deathrun_applerun_v1 [NEED HELP]

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AppleSnap
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deathrun_applerun_v1 [NEED HELP]

Post by AppleSnap » Fri Jun 24, 2011 9:00 am

Hey Area 51,

before three weeks i started to use Source SDK. I never tried it before, and it is so much fun!!!! Now i've finished my first map, applerun:

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Important Questions:

How should the rebles/combines spawn? With all weapons or without all weapons?
What do i need for a deathrun map?
I have already:
-Afk kill @ spawn
-nine finals (they all working :D)
-playerclip 4 combine
-18 traps (i guess)

Yeah. Pls tell me what do i have to respect.


To the map:
I ( AppleSnap ) made this map, all by my own. There are nearly 20 traps, and the map is not easy.
There is a big choise of finals, cause i made 7 normal finals and 2 hidden.

Finals:
Old
Physicfight
Bunnyhop
Jumprope
Knife
Pistolfight
Awp

If you answere my questions quickly, i can maybe release my map today.
Pls remember, its my very first map, so maybe there are a few bugs.

Thanks - AppleSnap

PS: Excuse my english, im german
Last edited by AppleSnap on Sun Jun 26, 2011 8:09 am, edited 1 time in total.

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Jail Bait Jonny
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by Jail Bait Jonny » Fri Jun 24, 2011 9:11 am

For a first map!?!? That looks fucking awesome!!!
NoSoul4Evr wrote: But jailbait is a little girl that starts crying over nothing.
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r0aringdrag0n
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by r0aringdrag0n » Fri Jun 24, 2011 9:38 am

Germans be pretty smart
"push to test, release to detonate"
MINECRAFT, ENOUGH SAID, PLAY NOW
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Xout
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by Xout » Fri Jun 24, 2011 11:21 am

NEIN! :D He let me test this map its AMAZING.
I am Yassen, the Russian assassin.

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nick_6893
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by nick_6893 » Fri Jun 24, 2011 11:33 am

Wow, looks very nice!!!!

Well ant and I will test the map out tonight and will put on the server if its all good.

Also, if you want, I can lock the map up so no other servers can use it, just need your response on to do that or not...Its your map, so it doesn't matter to me.

But looks cool from the screenshots.

AppleSnap
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by AppleSnap » Fri Jun 24, 2011 11:50 am

Thanks for the cool feedback :)

Does this "Lock" thingy mean, that you cant decompile it with the normal vmex? Pls explain.

It would be cool if you can say me:

Do i have to spawn the rebels and combines WITH weapons or WITHOUT weapons? I still dont know, and i cant finish my map without this information...

Legend
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by Legend » Fri Jun 24, 2011 11:57 am

AppleSnap wrote:Thanks for the cool feedback :)

Does this "Lock" thingy mean, that you cant decompile it with the normal vmex? Pls explain.

It would be cool if you can say me:

Do i have to spawn the rebels and combines WITH weapons or WITHOUT weapons? I still dont know, and i cant finish my map without this information...
first of all the map looks SICK!

second did you optimise. its not all about how it looks you need perfect game play as in no fps problems and no lag ext.

third you can lock the map by putting entities which will then lock it from normal decompiler but you can decompile from hacked. but there is also 2 more things theres something you can do that will make it non decompilable from both normal and hacked version of vmex ( cant remember what it was )
you could also script a locker.smx that will make it non usable by other servers. because you will need to make a "logic auto" and set it to "on map spawn" > "Name" > "end" or something like that. and the locker.smx will delete that entitie but only if u have the locker.smx i could also code one if nick wants me to. (just saying)
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AppleSnap
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by AppleSnap » Fri Jun 24, 2011 3:03 pm

Ok, breacking news:

1. Lock it. But i'm thinking about to put the map on GamingBanana..

2. I still dont know: Should the rebels/combines spawn WITH or WITHOUT weapons?

3. I hope i can release it today, i nearly finished it....

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Morch
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by Morch » Fri Jun 24, 2011 3:06 pm

it looks awesome :D

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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by Jack » Fri Jun 24, 2011 3:44 pm

Omg, it looks awesome.. Nice job!

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ant_8490
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by ant_8490 » Fri Jun 24, 2011 9:19 pm

AppleSnap wrote:Ok, breacking news:

1. Lock it. But i'm thinking about to put the map on GamingBanana..

2. I still dont know: Should the rebels/combines spawn WITH or WITHOUT weapons?
1. If your gonna put it on there, it cant be locked cuz it wouldnt work on any other server other then ours (at least for the version we lock)
2. Our deathrun plugin takes care of the weps on spawn (strips all weps then gives crowbar). You just have to have weps for the endings.
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Legend
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by Legend » Fri Jun 24, 2011 10:27 pm

AppleSnap wrote:Ok, breacking news:

1. Lock it. But i'm thinking about to put the map on GamingBanana..

2. I still dont know: Should the rebels/combines spawn WITH or WITHOUT weapons?

3. I hope i can release it today, i nearly finished it....
1. to be honest if u want to post it on gamebanana its prob gona be best to convert to css

2. i think deathrun mod auto strip all weaponsa and gives crowbar

[EDIT] Didnt read ants before posing this xD

[EDIT] There is away for them to have weapons. just put them out side spawn :L

[EDIT] i think this map could do with a 3D skybox enlarger thing
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AppleSnap
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Re: deathrun_applerun_v1 [RELEASE TOMORROW]

Post by AppleSnap » Sun Jun 26, 2011 3:56 am

Ok, Nick tested my map out last night, and on "mp_restartgame 1" (i think this is like a new round) all "func_brushes" disappear. I dont know why, but its annoying. All other traps works fine....

If anybody knows a solution, pleasy tell me..

AppleSnap
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Re: deathrun_applerun_v1 [NEED HELP]

Post by AppleSnap » Sun Jun 26, 2011 8:37 am

Alright.

If i type in console "mp_restartgame 1" three traps wont work:

Lasertrap: If you press the trap, the lasers just go in the air. Looks terrible.

Moving wooden platform thingy: All func_brushes of this thing, are away. (But i fixed it, with using fun_door) FIXED

The very last trap: All func_brushes were removed too, dont know why. FIXED


So, does anybody know, how to fix that laser trap?

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ant_8490
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Re: deathrun_applerun_v1 [NEED HELP]

Post by ant_8490 » Sun Jun 26, 2011 9:23 am

ill get the vmf from nick later and take a look at it.
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