>:( To Miasma Gamers,
I just got another map that I found at ModDB. This one is by KINGshinobi. I copied it from KF Steam. I am presently working on the map.
Picture of the small map below.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfafghanistan0.jpg)
Looks interesting, but you have to fix a lot :P
:-\ Continuation,
An update of the map - placed a heli where player spawn, a truck, shrubs and trees, and fixed pathnodes.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfafghanistan1.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/kfafghanistan2.jpg)
:-\ Continuation,
Here it is, the map that you have been waiting for. Therefore, I shall detain you no longer.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfafghanistan3.jpg)
I've already asked you several times : place custom textures/meshes in the mylevel of your map.
Therefore, a stray mylevel.utx file is not acceptable.
rapdwntex belongs to another map file that not everyone will have.
Very nice map, but as Snipe said: please remake the textures and save them under another filename (or include them into the map file), also a new KillingflorFlora.usx could mess up the game.
AND: Please fix the water hole: if you jump in, the view turns blue, but it doesn't turn back on exit -.-
:( To Snipe34,
QuoteTherefore, a stray mylevel.utx file is not acceptable.
Okay. I thought I'd include the myLevel texture file anyways. It is already in the map.
Quoterapdwntex belongs to another map file that not everyone will have.
Okay. I added it to the "Textures" folder in my zipped file.
:( To Necro,
Quotealso a new KillingflorFlora.usx could mess up the game.
It is a default textures file that you don't have to install but can if you want to. It is NOT a new one.
QuoteAND: Please fix the water hole: if you jump in, the view turns blue, but it doesn't turn back on exit -.-
Not sure how to fix it. I'll leave it alone.
this is obvious to tell you, but i need to remind you again: maps presented as complete should be complete...
:-\ To Snipe34,
Okay. Here is the revised map. I took the water SM and volume and moved it out of the way.
First, much appreciate you trying to add new maps but you also need to understand server game and individual requirements.
The mesh package of 35meg, when only 5 or so meg of that is used isn't acceptable. and btw, we went over all this before...
If you get that right, learn the essentials of pathing, learn something about theme, your maps will have np at all - they'll be uploaded right away. We're not being difficult here, wake up to the requirements and your maps won't be a problem.
But every map of yours has a problem and I'm beginning to dread looking at them. Please make an effort to learn mapping basics or we're going to keep having this problem. As I said, I can help but that does not mean: I will do it all for you - means: I will help you learn and others will also help.
:-\ To Snipe34,
Well, here's the final update. I took out the textures file.
Quote from: poompoom500 on January 10, 2012, 18:25
:-\ To Snipe34,
Well, here's the final update. I took out the SM - http://www.mediafire.com/?e8e93ph4uwddsif.
Final, with a 33 meg tex file and the mylevel file still loose?!
You only have to learn stuff once. If i can do it so can you. And I will give you lots of praise ^^ We'll all be proud of you. But first, the hard part,
learn.
:-\ To Snipe34,
Took the myLevel.utx out. Less megs.
Quote from: poompoom500 on January 11, 2012, 10:39
:-\ To Snipe34,
Took the myLevel.utx out. Less megs - http://www.mediafire.com/?cildzsbqfolbluf.
The 33meg tex file is still a problem.
:-\ To Snipe34,
I took out the textures file.
Quote from: poompoom500 on January 12, 2012, 21:44
:-\ To Snipe34,
I took out the textures file - http://www.mediafire.com/?itq77cra1qejcc6.
and I guess poor poom dreads reading my comments, but woohoo it works!
Love the cutsie little door that can be welded hehe.
Minor problem, zombies stuck in grass. Select it and make it non-collision.
(http://i.imgur.com/4QuFO.jpg)
:-[ To Snipe34,
What a ball-buster! :'( I got the bushes to be non-collisions!
uploaded :)
:P To Snipe34,
Thank you bro.
>:( To Snipe34,
I revised the zombie spawns area, and new link is below.
Well logically the new zombie spawns should be fine. It's a great idea having them spawn on blocking volumes... but only 1 zombie came. I heard the rest babbling behind the hill... so who knows what was going on :)
The best thing I think - which I should have explained more explicitly when we were in-game, was: place the Zombie Spawns inside the buildings are around the back of the buildings.
Delete those spawns on the blocking volumes which sadly don't work - and will cause problems if you leave them there.
Then make your red brush 144 x 144 x 144. Move around the map looking for the most hidden places inside buildings to place new zombie spawns and also around the backs of building, even in the middle areas - but close to walls. You'll be placing a whole lot of volumes, but at least when there's many players in the game, zombies will spawn somewhere.
>:( To Snipe34,
DAHRN, DAHRN, DAHRN! Got it revised. New Link is - http://www.mediafire.com/?1fs0ig6qjvldxrv.
Quote from: poompoom500 on January 15, 2012, 08:39
>:( To Snipe34,
DAHRN, DAHRN, DAHRN! Got it revised. New Link is - http://www.mediafire.com/?1fs0ig6qjvldxrv.
seems to be running ok on the server now
:-\ To Snipe34,
Thank you dood!