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Spacepirate's 3-wayCTF Pack Thread (as promised!)
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spacepirate
AssPants


Joined: 25 Jan 2005
Location: que pasa

PostPosted: Tue Jan 20, 2009 4:13 pm    Post subject: Spacepirate's 3-wayCTF Pack Thread (as promised!) Reply with quote

Well ladies and gentlemen,

Here is the thread. You will find and read everything you need here. So as I saw in the previous thread, an amount of people already started with mapping. That is good to see.

But now, here are the guidelines, maplist and the texturepack.

Guidelines:
-Player limit is 6 to 15. So minimun, 2 in each team and maximum 5, if my math is correct.
-Do not make HUGE maps, try to stay on the player limit
-Everybody chooses there own sky
-If you want to use your own textures make sure you zip it with your zipfile
-If your map is completed zip it, what is in the zip is the following: your map, your sky, your midi, your mapinfo (.txt) AND your own textures (if you insisted).
-Take good care to your map, there is no rush. Unless your the only one who everyones is waiting for. Razz
-You are allowed to convert older maps you have made into a 3-way hell hole. But only if the map is yours. Wink

OK So I am missing these guys.................. where are you lazy son of (...)
    #
    3 Ronald
    7 Sniper 109
    8 Ronald
    11 Caboose
    19 Blackshark



Texturepack:
http://www.wadhost.fathax.com/files/3wayctf_texturepack_final.zip

So all I have to say now is, good luck and happy mapping.

Claim a map by posting here.

If you have ANY questions please post here or PM me. If your name is ZombieMachine please PM only.

See ya later alligator. Wink

DEADLINE = WHEN ALL THE MAPS ARE PLAYED, TESTED AND CHANGED. If you then want a map in it.. your late. Razz


Last edited by spacepirate on Sat Jun 13, 2009 6:56 pm; edited 46 times in total
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Ronald
Rontard


Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Tue Jan 20, 2009 5:03 pm    Post subject: Reply with quote

Can I have slots 3 and 8?
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ZombieMachine
Bloatware!


Joined: 12 Jan 2009
Location: Im not telling.

PostPosted: Tue Jan 20, 2009 10:45 pm    Post subject: Reply with quote

i want slot 9... i already made the map.....
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ZERO99
Unstoppable!


Joined: 23 Jun 2006
Location: lolololololol

PostPosted: Wed Jan 21, 2009 1:56 am    Post subject: Reply with quote

slot 7
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Jad
On a Rampage!


Joined: 14 Jan 2007
Location: Heck

PostPosted: Wed Jan 21, 2009 5:25 am    Post subject: Reply with quote

ah, what the hell. I'll take slot 13!
yay! first colab!
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Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Wed Jan 21, 2009 12:46 pm    Post subject: Reply with quote

Heheh you guys already staked out two thirds of the pack. Really looking forward to seeing what you all come up with!

And Space I gave your thread a rename just so there's no confusion over which thread/pack is which.
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spacepirate
AssPants


Joined: 25 Jan 2005
Location: que pasa

PostPosted: Wed Jan 21, 2009 1:26 pm    Post subject: Reply with quote

Thanks.

And I give you slot 2 and 6 ? Is that ok Cybie? Or do you want to make more maps.
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BestOfTheWorst
Unstoppable!


Joined: 02 Jun 2006

PostPosted: Wed Jan 21, 2009 4:07 pm    Post subject: Reply with quote

I'll take one random slot Razz

btw. I wonder if everyone here knows how to make a 3-way map? (assuming that you're doing it the sameway as in the 3-wayCTF-B3.wad)
eg. Bases rotated 0 degrees, 120 degrees and 240 degrees, making each base as far from each other. Or is it up to the map author?

