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[OpenSource]Dys_Stronghold b6b - 04/Dec/11

PostPosted: Sun Mar 19, 2006 10:08 am
by icepick66
This project is now Open Source, feel free to use any of the content in the source zip below!

Map: Dys Stronghold
Start date: 01/03/06
Status: Beta - Layout 6b
Recommended players: 10-14
Dystopia Version: V1.2

SourceCode:
http://icepick66.co.uk/Uploads/dys_stro ... 6b_src.zip

You'll have to use packrat to get the textures and models in the bsp below that are not mine (Thus cannot be opensourced)

Feel free to do whatever you please with any of the content in the zip :)


Download:
You will have to compile a version for yourself for 1.30 for previous dystopia versions use this link:
http://icepick66.co.uk/Uploads/dys_stro ... 6b.bsp.bz2



Setting:
Outskirts of a dystopia city, where punks are getting payback for an illegal takeover of land surrounding their shop.
First objective is semi nonlinear, with 6 routes to the objective, the map moves to a more Linear layout after the 2nd objective. Objectives are designed to take little effort to complete, to keep process high and avoid 20 minute stalemates. Defending teams have plenty of space to defend and lots of room to change their strategy and choke points.


Walkthrough:
Text: http://icepick66.co.uk/swalk.aspx
Video:

Screens
ImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImage

Known Issues:mat
FMS Ice programs does not orentate correctly if placed inside the node, works fine if you are outside the node however.
Emp bomb often gets stuck on the conveyors, simply turning the conveyor on/off and hitting it normally solves its movement.
Conveyor Model lighting is inconsitant.
Conveyors arnt effected by the emp blast.
Final 2 Doors have no trigger to open them.
Alot of props are pitch black
Changelog:

B6b - 17/10/09
+ Made map more leg booster friendly.
+ Fixed minimap texture (still running b5a's version tho, as new features are mostly underground).
+ Fixed Typo on bridge controls saying door controls.
+ Fixed car exploit
+ Updated skybox a tiny bit
+ Fixed a an area where you'd get stuck


B6a - 15/10/09
+ Fixed a bug where the teleport would not work in the 2nd round
+ Added more signs to help new players.
+ Added feedback to firewall button
+ Fixed the cliping on the police transport vech
+ Added a direct route to core from sewers, that opens after 8 minutes to keep the map moving.
+ Changed the final room's doors, reduces camping etc.
+ Removed corp turret in their ammo room to make it easier to kill the corp decker.
+ Changed a few textures to even the looks out and added extra detail to back of factory.
+ Fixed the street shield models not changing skin. (also the shield texture is much more obvious)
+ Added no entry signs to induce players the correct way
+ Prevented camping in the core room for corps (zaps energy away).
+ Changed the cyberspace skybox to be less annoying.
+ Reduced core health from 1200 to 800.


Stats:
Code: Select all
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 230/1024 11040/49152 (22.5%)
brushes 1979/8192 23748/98304 (24.2%)
brushsides 12996/65536 103968/524288 (19.8%)
planes 5790/65536 115800/1310720 ( 8.8%)
vertexes 14624/65536 175488/786432 (22.3%)
nodes 4360/65536 139520/2097152 ( 6.7%)
texinfos 3021/12288 217512/884736 (24.6%)
texdata 490/2048 15680/65536 (23.9%)
dispinfos 5/0 880/0 ( 0.0%)
disp_verts 445/0 8900/0 ( 0.0%)
disp_tris 736/0 1472/0 ( 0.0%)
disp_lmsamples 16009/0 16009/0 ( 0.0%)
faces 7270/65536 407120/3670016 (11.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5035/65536 281960/3670016 ( 7.7%)
leaves 4591/65536 146912/2097152 ( 7.0%)
leaffaces 8867/65536 17734/131072 (13.5%)
leafbrushes 3769/65536 7538/131072 ( 5.8%)
areas 17/256 136/2048 ( 6.6%)
surfedges 54349/512000 217396/2048000 (10.6%)
edges 34524/256000 138096/1024000 (13.5%)
LDR worldlights 179/8192 15752/720896 ( 2.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 667/32768 6670/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11592/65536 23184/131072 (17.7%)
cubemapsamples 30/1024 480/16384 ( 2.9%)
overlays 33/512 11616/180224 ( 6.4%)
LDR lightdata [variable] 4500672/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 108085/16777216 ( 0.6%)
entdata [variable] 350259/393216 (89.1%) VERY FULL!
LDR leaf ambient 4591/65536 110184/1572864 ( 7.0%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 6/0 72/0 ( 0.0%)
occluder vert ind 24/0 96/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/53504 ( 0.0%)
pakfile [variable] 408390/0 ( 0.0%)

PostPosted: Sun Mar 19, 2006 1:17 pm
by Sheepe
What did you say? I'm sorry but I think I missed some of it... can't wait to see the map...

-Sheepe
Speel Buteer!

