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Old 08-05-2006, 02:57 AM   #1
ripper_hugme
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Default Deconstruction [Beta2]

[NOW FIXED NODRAW PROBLEM] Well It's here with a bit more BANG!!! for your (metaphorically speaking) buck.

http://files.filefront.com/arena_dec.../fileinfo.html Regular Version.
http://files.filefront.com/arena_dec.../fileinfo.htmlHardcorps Version.






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Last edited by ripper_hugme : 08-09-2006 at 07:13 AM.
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Old 08-05-2006, 03:45 AM   #2
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Default Re: Deconstruction [Beta2]

Sweetness!

EDIT: I just played it and wow it's great cold hard fun, But there is a slight No draw problem...

Other than that great job XD

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Last edited by Sparda : 08-05-2006 at 04:16 AM. Reason: Coz I needed to
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Old 08-05-2006, 04:29 AM   #3
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Default Re: Deconstruction [Beta2]

oh god dammit.

my finger slipped onto the texture all button.

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Last edited by ripper_hugme : 08-05-2006 at 04:57 AM.
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Old 08-05-2006, 04:57 AM   #4
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Default Re: Deconstruction [Beta2]

now fixed.

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Old 08-05-2006, 05:11 AM   #5
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Default Re: Deconstruction [Beta2]

This Map is awsome great Job, I wish I was as good.

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Old 08-05-2006, 11:36 AM   #6
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Default Re: Deconstruction [Beta2]

Can you please tell me where to put the file? This will be my first map that I have added. Thanks!
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Old 08-05-2006, 12:00 PM   #7
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Default Re: Deconstruction [Beta2]

Quote:
Originally Posted by Cynosure
Can you please tell me where to put the file? This will be my first map that I have added. Thanks!
C:\Program Files\Valve\Steam\SteamApps\Your username\sin episodes emergence\SE1\maps

Then when you play arena mode it should be named arena_deconstructionb2 in your map selection list.

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Old 08-05-2006, 06:19 PM   #8
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Default Re: Deconstruction [Beta2]

Thanks for that, sparda.

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Old 08-05-2006, 07:44 PM   #9
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Default Re: Deconstruction [Beta2]

A little sneak peek of my next project.


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Old 08-06-2006, 02:16 AM   #10
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Default Re: Deconstruction [Beta2]

Cool, that looks like the Second level in SiN 1.

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Old 08-07-2006, 02:12 PM   #11
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Default Re: Deconstruction [Beta2]

Quote:
Originally Posted by ripper_hugme
A little sneak peek of my next project.

Awesome! Memories
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Old 08-08-2006, 01:30 AM   #12
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Default Re: Deconstruction [Beta2]

Quote:
Originally Posted by DI_MeisterM
Awesome! Memories
Memories SOURCEFIED!!!!!

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Old 08-09-2006, 04:36 AM   #13
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Default Re: Deconstruction [Beta2]

Good map man. The additional area is a great addition. Keep up the good work.

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Old 08-09-2006, 07:11 AM   #14
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Talking Re: Deconstruction [Beta2]

Hardcorps version is here

http://files.filefront.com/arena_dec.../fileinfo.html

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Old 08-09-2006, 11:23 AM   #15
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Default Re: Deconstruction [Beta2]

What's the difference with the hardcorps version?
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Old 08-09-2006, 12:54 PM   #16
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Default Re: Deconstruction [Beta2]

Quote:
Originally Posted by ripper_hugme
Hardcorps version is here
LMAO!!!!
This is not one I'll be playing! Hardcore=Hard as Hell, I'm not too sure there was enough Chaingunners! 0 challenge setting, 3:12 seconds, 3359 score.
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Old 08-09-2006, 05:17 PM   #17
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Default Re: Deconstruction [Beta2]

Quote:
Originally Posted by Cynosure
What's the difference with the hardcorps version?
Chaingunners, Assault Rifle Mercs and in next version Security bots.

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Old 08-10-2006, 12:40 AM   #18
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Default Re: Deconstruction [Beta2]

I just played through this second version and it's a fun map. I have some technical feedback/advice if you want it. I saw a couple areas where some models were sitting in an area that was in complete shadow but they were full bright. (a cluster of radiation barrels is one of them.) There is an entity called info_lighting that you can place wherever you want and have a model sample the light from that location. It should help fix that if you want.

Also, there is a wood teture I think on a jagged looking doorframe. Depending on where you are when you look at it the lighting on it will pop on and off. Without looking at the map file, I'm guessing that this texture is for a model(vertex lit) and won't work well with BSP which is light mapped. Switching to a lightmapped texture should fix this. In the texture browser you will see some textures have the word model in their name and these are the ones that look wonky on BSP.

Anyway, I like your map! Keep going.
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Old 08-10-2006, 07:48 AM   #19
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Wink Re: Deconstruction [Beta2]

Quote:
Originally Posted by MeatPuppet
Without looking at the map file, I'm guessing that this texture is for a model(vertex lit) and won't work well with BSP which is light mapped. Switching to a lightmapped texture should fix this. In the texture browser you will see some textures have the word model in their name and these are the ones that look wonky on BSP.
I know what you are saying about this, I didn't (and probaly never would of, [Thanks BTW]) realise that was the problem. I'll just have to export from GCF. and rename and rewrite the vmt. and vtf.

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Old 08-11-2006, 08:36 AM   #20
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Default Re: Deconstruction [Beta2]

A couple of shots of what will be most likely final version.




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Old 08-16-2006, 04:05 AM   #21
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Default Re: Deconstruction [Beta2]

One little tid-bit of infomation: the map will have a secret for the trained eye and its no boring old health power-up, there is something much more. buwhahahaha.

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