Author Topic: Features on trade maps  (Read 13328 times)

Offline h_twenty

  • Member
  • *
  • Posts: 204
  • The Demopan is only OP when I play him.
Features on trade maps
« 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.
Joined during 2011.
I'm h_twenty, and I approve this messege.

Offline Punishment_Fatal

  • Full Admin
  • *****
  • Posts: 847
  • Hat Fancier
Re: Features on trade maps
« Reply #1 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? ✓
« Last Edit: July 16, 2013, 02:59:13 am by Punishment_Fatal »

Usually around Trading Hell and Zombie Hell. Message me on Steam if you need something.

Offline h_twenty

  • Member
  • *
  • Posts: 204
  • The Demopan is only OP when I play him.
Re: Features on trade maps
« Reply #2 on: July 16, 2013, 12:40:40 am »
Thanks a lot Fatal. Any maps that you like?
« Last Edit: July 16, 2013, 09:51:15 pm by h_twenty »
Joined during 2011.
I'm h_twenty, and I approve this messege.

Offline Punishment_Fatal

  • Full Admin
  • *****
  • Posts: 847
  • Hat Fancier
Re: Features on trade maps
« Reply #3 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.

Usually around Trading Hell and Zombie Hell. Message me on Steam if you need something.

Offline h_twenty

  • Member
  • *
  • Posts: 204
  • The Demopan is only OP when I play him.
Re: Features on trade maps
« Reply #4 on: July 17, 2013, 05:14:38 pm »
Come on guise
Joined during 2011.
I'm h_twenty, and I approve this messege.

Offline Momiji

  • Member
  • *
  • Posts: 27
  • It's the kind black men's fault
Re: Features on trade maps
« Reply #5 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.

Offline h_twenty

  • Member
  • *
  • Posts: 204
  • The Demopan is only OP when I play him.
Re: Features on trade maps
« Reply #6 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.
« Last Edit: July 18, 2013, 07:56:09 pm by h_twenty »
Joined during 2011.
I'm h_twenty, and I approve this messege.

Offline Momiji

  • Member
  • *
  • Posts: 27
  • It's the kind black men's fault
Re: Features on trade maps
« Reply #7 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

Offline Knucklejoe

  • Full Admin
  • *****
  • Posts: 416
  • Friendly Neighborhood Judo Master
Re: Features on trade maps
« Reply #8 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?

Offline h_twenty

  • Member
  • *
  • Posts: 204
  • The Demopan is only OP when I play him.
Re: Features on trade maps
« Reply #9 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.
« Last Edit: July 19, 2013, 11:35:56 pm by h_twenty »
Joined during 2011.
I'm h_twenty, and I approve this messege.

Offline h_twenty

  • Member
  • *
  • Posts: 204
  • The Demopan is only OP when I play him.
Re: Features on trade maps
« Reply #10 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 >.>


« Last Edit: July 23, 2013, 04:04:00 pm by h_twenty »
Joined during 2011.
I'm h_twenty, and I approve this messege.

Offline h_twenty

  • Member
  • *
  • Posts: 204
  • The Demopan is only OP when I play him.
Re: Features on trade maps
« Reply #11 on: July 23, 2013, 04:04:08 pm »
Anyway, here is a video of how things look so far.

[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.)
Joined during 2011.
I'm h_twenty, and I approve this messege.

Offline VoiDeD

  • Full Admin
  • *****
  • Posts: 2,451
Re: Features on trade maps
« Reply #12 on: July 23, 2013, 05:06:54 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.)


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.


Offline Knucklejoe

  • Full Admin
  • *****
  • Posts: 416
  • Friendly Neighborhood Judo Master
Re: Features on trade maps
« Reply #14 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...