Catalyst Gaming

Backup Sections => Archive => HL2RP Development[ARCHIVE] => Half-Life 2 Roleplay => Topic started by: chunkeymonkey79 on June 09, 2011, 03:20:50 PM

Title: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 03:20:50 PM
Hey everyone, decided to fix and rework c45, and here's what I have so far:

-The lolladder to the Overwatch tower has been removed. Instead there's a bridge. Sick of units and me dying by falling off.
-Added permanent ration cart in the control room.
-Planning on adding [CLASSIFIED] Just wait and see.
-Fixed error where you can look out the DIORDNA shop (or whatever it is) and see the end of the map.
-Fixed the sound on the Nexus doors.
-More to come!

Any suggestions, add 'em.

Sorry for no screenies BTW, my computer hit rock bottom today, and I think it's about to die. At the rate it's compiling I'm going to be 75.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: GeeMayn on June 09, 2011, 03:27:22 PM
Fix the leaks, bro.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Rory on June 09, 2011, 03:28:34 PM
Add more ICLY secret areas in the map. Like have a place the bricks can be taken out and theres a secret room. This was in the shop in S6, idk why that's gone.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 03:30:17 PM
Fix the leaks, bro.

Gimme some screenies for the leaks, would ya?
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: smt on June 09, 2011, 03:32:38 PM
Give me an office.

Or seriously some nexus only suggestions, add little office rooms for officers/DvLs, or something along the lines of that. Just for me to act cool.
Although it would be nice to have an area for UNIFORM officers to pull recruits into to have a talk with, that wasn't the high command meeting room.

And add little storage rooms to store stuff in, that'd be nice.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: GeeMayn on June 09, 2011, 03:34:06 PM
I'm kind of worried because you don't know about the pointfiles.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 03:37:09 PM
Give me an office.

Or seriously some nexus only suggestions, add little office rooms for officers/DvLs, or something along the lines of that. Just for me to act cool.
Although it would be nice to have an area for UNIFORM officers to pull recruits into to have a talk with, that wasn't the high command meeting room.

And add little storage rooms to store stuff in, that'd be nice.

Speaking of the Nexus, I've fixed the sound on the Nexus doors. Some were missing sounds.
@Hoplite, I might get rid of some nodes.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: smt on June 09, 2011, 03:40:04 PM
Apparently theres like 9452495245 nodes and one is in a tree, pls fix!
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 03:43:26 PM
Will do, pulling up the SDK now.

Plus, most of the NPC activity only happens in the plaza, so I'm going to get rid of a few of the outer nodes.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 04:05:07 PM
Did you get given the .vmf or did you decompile it?

Decompiled. All credit to Kaz if he's looking.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 04:19:23 PM
Uh.. That's probably going to just make it worse.  Decompiling and then recompiling a map doesn't really work.  It causes lots of problems and niggles, for example microbrushes.

Worth a shot.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Its Max Blad on June 09, 2011, 04:23:51 PM
Uh.. That's probably going to just make it worse.  Decompiling and then recompiling a map doesn't really work.  It causes lots of problems and niggles, for example microbrushes.

Worth a shot.

Try recompiling before you do any major work, else you will have just wasted your time pretty much
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 04:37:30 PM
Uh.. That's probably going to just make it worse.  Decompiling and then recompiling a map doesn't really work.  It causes lots of problems and niggles, for example microbrushes.

Worth a shot.

Try recompiling before you do any major work, else you will have just wasted your time pretty much

Damnit, I just did a renovation on the Nexus. Working on recompiling.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 04:56:38 PM
Recompiling now.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Its Max Blad on June 09, 2011, 04:56:56 PM
Damnit, I just did a renovation on the Nexus. Working on recompiling.

Then just recompile with the new addition, but check through both the map in game, and also the hammer compiling window to check for errors
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 05:00:03 PM
Just finished recompiling, and I was halfway through the renovation, so there's a leak. Fixing and testing. I;ll keep you guys posted.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 05:19:18 PM
Back in the SDK now. This damn elevator is making me punch my desk. Hint, hint. ELEVATOR. (but where? hahah.)
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Statua on June 09, 2011, 05:28:03 PM
Should have contacted administration beforehand yo. Already got one under construction.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 09, 2011, 05:32:16 PM
Well sorry. Wanted to make my own contribution to this community.
Faggot-ass fat douchbag stepdad is kicking me off. Going to smuggle it into my room tonight so I can work on it. U mad?
Back to work.
OfC office is done, working on DvL's now. Adding unit quarters after.
DvL's and OfC's offices are done, testing the lighting, then moving on to Unit quarters. Looking real good!

