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Author Topic: Stobbin  (Read 1948 times)
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Boba fett
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« on: September 19, 2008, 04:47:20 PM »

http://www.fpsbanana.com/tuts/6874


I think It would be sweet on some map. Also, there is a wall you can fire trow.

http://www.fpsbanana.com/tuts/5140


Sorry if you already know about that, But I think Its pretty nice in some map.
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    « Reply #1 on: September 19, 2008, 07:41:33 PM »

    I haven't had any good ideas for maps recently... but If I make another one, I'll throw in some easter eggs for us.

    Teleports to the skybox
    Hidden walls with ammo and health
    Secret sniper decks
    Random cows

    If anyone wants to throw ideas at me...  I might load up Hammer and crank an extra craptactular map out.
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    « Reply #2 on: September 19, 2008, 10:31:19 PM »

    a td members lounge... with coffe served by a relly hot waitress named flow
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    « Reply #3 on: September 19, 2008, 11:57:53 PM »

    i agree with fenris's last post
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    Boba fett
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    « Reply #4 on: September 20, 2008, 02:31:32 PM »

    I got an idea for a map stobbin.














    So basicly, I only made one spawn, so you do the spawn twice.

    The thing in the middle is a cp, with a underground passage. When you come out of spawn, you can go to cp, to underground passage, and to sniper battlement.

    (Wich could be with a walk trough wall.
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    « Reply #5 on: September 20, 2008, 03:45:26 PM »

    The TD House, A big CP map in the shape of a huge apartment building, They should be a room for Each member. Fit their personality, Must be non-degrading.
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    « Reply #6 on: September 20, 2008, 04:25:56 PM »

    alfalfa's idea seems cool

    was that hard to make boba?
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    « Reply #7 on: September 20, 2008, 04:32:28 PM »

    omg i would so make my room like a rave zone...
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    Boba fett
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    « Reply #8 on: September 20, 2008, 04:35:32 PM »

    Lol that would be awesome, and long to make.


    @kelreth, that was made with google sketchup, not with hammer, its not a map, just a 3d picture.


    EVEN BETTER: New version. now its a video!


    http://www.youtube.com/watch?v=LqVVoxeWaXU
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    « Reply #9 on: September 20, 2008, 08:10:09 PM »

    Interesting.  Maps with only 1 control point tend to be kind of pointless though.    I think it would work with two raised controls (one near each spawn) and one lower middle one.
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    « Reply #10 on: September 20, 2008, 08:31:57 PM »

    King of the Hill type of game?
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    « Reply #11 on: September 21, 2008, 05:43:39 AM »

    kinda. It think its pretty good. Of course this is just a 3d graf. I am horrible at hammer.

    @stob, YEa 2 cp, maybe on the little sqare thing, no? Or in front of undeground passage? Ill make something.
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    « Reply #12 on: September 21, 2008, 04:47:07 PM »

    i like the idea, but it looked a lot like every orange map out there
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    « Reply #13 on: September 21, 2008, 05:49:29 PM »

    well...  at least Boba's suggestion got me started.   I didn't make that map at ALL though.

    It kind of started as that map, and slowly became an arena map called Deforestation.   Still working out the kinks (mainly the physics logs and lighting), so don't expect a working version for a few days.

    I might eventually get around to building Booba's idea, but all the open area scared the crap out of me.
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    « Reply #14 on: September 21, 2008, 05:58:05 PM »

    Lol, I can am working on to put No more open area. Give me a few hours, And Ill get something even better


    *edit* hint hint, I got a idea for the map name, cp_Labyrinthe


    Find out what thats mean.


    2sc edit: http://www.fpsbanana.com/tuts/6873. maybe there is a prop to change so that can be 12vs12 instead of 8v8 maximum
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    « Reply #15 on: September 21, 2008, 06:26:47 PM »

    @Alf: I would get the room with the zombies.

    Boba I think it would be good to have it like a king of the hill thing where red team spawns uptop and blue has to assault the building from all sides or as many as possible.
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    « Reply #16 on: September 21, 2008, 06:32:09 PM »

    Draw me a labyrinth (hand drawn is okay, since it'll only be a top down view).  I'll model the bastard in Hammer.

