Deathrun_Proxy_Hl2

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If you make or convert a map make a new topic for each one that you submit so comments or problems can be discussed.
Peter Brev

Re: Deathrun_Proxy_Hl2

Post by Peter Brev » Fri Oct 05, 2012 10:57 pm

eligrand1 wrote:A map that I actually am trying to do.

This map was to be based of the tv show "Wipeout" but due to technical errors, I thought of ideas from it.
It is based on true focus on patience. Slow down in order to pass the traps, speed through and you won't know what's going on!
Total of 12 controlled traps.



So far the map is okay. if you want to test it its here:

http://www.mediafire.com/?4pdkx2ctrik94oe

The pictures are outdated but don't look very different than now, the file I gave you is much better than the pictures show:

Image
Image
Image
Image
Image
Image

So far, all traps have no bugs I hope.

Win the round and do old style!
What's your steam?

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eligrand1
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Re: Deathrun_Proxy_Hl2

Post by eligrand1 » Sat Oct 06, 2012 7:45 am

My steam name is [ATG] Eligrand1 {TSTPBS&SP} (YTR)

My steam profile is here: http://steamcommunity.com/profiles/76561198043438527

So is this what you needed?
If you google me, I am EVERYWHERE

Peter Brev

Re: Deathrun_Proxy_Hl2

Post by Peter Brev » Sat Oct 06, 2012 9:09 am

I think some people might lag. On your screenshots, I can see you get an overflow. I sent you an invite through Steam.

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eligrand1
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Re: Deathrun_Proxy_Hl2

Post by eligrand1 » Sun Oct 07, 2012 9:55 am

I've been thinking for a few, I cant seem to find any ideas to add to this map, or any ideas that makes the map faster.

I could shorten the race but also the bhop and the easy can add to it too.

Maybe if there's another way to reduce lag without deleting anything?

I thought fog but even if that reduces view distance it still will lower fps.

hmm...
If you google me, I am EVERYWHERE

Peter Brev

Re: Deathrun_Proxy_Hl2

Post by Peter Brev » Sun Oct 07, 2012 10:15 am

eligrand1 wrote:I've been thinking for a few, I cant seem to find any ideas to add to this map, or any ideas that makes the map faster.

I could shorten the race but also the bhop and the easy can add to it too.

Maybe if there's another way to reduce lag without deleting anything?

I thought fog but even if that reduces view distance it still will lower fps

hmm...
Use tonemap. But you will need to compile the map in HDR.

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eligrand1
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Re: Deathrun_Proxy_Hl2

Post by eligrand1 » Mon Oct 08, 2012 12:31 pm

Out of ideas. I'll call it now unless a great idea is popped out.
If you google me, I am EVERYWHERE

StaTix
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Re: Deathrun_Proxy_Hl2

Post by StaTix » Mon Oct 08, 2012 3:00 pm

off topic: why does your name sound familiar? any aliases you had in the past would help

on topic: nice job, although could use some more creativity. if you need an entity mapper i am da man for ya
&&[GR]Broskii{A}:L: is it lego's boobs?

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eligrand1
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Re: Deathrun_Proxy_Hl2

Post by eligrand1 » Mon Oct 08, 2012 5:09 pm

Ill post all my aliases since i don't have much.

Ill do old to new:

eligrand1
Eligrand1
(YTR) Eligrand1
[BS&SP]Eligrand1
[BS&SP]Eligrand1(YTR)
[BS&SP]Eligrand1{TSTPBS&SP}
[ATG]Eligrand1
Gaben Newell's Fat Ass (off topic but: pardon me about that)
[ATG]Eligrand1{TSTPBS&SP}(YTR)

That's all I remember.
If you google me, I am EVERYWHERE

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eligrand1
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Re: Deathrun_Proxy_Hl2

Post by eligrand1 » Tue Oct 09, 2012 9:21 pm

updated the map.

Changes:

Changed lighting for fps improvement hopefully

Changed the third trap to be a teleport to the fall of death.

Added secret room. (grenades in it)

This is the lighting change. Made it cloudy.

Image

This thrid trap here:

Image

When activated, teleports people here:

Image


And the secret room you'll have to find your self...

Image


Lawl kitty.


New file: http://www.mediafire.com/?162qul8t1rfkf5r
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Re: Deathrun_Proxy_Hl2

Post by eligrand1 » Tue Oct 09, 2012 9:22 pm

I have no idea what overflow in group 7 means.
If you google me, I am EVERYWHERE

Peter Brev

Re: Deathrun_Proxy_Hl2

Post by Peter Brev » Wed Oct 10, 2012 1:49 am

eligrand1 wrote:I have no idea what overflow in group 7 means.
I know what it means but I can't explain it since I'm with my phone.

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Re: Deathrun_Proxy_Hl2

Post by Xseba360 » Wed Oct 10, 2012 9:07 am

eligrand1 wrote:I have no idea what overflow in group 7 means.
it means you either have leaks, too big skybox, or just not-well optimized map.

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Re: Deathrun_Proxy_Hl2

Post by eligrand1 » Wed Oct 10, 2012 4:02 pm

Found the leak.

At the spawn, I mean the actuall spawn on the way left, in front of it is a wall not closed.
If you google me, I am EVERYWHERE

Peter Brev

Re: Deathrun_Proxy_Hl2

Post by Peter Brev » Thu Oct 11, 2012 12:53 am

eligrand1 wrote:Found the leak.

At the spawn, I mean the actuall spawn on the way left, in front of it is a wall not closed.
Try to add water in your level somewhere. Compile and play it. If you can't see it, it means you have a leak elsewhere. Don't forget displacement don't seal leaks. I suggest you to copy your compile log and paste it on interlopers.net
Also, if you want to find your leak, go to "map" in hammer and click "load pointfile". Follow the red line to find the leak. It will bring to an entity. Don't delete it. Just find the hole in the map and fix it.
My map had tons of leaks but all got fixed...