Oh, also had to remove the Agility cave in part. DvL's office was expanding in that area, so I got rid of it completely. It's now just a dead-end hallway.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Nicknero on June 10, 2011, 12:42:05 PM
You know there is a modify button right? No need to post FIVE times in a row.

If you are working on this map, be advised that it already was way past it's ent limit. So if you are going to add stuff, you have to remove some as well.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 10, 2011, 02:30:38 PM
I'll keep that in mind.

UPDATE: Compiling now.
-Unit quarters now finished.
-DvL office finished.
-OfC office finished.
-Removed a ton of meaningless nodes.
-Added lights in new areas.
-Mess hall completed.
-Was going to add a SeC office, but ran out of space. Post if you really, really want me to add this and I'll find a way.
-Possible skybox texture change.
-Got rid of a few props that no one will notice.
-Got rid of the ladder in S6 that goes down to the garbage area, IDK waht that's called. Also removed every single node in that area.
-Trimmed the amount of nodes in the breaching room. Unless were never going to use NPC's for training, then I can get rid of every single one in that area.
-Planning on adding another sublevel, which contains storage and generators, also including [CLASSIFIED].
-Suggestions? I need em'.

EDIT: Shit Shit Shit, it's not loading the BSP. Here's the error line, if anyone has a suggestion.
Wait, Hold on.

** Executing...
** Command: "c:\program files\steam\steamapps\fluffypillow97\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\fluffypillow97\garrysmod\garrysmod" "C:\Program Files\Steam\SteamApps\fluffypillow97\sourcesdk_content\gmod\mapsrc\rp_c45_catalyst_test.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\fluffypillow97\garrysmod\garrysmod\materials
Loading C:\Program Files\Steam\SteamApps\fluffypillow97\sourcesdk_content\gmod\mapsrc\rp_c45_catalyst_test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files\steam\steamapps\fluffypillow97\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_c45_catalyst_test/nature/red_grass_wvt_patch
Patching WVT material: maps/rp_c45_catalyst_test/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/rp_c45_catalyst_test/nature/canal_reeds_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity env_sprite (-1145.86 596.41 -437.73) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0 5120.0 1848.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12288.0 4608.0 1848.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10752.0 5120.0 1848.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 5120.0 1848.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 5120.0 1848.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11297.5 3072.0 492.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11809.5 3072.0 492.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11297.5 3072.0 3068.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1484 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3710 prims, max 32768 :: 65544 indices, max 65536)


** Executing...
** Command: "c:\program files\steam\steamapps\fluffypillow97\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\fluffypillow97\garrysmod\garrysmod" "C:\Program Files\Steam\SteamApps\fluffypillow97\sourcesdk_content\gmod\mapsrc\rp_c45_catalyst_test"

Valve Software - vvis.exe (Jul  7 2010)
2 threads
reading c:\program files\steam\steamapps\fluffypillow97\sourcesdk_content\gmod\mapsrc\rp_c45_catalyst_test.bsp
Error opening c:\program files\steam\steamapps\fluffypillow97\sourcesdk_content\gmod\mapsrc\rp_c45_catalyst_test.bsp

** Executing...
** Command: "c:\program files\steam\steamapps\fluffypillow97\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\fluffypillow97\garrysmod\garrysmod" "C:\Program Files\Steam\SteamApps\fluffypillow97\sourcesdk_content\gmod\mapsrc\rp_c45_catalyst_test"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\fluffypillow97\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files\steam\steamapps\fluffypillow97\sourcesdk_content\gmod\mapsrc\rp_c45_catalyst_test.bsp
Error opening c:\program files\steam\steamapps\fluffypillow97\sourcesdk_content\gmod\mapsrc\rp_c45_catalyst_test.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\fluffypillow97\sourcesdk_content\gmod\mapsrc\rp_c45_catalyst_test.bsp" "c:\program files\steam\steamapps\fluffypillow97\garrysmod\garrysmod\maps\rp_c45_catalyst_test.bsp"

The command failed. Windows reported the error:
  "The system cannot find the file specified."

** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 4000 -game "c:\program files\steam\steamapps\fluffypillow97\garrysmod\garrysmod"  +map "rp_c45_catalyst_test"

EDIT: Hold on, got a leak, probably the problem.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: YankeeSamurai on June 10, 2011, 05:33:04 PM
I've noticed that the majority of the additions you're making to the map are for the Nexus. This strikes me as odd, because only a fraction of our playerbase is CP-whitelisted. It would be much, much more beneficial if you could look at the existing buglist and make those bugs your top priority instead of piling on features that aren't necessarily needed nor will necessarily be used.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Nicknero on June 10, 2011, 07:34:10 PM
Oh wait! Before I forget to ask. If you are working on the map anyways, PLEASE for the love of all that's holy. MOVE THE GEAR ROOM.
Right now, it is located RIGHT above the detainment center, which makes people hear every whisper we make. What if we are working on classified projects for example. Everyone would hear it and metagame it...
I'd like the GEAR room to be moved either upstairs HIGH in the tower, or very LOW in the basement floor.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Pielolz on June 10, 2011, 08:11:16 PM
A locker room maybe with showers and bathrooms? And yes Gear room should be a 5 minutes elevator ride. And bigger. Infirmary <-----> Bigger. More Cells, Oh more appartments in the CCH, every room should get a window, gets cramped you know. Also S6 needs more hiding spots; And maybe a road that takes you to a river, (With currents that might sweep you away) And more shops/appartments.

But yes, Nexus is highly disfunctional, no storage, we need the Agility room back. And any one should get like a desk they can personalize.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Nicknero on June 10, 2011, 08:40:45 PM
A locker room maybe with showers and bathrooms? And yes Gear room should be a 5 minutes elevator ride. And bigger. Infirmary <-----> Bigger. More Cells, Oh more appartments in the CCH, every room should get a window, gets cramped you know. Also S6 needs more hiding spots; And maybe a road that takes you to a river, (With currents that might sweep you away) And more shops/appartments.

But yes, Nexus is highly disfunctional, no storage, we need the Agility room back. And any one should get like a desk they can personalize.

Like I said, this map is already over the ent limit. It is simply IMPOSSIBLE to add everything you want.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Pielolz on June 10, 2011, 09:14:33 PM
How about gutting un-used features? Such as 99% of the CWU area.

Splicing out some things.. The ticket counter in the train station, no one goes back there.

Less AI nodes, maybe in the turns on the subway we can take out that open space that isnt used.

That area in S6 that is just a wall and a back alley thing, that could go... The lightning isnt necessary.

In the Sewers there are gated off halls that just trail off, they can go.

Maybe more things underground? Less to render.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Statua on June 11, 2011, 12:54:50 AM
Reading some of the suggestions here as well as problms and things added/removed really makes me facepalm. Like for example, removing unused areas. There's an important reason for those areas to be there. It's called background. It's a key element in making a map feel bigger then it actually is.

Another thing is all the crap going in the nexus. We don't need mess halls, shower rooms, etc. Your CCA character is meant to be on duty. If you go off duty, you flag down.

I don't know why you removed the ladder to the canals (that's that garbage pit) since it's a good hiding spot.

I hope you know what you're doing with ai nodes because of not placed properly, npc's can't get around.

I noticed you spent more time on adding thugs rather then fixing things. This is still not approved by an administrator for some very important reasons. It's not the fact that we don't like you or we don't know your mapping skills. It's the fact that someone could put something in their map that would potentially destroy CG, or at least HL2RP.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: BltElite on June 11, 2011, 03:54:00 AM
You know, you could of probably tried asking kaz for the actual files instead of decompiling it.

Also, what statua said.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 11, 2011, 12:15:15 PM
K, I might reopen the garbage pit. And get rid of the unit quarters, and mess hall. They're kind of stupid anyway. Still going to add storage. And yes, not all my renovations will be Nexus, I just started there.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: YankeeSamurai on June 11, 2011, 01:25:48 PM
Like Statua said, your top priority should be fixing existing bugs, not piling on new features.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 11, 2011, 03:27:22 PM
Pictures would be nice, by the way.  So we can get an idea of the sort of quality you will be adding.

See, that's the problem. For some reason the .bsp is not compiling. Im not on my comp right now, so I can't post the code, but l'll get to it.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 11, 2011, 03:37:21 PM
Alright, well, I'm starting on a slightly clean slate, getting rid of all the extra things so far. Adding the ones I want and the community wants, and removing the stuff in the Nexus for now, because It's kind of dumb.

EDIT: Alright guys, I need to know, are we going to have any more exogen breaches?
NO, I'm not getting rid of the thumpers.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Nicknero on June 11, 2011, 04:03:23 PM
EDIT: Alright guys, I need to know, are we going to have any more exogen breaches?