    I've got an awesome idea for it:  Only those who complete the labyrinth can capture the point.  Everyone else can run around and shoot down.  No sentries on top.  The center of the maze would be completely shut off to the players on top.  Needs multiple entries to the center for both teams.

    My questions for you (the player):

    Should the maze have no_build areas?  Meaning that engineers would not be able to build sentries and teleports.

    How much wacky shit should be built in?  Fake walls, random teleports, heal zones, shortcuts for specific classes.



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    « Reply #17 on: September 21, 2008, 06:52:09 PM »

    yes to no_build, would be super gay for teleporters to help out

    and hell yes to loads and loads of wacky shit minus the shortcuts
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    « Reply #18 on: September 21, 2008, 07:03:46 PM »

    Yea that would suck. But Please have buildable in completely useless area's as in right in the open, in a box facing a wall, around a pit of death that you can't get out of, ect...
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    « Reply #19 on: September 21, 2008, 08:18:45 PM »

    Fake walls: sure, that would be funny
    random teleports: hell yes
    heal zones: sure
    shortcuts for specific classes: please no
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    « Reply #20 on: September 21, 2008, 10:08:28 PM »

    This is basically what I'm gonna make.


    The time for suggestions is now.
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    « Reply #21 on: September 22, 2008, 01:08:54 PM »

    Aw3some
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    « Reply #22 on: September 22, 2008, 01:27:36 PM »

    can you build on the white area?

    cause then people would just put up sentries that would kill everything that went into the maze and everything above the maze
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    « Reply #23 on: September 22, 2008, 01:51:05 PM »

    I plan on making the "white area" out of Player Clipping.  Which means that it won't actually be visible.  Or buildable.  Or solid to anything but players.

    I do plan on having build areas on the pyramid in the top layer.  This'll allow for teleports and sentries, but they won't have much impact (if any) on the players in the maze.
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    « Reply #24 on: September 22, 2008, 02:16:19 PM »

    wow that map looks ridiculous

    it doesnt help that i have no idea what the difference between the layers is supposed to be
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    « Reply #25 on: September 22, 2008, 03:04:20 PM »

    Sounds good. I think I played on a map like this. But spawn camping was way to easy, Snipers could snipe from spawn to spawn from across the map, and you couldn't defend the point for shit.

    Also:
    Fake walls: Naw.
    Random teleports: Hell yes
    Heal zones: Yes.
    Shortcuts for specific classes: Sure.
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    « Reply #26 on: September 22, 2008, 03:28:50 PM »

    Fake walls: Yup!
    Random teleports: OMG YES!
    Heal zones: AND ammo zone, YEA!
    Shortcuts for specific classes: OMGWTFBBQ! I WANT SHORTCUT FOR PYRO ONLY!!!!!!!!!!!! (Shortcut that dosnt lead the a fag trap please.)
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    « Reply #27 on: September 22, 2008, 03:34:58 PM »

    But spawn camping was way to easy, Snipers could snipe from spawn to spawn from across the map, and you couldn't defend the point for shit.


    let me quote what stobbin originally wrote so that this will be answered

    Battle Pyramid (Blocks sniper fire spawn-to-spawn and protects control point)

    so let me translate for the "less adept"

    PYRAMID BLOCK SNIPER AND SPAWNS NO SEE CONTROL POINT FROM ABOVE KTHX
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    « Reply #28 on: September 22, 2008, 03:44:23 PM »

    >I think I played on a map like this.

    HURRRRRR, MEANING NOT STOBBIN'S  A DIFFRENT ONE YET SIMMLER HURRRRRR.


    ...retard...ffs...
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    « Reply #29 on: September 22, 2008, 05:29:07 PM »

    I must have played that map too...  and it fucking blew.  Here's hoping I don't screw this one up.
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    « Reply #30 on: September 22, 2008, 08:39:28 PM »

    You should put spawn points at random places within the maze.  Make it all mixed up so you have to watch your back because a scout could be spawning behind you.  

