correct bunny blocks, one way (the easiest usually) is to have them lower down when stepped on. OR to have them lose solidity through outputs 0.5 sec after you step on them. That's what I'd do in this case. Link to comment
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