Yes. Don't touch the exogen system. That is the main reason why we moved to this city in the first place. Because of the perfect exogen alarm system.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Pielolz on June 11, 2011, 05:47:54 PM
Bugs first, other shit second.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 11, 2011, 05:54:34 PM
EDIT: Alright guys, I need to know, are we going to have any more exogen breaches?

Yes. Don't touch the exogen system. That is the main reason why we moved to this city in the first place. Because of the perfect exogen alarm system.

Not going to.


Bugs first, other shit second.

I know, already fixed the leaks. Working on optimization and other shit right now.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: {CG}[AR] A_cRaZeD_hObO on June 11, 2011, 06:18:35 PM
Sounds good, thanks!
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Pielolz on June 11, 2011, 07:35:23 PM
Release this map, I want to see your mapping skills.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 11, 2011, 07:55:21 PM
Release this map, I want to see your mapping skills.

Damn son, hold your horses. It's been like 2 days and I have a busy life. I'm going as fast as I can but with quality.

Also realize that now I will not be renovating buildings TOO much, I will just focus on optimization, leaks, and errors. Will add a couple things but I'll keep you guys posted.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Adam S on June 11, 2011, 08:03:21 PM
I got a few suggestions hopefully you will do :P

The CWU HQ right below it is the 2 changeshops, can you remove them and make it a storage area for the CWU? It would be better cause no one can use the shops.

The shop in the plaza thats closest to the Train station and CWU checkpoint can you remove them premade tables? And add a window or 2.

Thanks!
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: YankeeSamurai on June 11, 2011, 08:16:00 PM
Suggestion. Delete most of the props inside the apartment rooms. There are lots of unneeded bottles and crap on the shelves, and in a few of the rooms there are bookcases just lying on the floor.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Adam S on June 11, 2011, 08:25:57 PM
Suggestion. Delete most of the props inside the apartment rooms. There are lots of unneeded bottles and crap on the shelves, and in a few of the rooms there are bookcases just lying on the floor.

Yes for the love of god remove every prop in the apartments... im serious
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 12, 2011, 08:53:46 AM
Suggestion. Delete most of the props inside the apartment rooms. There are lots of unneeded bottles and crap on the shelves, and in a few of the rooms there are bookcases just lying on the floor.

Will do. Back on my comp now.

EDIT: Steam is derping, along with Gmod. All compiled and testing. After testing will do the apartment and CWU areas.
Damnit, the purple and black textures shit everywhere.

EDIT2: Production's going to slow down for a bit.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: TorrentGamer ?Romney2012 on June 15, 2011, 03:05:51 AM
I have a suggestion:

On V2, make some way where only CP's can turn on the forcefields or get rid of them. I'm tired of lolrebel's B******* because they turn those on and run. Also, if you could fix the train or get rid of it. The movement of it causes that lagging. I heard somebody say something about making it an underground tunnel instead. I could see that. Like a crashed train and you can go through the tunnel. One last thing, maybe make it so you don't have to actually open the Nexus doors? Like it could be motion sensor that opens it for you. I feel like I have to keep smashing the "e" key when I go in there and out. Thanks.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: YankeeSamurai on June 15, 2011, 10:40:02 AM
Yeah, there are lots of completely unecessary features. For example: the forcefields, the lights in detainment, and the excecution chairs. If you could remove that buggy train and just theme the tunnel as a spooky, abandoned subway, that would be awesome.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: @Mmmaaattt94 on June 15, 2011, 11:35:07 AM
Suggestion. Delete most of the props inside the apartment rooms. There are lots of unneeded bottles and crap on the shelves, and in a few of the rooms there are bookcases just lying on the floor.

Yes for the love of god remove every prop in the apartments... im serious

Please do. There are quite a few contraband props too. Theres bleach bottles all over. Its annoying because if a CCA see's them bang you get a point.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: Statua on June 15, 2011, 12:03:22 PM
Well, my attempt failed and decompiling the map killed all the areaportals and caused lighting to fail. If your version works and fulfils the main reason why we were making a revision in the first place (and it doesn't look like shite) then we will probably use yours.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: BltElite on June 15, 2011, 12:06:06 PM
Decompiling the map is going to continually break it. I suggest a custom map made from scratch with everything we need and want.

For time being, put it on whatever wins the map vote thingy.
Title: Re: rp_c45_catalyst_v2 is in the making!
Post by: chunkeymonkey79 on June 15, 2011, 12:08:39 PM
Anyone know Kaz's email address? Anything to contact him? I'll just use his so it doesn't keep shitting.
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