    Also I'm working on CTF_map that has a very large pyramid.  I could give you the gif if you want to take a look see.

    Edit.  And when did I become the right had of Dom?  I am so cool:)SmileySmiley
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    « Reply #31 on: September 22, 2008, 09:09:18 PM »

    And the basic map is complete!  Download cp_labyrinth_a1!

    Now I just have to add the wacky shit.  Which is where you guys come in:  I have ideas, but I need way more.  Plus which spots do what I haven't figured out.  Need input.  Hopefully we can get Dom to host it on the test server and we can run around like idiots for a while.




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    « Reply #32 on: September 22, 2008, 09:09:27 PM »

    Wow I didn't know you can make maps for TF2 could I learn this I mean I make maps for AVP2 ?
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    « Reply #33 on: September 22, 2008, 09:18:17 PM »

    I guess you can.  There's a program called DEdit in the SDK for AVP2 that you can use.   Couldn't possibly be any more complicated than Hammer (the program for Source games).

    Also:  Three signatures?  Reaaally?
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    « Reply #34 on: September 23, 2008, 06:19:08 AM »

    idk, i kinda run around like an idiot all the time sooo
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    « Reply #35 on: September 23, 2008, 04:50:24 PM »

    HOKAI, so I talked to Stobbin about TD house, He said he said He wouldn't do it since we have 50 members, (ffs) So fuck that.

    SO. I stead of being one big House, It could be sections of the house.

    It would be a "floor" of the TD House. 5 "rooms" for some of the original (yet still at least partly active) TD member like Dom, StafF, etc. Each "room" would have a CP, and fit their personality. We (meaning Stobbin)would do the 5 "rooms" of TD members from the oldest members to the newest members over time till we got them all.The Name would be something like: "CP_TD_house_f1, (F: meaning "floor") then CP_TD_house_f2, etc.

    I'll drawn sum pics in MSPaint ina sec.
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    « Reply #36 on: September 23, 2008, 04:55:54 PM »

    WUT? Can I give you skechtup and photshop 7 alfafa?
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    « Reply #37 on: September 23, 2008, 05:06:09 PM »

    Why don't I teach you the basics of Hammer Alfalfa.  You already have a way better understanding of your idea than I do.  The map also seems to be pretty much a showoff map than an actual play map so you don't have to add control points or anything fancy.
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    « Reply #38 on: September 23, 2008, 05:38:29 PM »

    hammer really isnt that hard to grasp

    i should warm it up and crank out something... but im lazy
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    « Reply #39 on: September 23, 2008, 05:39:39 PM »

    I tried to learn hammer and failled.
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    « Reply #40 on: September 23, 2008, 05:53:49 PM »

    Same.
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    « Reply #41 on: September 23, 2008, 07:09:32 PM »

    Go on youtube.  There are some great videos about learning hammer.  It works better when you see someone doing it instead of just reading it like I did.
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    « Reply #42 on: September 23, 2008, 09:53:38 PM »

    If you want to mess with the maze yourself here are the files for Hammer.  http://www.mediafire.com/?xm2gyw2kz33
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    « Reply #43 on: September 24, 2008, 01:27:20 PM »

    where do i get hammer?
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    « Reply #44 on: September 24, 2008, 01:43:13 PM »

    http://www.slackiller.com/hlprograms.htm
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    « Reply #45 on: September 24, 2008, 04:12:34 PM »

    Don't listen to StaFForD...  

    Go to the tools tab in your Steam window and download the SDK files.
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    « Reply #46 on: September 24, 2008, 05:16:30 PM »

    yea.
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    « Reply #47 on: September 24, 2008, 09:01:41 PM »

    =P im too used to mapping for CS/helping people map for CS

    sorry
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    « Reply #48 on: October 02, 2008, 06:10:22 PM »

    "HOKAI, so I talked to Stobbin about TD house, He said he said He wouldn't do it since we have 50 members, (ffs) So fuck that.

