Saxton Hell Forums

Server Discussion => Trading Hell => Topic started by: h_twenty on July 15, 2013, 09:12:54 pm

Title: Features on trade maps
Post by: h_twenty on July 15, 2013, 09:12:54 pm
What features on trade maps make them more enjoyable?

-Do you guys like it with a night theme, or a day?
-Elaborate spawns? Or trade_plaza-like spawns?
-Donor-Only spots?
-"Secret" Rooms?

Or you could list maps that were pretty cool too.
Title: Re: Features on trade maps
Post by: Punishment_Fatal on July 15, 2013, 10:46:54 pm
-Do you guys like it with a night theme, or a day? Night.
-Elaborate spawns? Or trade_plaza-like spawns? Elaborate spawns.
-Donor-Only spots? ✓
-"Secret" Rooms? ✓
Title: Re: Features on trade maps
Post by: h_twenty on July 16, 2013, 12:40:40 am
Thanks a lot Fatal. Any maps that you like?
Title: Re: Features on trade maps
Post by: Punishment_Fatal on July 16, 2013, 03:00:13 am
Thanks a lot Fatal. Anything that was not on the list that you like? (Thanks for being the first to reply, I was hoping to get your input on the matter, Mr.MapSuggestor)
Other than some maps out there, I'm pretty fine with the server as is.
Title: Re: Features on trade maps
Post by: h_twenty on July 17, 2013, 05:14:38 pm
Come on guise
Title: Re: Features on trade maps
Post by: Momiji on July 18, 2013, 01:51:26 am
What features on trade maps make them more enjoyable?

-Do you guys like it with a night theme, or a day? I prefer a night theme.

-Elaborate spawns? Or trade_plaza-like spawns? Elaborate and fancy as fuck.

-Donor-Only spots? Fucking yes.

-"Secret" Rooms? Yes.
Title: Re: Features on trade maps
Post by: h_twenty on July 18, 2013, 07:53:27 pm
Thank you, fine sir.
What I have in mind for donor only spots are:

A trigger near the entrance with a large amount of damage to keep Regular players out. Requires Buddha or Godmode to get in.
A trigger inside the whole area that prevents users from building. This is to keep donors from making teleporters so others can get in. I'm still debating with myself whether or not to put this in.
Fancyness.
Title: Re: Features on trade maps
Post by: Momiji on July 18, 2013, 11:29:07 pm
Thank you, fine sir.
What I have in mind for donor only spots are:

A trigger near the entrance with a large amount of damage to keep Regular players out. Requires Buddha or Godmode to get in.
A trigger inside the whole area that prevents users from building. This is to keep donors from making teleporters so others can get in. I'm still debating with myself whether or not to put this in.
Fancyness.

<3
Title: Re: Features on trade maps
Post by: Knucklejoe on July 19, 2013, 12:39:29 pm
Thank you, fine sir.
What I have in mind for donor only spots are:

A trigger near the entrance with a large amount of damage to keep Regular players out. Requires Buddha or Godmode to get in.
A trigger inside the whole area that prevents users from building. This is to keep donors from making teleporters so others can get in. I'm still debating with myself whether or not to put this in.
Fancyness.
I say do it. Non donators will complain, but they already complain about people killing them in godmode, so what does it matter?
Title: Re: Features on trade maps
Post by: h_twenty on July 19, 2013, 11:24:38 pm
How does a Day/Night cycle sound?
I don't know how possible this is, as I'm currently d1cking around with it.


As ellis would say: Can't do it man.
Title: Re: Features on trade maps
Post by: h_twenty on July 20, 2013, 06:11:58 pm
Spawns that:
Can be seen into by the enemy? Or can NOT bee seen into by enemies?

Fine, don't say anything >.>


Title: Re: Features on trade maps
Post by: h_twenty on July 23, 2013, 04:04:08 pm
Anyway, here is a video of how things look so far.
http://www.youtube.com/watch?v=IssFnRRGJ-w&feature=youtu.be
[Description from video]---> Hi, welcome to this video. What you're seeing, or about to see, is a version of my map that happened to be "ready" for human eyes. But not for human players. Yet. There are still some flaws in the map that need to be fixed up, and some areas that look a bit drab.

This is more of a progress report that anything really. I'd really like it if you guys could just chuck some suggestions and tell me what you like from it, and what you don't. And as the Big Gaben would say, "Thanks, and have fun!" (And yes, the water dripping from the sides of the main area does have sounds, and of course, animates.)
Title: Re: Features on trade maps
Post by: VoiDeD on July 23, 2013, 05:06:54 pm
Anyway, here is a video of how things look so far.
[url]http://www.youtube.com/watch?v=IssFnRRGJ-w&feature=youtu.be[/url]
[Description from video]---> Hi, welcome to this video. What you're seeing, or about to see, is a version of my map that happened to be "ready" for human eyes. But not for human players. Yet. There are still some flaws in the map that need to be fixed up, and some areas that look a bit drab.

This is more of a progress report that anything really. I'd really like it if you guys could just chuck some suggestions and tell me what you like from it, and what you don't. And as the Big Gaben would say, "Thanks, and have fun!" (And yes, the water dripping from the sides of the main area does have sounds, and of course, animates.)


I spot some usage of player model prop_dynamics, which is bad!

I'd recommend you test your maps with net_graph enabled. If the graph isn't absolutely flat (which it won't be with animated prop_dynamic player models), you'll have very inefficient networking.

Other than that, map looks neat.
Title: Re: Features on trade maps
Post by: h_twenty on July 23, 2013, 10:03:12 pm
I improved apon the yard, here are screenshots:
http://steamcommunity.com/sharedfiles/filedetails/?id=163167018
http://steamcommunity.com/sharedfiles/filedetails/?id=163166981
http://steamcommunity.com/sharedfiles/filedetails/?id=163166953
http://steamcommunity.com/sharedfiles/filedetails/?id=163166938
http://steamcommunity.com/sharedfiles/filedetails/?id=163166926
Title: Re: Features on trade maps
Post by: Knucklejoe on July 23, 2013, 11:28:46 pm
I like it so far. Keep doing what you are doing.

By the way, was the video recorded using the Rift? The screen was a bit weird...
Title: Re: Features on trade maps
Post by: h_twenty on July 24, 2013, 05:26:46 pm
I was using Fraps, but since Vegas wasn't working properly, I had to resort to shitty Windows Movie Maker.
But other than that.
I've begun working on the secret room.
List features you'd like to see in there! :D
Title: Re: Features on trade maps
Post by: h_twenty on July 26, 2013, 08:21:51 pm
Secret rooms and donator specific areas will come in the next version. I'm not going to try and guess what people like. That gets me nowhere most of the time.
Title: Re: Features on trade maps
Post by: h_twenty on July 28, 2013, 05:07:00 pm
Due to really shitty packing programs and/or my own ignorance to the correct way they need to be used, the map shan't be released.
Title: Re: Features on trade maps
Post by: Momiji on July 28, 2013, 10:05:27 pm
Due to really shitty packing programs and/or my own ignorance to the correct way they need to be used, the map shan't be released.

;~;
Title: Re: Features on trade maps
Post by: h_twenty on August 05, 2013, 12:12:14 am
Alright, with some luck, I fixed trade_office_v1. And it turns out its gonna be added to the rotation!
Added the following maps to rotation:

trade_minecraft_realms_v2
trade_office_v1