PostPosted: Sun May 07, 2006 4:16 pm
by icepick66
the map is done basicly,but a big big big big probelm has arisen, on objective 2 , if i damage a func breakable or a turret, the game crashes with this engine errir
Image

help!, oh and sorry for not updateing the screens, been a little tied up

but heres one, i dont like to make many as i am constantly changing things, and people would be like why did u change that lol

PostPosted: Sun May 07, 2006 4:38 pm
by Lez
Looking good.

PostPosted: Sun May 07, 2006 4:48 pm
by dukes
Looking very nice, but the objectives need the spelling sorted (i assume its one of your less-high-priority things to do right now with errors :/ ) :|

Destroy the Shield Generator
Place Charge on Bridge Access
Assassinate the Prisoner

PostPosted: Mon May 08, 2006 5:40 am
by icepick66
Yeh, ill have to fix that. anyone know the problem?

PostPosted: Mon May 08, 2006 2:20 pm
by Sgt_Hobo
Looks pretty good. Can't wait to try it out.

PostPosted: Mon May 08, 2006 4:32 pm
by tehgee
Image
I'm not certain, but I think that means you have too many entities in the map. I got that error when I was playing the Mistake of Pythagoras mod and I got to the bit that has about 40 headcrabs running about.

So you might want to try removing some unnecessary entities and see if it helps any.

Great NEWS

PostPosted: Tue May 09, 2006 8:13 am
by icepick66
Ive deleteled the offending entitys, which caused the game to crash and remade them, all seems fine now :D, i did this after ripping my map apart lol, but its not too badly dammaged.

PostPosted: Tue May 09, 2006 11:26 am
by Flack Monkey
I had exactly the same problem on my my map, there was a bit that when destroyed it open a door in cyberspace, but i kept on getting that error when it was destroyed so eventually i had to delete it

PostPosted: Tue May 09, 2006 12:38 pm
by icepick66
Now i can have a breather, a little entity work swhoff

This is my invention the portable teleport, for the punks, basically when engaged through cyberspace the teleporter and destination will light up and switch on, the receiver is a small metal disc which is physics enabled, meaning it can be pushed around by Geavey virtually anywhere, but the range of the teleporter is limited, meaning if it strays too far a magnetic attraction will prevent it from going outside the reception area.

the pictures are compiled without lighting

http://www.jsldye.f9.co.uk/dys_abandon0064.jpg
http://www.jsldye.f9.co.uk/dys_abandon0065.jpg

PostPosted: Tue May 09, 2006 1:02 pm
by Lez
Movable teleporters hey?
Thats rather impressive.

PostPosted: Tue May 09, 2006 1:05 pm
by icepick66
Thats not all in my box of tricks :p

PostPosted: Wed May 10, 2006 4:34 pm
by tehgee
Nice! Very inventive. =] Can't wait to try it out.

PostPosted: Wed May 10, 2006 7:24 pm
by Sheepe
Nice, and sunny, SCHWEET!

-Sheepe

PostPosted: Wed May 10, 2006 7:39 pm
by Somniloquist
impressive....very impressive

PostPosted: Wed May 10, 2006 8:51 pm
by Sgt_Hobo
Awesome. The transporter idea should make for some hilarity. 8)

PostPosted: Thu May 11, 2006 7:05 am
by icepick66
Ok im wrapping up the map then gona relase it, just a few things i need to do, im not happy with,
This is a small map, but that doesent mean its gona be easy for the punks lol, im sujesting 8 players a team, and im working now on a anti rush system for when the map loads

PostPosted: Thu May 11, 2006 7:08 am
by tehgee
That's easy, just have doors or a bunch of clip brushes closing off the spawns that are opened/destroyed after 20-25 seconds or so.

PostPosted: Thu May 11, 2006 12:33 pm
by Smoke_Max
Ok im wrapping up the map then gona relase it, just a few things i need to do, im not happy with,
This is a small map, but that doesent mean its gona be easy for the punks lol, im sujesting 8 players a team, and im working now on a anti rush system for when the map loads
Try doing something like this:
-Punks spawn
-The spawn door is not openable for 10-20 seconds
-When, like, 2 seconds have passed, a message saying that the doors are getting hacked shows up.
-When 10-20 seconds have passed, a message saying that the doors got succesfully hacked shows up and the doors open.

Just a little suggestion. ;)

PostPosted: Thu May 11, 2006 12:48 pm
by icepick66
Good idea, and implemented :D, thanks

PostPosted: Thu May 11, 2006 1:56 pm
by CryptLord1234
Looks like a good map...

About the teleporter, what classes can move it?

PostPosted: Thu May 11, 2006 3:03 pm
by icepick66
Whell, everyone, but heavys punches can move it the best, the other 2 have to push it by running into it lol

PostPosted: Fri May 12, 2006 8:45 am
by icepick66
i need somone to test my map, mabey a few people, reply here , or msn me

Image
Image

PostPosted: Fri May 12, 2006 12:56 pm
by Lez
Scince I LOVE ripping peoples master peices to peices, I ll give it a test >:)