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[OpenSource]Dys_Stronghold b6b - 04/Dec/11

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[OpenSource]Dys_Stronghold b6b - 04/Dec/11

Postby icepick66 » Sun Mar 19, 2006 10:08 am

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%)
Last edited by icepick66 on Sat Dec 01, 2012 7:29 pm, edited 141 times in total.
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Postby Sheepe » Sun Mar 19, 2006 1:17 pm

What did you say? I'm sorry but I think I missed some of it... can't wait to see the map...

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Postby icepick66 » Sun May 07, 2006 4:16 pm

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
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Postby Lez » Sun May 07, 2006 4:38 pm

Looking good.
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Postby dukes » Sun May 07, 2006 4:48 pm

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
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Postby icepick66 » Mon May 08, 2006 5:40 am

Yeh, ill have to fix that. anyone know the problem?
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Postby Sgt_Hobo » Mon May 08, 2006 2:20 pm

Looks pretty good. Can't wait to try it out.
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Postby tehgee » Mon May 08, 2006 4:32 pm

icepick66 wrote: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.
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Great NEWS

Postby icepick66 » Tue May 09, 2006 8:13 am

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.
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Postby Flack Monkey » Tue May 09, 2006 11:26 am

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
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Postby icepick66 » Tue May 09, 2006 12:38 pm

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
Last edited by icepick66 on Mon Jan 01, 2007 12:33 pm, edited 1 time in total.
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Postby Lez » Tue May 09, 2006 1:02 pm

Movable teleporters hey?
Thats rather impressive.
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Postby icepick66 » Tue May 09, 2006 1:05 pm

Thats not all in my box of tricks :p
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Postby tehgee » Wed May 10, 2006 4:34 pm

Nice! Very inventive. =] Can't wait to try it out.
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Postby Sheepe » Wed May 10, 2006 7:24 pm

Nice, and sunny, SCHWEET!

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Postby Somniloquist » Wed May 10, 2006 7:39 pm

impressive....very impressive
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Postby Sgt_Hobo » Wed May 10, 2006 8:51 pm

Awesome. The transporter idea should make for some hilarity. 8)
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Postby icepick66 » Thu May 11, 2006 7:05 am

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
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Postby tehgee » Thu May 11, 2006 7:08 am

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.
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Postby Smoke_Max » Thu May 11, 2006 12:33 pm

icepick66 wrote: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. ;)
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Postby icepick66 » Thu May 11, 2006 12:48 pm

Good idea, and implemented :D, thanks
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Postby CryptLord1234 » Thu May 11, 2006 1:56 pm

Looks like a good map...

About the teleporter, what classes can move it?
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Postby icepick66 » Thu May 11, 2006 3:03 pm

Whell, everyone, but heavys punches can move it the best, the other 2 have to push it by running into it lol
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Postby icepick66 » Fri May 12, 2006 8:45 am

i need somone to test my map, mabey a few people, reply here , or msn me

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Last edited by icepick66 on Fri May 12, 2006 1:01 pm, edited 2 times in total.
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Postby Lez » Fri May 12, 2006 12:56 pm

Scince I LOVE ripping peoples master peices to peices, I ll give it a test >:)
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