    SO. I stead of being one big House, It could be sections of the house.

    It would be a "floor" of the TD House. 5 "rooms" for some of the original (yet still at least partly active) TD member like Dom, StafF, etc. Each "room" would have a CP, and fit their personality. We (meaning Stobbin)would do the 5 "rooms" of TD members from the oldest members to the newest members over time till we got them all.The Name would be something like: "CP_TD_house_f1, (F: meaning "floor") then CP_TD_house_f2, etc."


    Two words: nice idea.

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    « Reply #49 on: October 13, 2008, 07:19:08 PM »

    thx
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    « Reply #50 on: October 13, 2008, 07:30:54 PM »

    HE MENT ME. Angry
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    « Reply #51 on: October 13, 2008, 08:36:53 PM »

    Thread has my name:  therefore all praise is directed towards me.

    Thanks UOM.
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    « Reply #52 on: October 14, 2008, 02:15:47 PM »

    Your welcome, Stobbin.

    (Alf I really meant you but I don't want to piss off God Stobbin)

    =p
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    Is awesome and smells good


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    « Reply #53 on: October 14, 2008, 02:50:46 PM »

    AGSDFAGDASDADGHASDFGAFSDGFASGDFAGSF
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    Quote from: Stobbin
    I've got to agree with Alfalfa on this.
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    « Reply #54 on: October 14, 2008, 08:16:32 PM »

    stobbin = GOD??? DSS
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    YOU ARE THE BEST CALLER!
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    By 2050, 98% of our hurr will be durr.


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    « Reply #55 on: January 13, 2009, 09:24:57 AM »

    Quote from: Alfalfa
    HOKAI, so I talked to Stobbin about TD house, He said he said He wouldn't do it since we have 50 members, (ffs) So fuck that.

    SO. I stead of being one big House, It could be sections of the house.

    It would be a "floor" of the TD House. 5 "rooms" for some of the original (yet still at least partly active) TD member like Dom, StafF, etc. Each "room" would have a CP, and fit their personality. We (meaning Stobbin)would do the 5 "rooms" of TD members from the oldest members to the newest members over time till we got them all.The Name would be something like: "CP_TD_house_f1, (F: meaning "floor") then CP_TD_house_f2, etc.

    I'll drawn sum pics in MSPaint ina sec.


    Could you do this in a style similar to tc_hydro? With like zones that are fought over and defended one by one, where each floor would be a separate zone to defend or capture. That way you could have a TD house but it would be split into manageable chunks :3
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    « Reply #56 on: January 13, 2009, 10:10:52 AM »

    Arise, chicken.  Chicken, arise.
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    Awesome sig courtesy of Dom
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    « Reply #57 on: January 13, 2009, 11:09:49 AM »

    hahha kenyan, nobody gets that when I say that.....
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    {TD}Dominator{RS} - The term Dominator generally refers to someone or something that exercises Domination.

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    « Reply #58 on: January 13, 2009, 12:58:03 PM »

    I have become extremely disheartened since steam uninstalled all of my shit.  (about a month ago everything in my steamapps folder just disappeared)  I was in the middle of working on a new map and all the files just went bye bye.

    Making the map itself isn't the problem, its coding all the control points and zones for a tc_hydro style map that would take forever.  Do we even still want a custom blatant advertisement map?
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    Stu
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    By 2050, 98% of our hurr will be durr.


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    « Reply #59 on: January 13, 2009, 01:41:31 PM »

    Quote from: Stobbin
    I have become extremely disheartened since steam uninstalled all of my shit.  (about a month ago everything in my steamapps folder just disappeared)  I was in the middle of working on a new map and all the files just went bye bye.

    Making the map itself isn't the problem, its coding all the control points and zones for a tc_hydro style map that would take forever.  Do we even still want a custom blatant advertisement map?


    My guess is it would be a win of epic proportions.
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    « Reply #60 on: January 13, 2009, 11:44:50 PM »

    I learned DEdit for avp2 godknowshowmanyyearsago and the basics are pretty much the same, its just organized very differently
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