Incase the idea is to rotate them with 120 degree differences, this script might be helpfull:
(it assumes that blue base is aligned to the grid as normally, that red base is rotated 120 degrees, and green 240 degrees.)
Code:
#include "zcommon.acs"

//Tag every sector of the rotated bases with some tag, that is only used in that base

//Two constants
#Define RED_BASE 10 //replace with sector tag of base that is rotated 120 degrees
#Define GREEN_BASE 20  //replace with sector tag of base that is rotated 240 degrees

script 1 OPEN
{
//RED
Sector_SetRotation(RED_BASE,120,120); //Red base is rotated 120 degrees

Sector_SetFloorPanning(RED_BASE,9,0,23,0); //Replace these values
Sector_SetCeilingPanning(RED_BASE,9,0,23,0); //Replace these values

//GREEN
Sector_SetRotation(GREEN_BASE,240,240); //Green base is rotated 120 degrees

Sector_SetFloorPanning(GREEN_BASE,54,0,39,0); //Replace these values
Sector_SetCeilingPanning(GREEN_BASE,54,0,39,0); //Replace these values
}

Script 2 (int ui, int vi) //This is a DEBUG script, replace GREEN_BASE when necessary
{
Sector_SetFloorPanning(GREEN_BASE,ui,0,vi,0);
Sector_SetCeilingPanning(GREEN_BASE,ui,0,vi,0);
Print(s:"ui: ",d:ui,s:" ,vi: ",d:vi);
}


type in console "puke 2 X Y" replacing the X and Y with different panning values, untill the floors look good in the rotated bases. Remember the values for X and Y, and replace the values of script 1 with those.

eg. in console "puke 2 12 32"
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spacepirate
AssPants


Joined: 25 Jan 2005
Location: que pasa

PostPosted: Wed Jan 21, 2009 5:37 pm    Post subject: Reply with quote

BestOfTheWorst your the best. I was thinking of not doing it like that since the flats are then fucked up. But now with that script it is perfect. Thanks man !! Wink

But it still is to the map author. I will be using that code though.
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ZombieMachine
Bloatware!


Joined: 12 Jan 2009
Location: Im not telling.

PostPosted: Wed Jan 21, 2009 8:49 pm    Post subject: Reply with quote

Umm... Space... I made my map with the red and blue team face to face and the green team a little way down... is it ok to have red and blue so close?. Also ill take slot 14... will make another map.
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Stealth
Gone with the wind


Joined: 09 Nov 2004

PostPosted: Wed Jan 21, 2009 9:54 pm    Post subject: Reply with quote

Ideally all maps should be equi-distance apart - see Worst's law for an example Wink
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ZombieMachine
Bloatware!


Joined: 12 Jan 2009
Location: Im not telling.

PostPosted: Wed Jan 21, 2009 10:00 pm    Post subject: Reply with quote

so does that mean i have to change it or can i keep it the same....
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Stealth
Gone with the wind


Joined: 09 Nov 2004

PostPosted: Wed Jan 21, 2009 10:05 pm    Post subject: Reply with quote

Ideally you should change it. If the bases are not an equal distance apart then people will complain that the map would not be fair, which indeed, it wouldn't be.
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Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Wed Jan 21, 2009 10:19 pm    Post subject: Reply with quote

spacepirate wrote:
And I give you slot 2 and 6 ? Is that ok Cybie? Or do you want to make more maps.

Uh... less actually.
I kinda didn't say I was making any for this... Sad
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ZombieMachine
Bloatware!


Joined: 12 Jan 2009
Location: Im not telling.

PostPosted: Thu Jan 22, 2009 12:16 am    Post subject: Reply with quote

ok i'v finished and balanced both my maps out.

so.. im done.

now i need to test them in a ctf muiltplayer game Very Happy.

Whats a midi?.

http://s457.photobucket.com/albums/qq297/ZombieMachine_2009/


Last edited by ZombieMachine on Thu Jan 22, 2009 1:00 am; edited 2 times in total
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spacepirate
AssPants


Joined: 25 Jan 2005
Location: que pasa

PostPosted: Thu Jan 22, 2009 12:32 am    Post subject: Reply with quote

Cybershark wrote:
spacepirate wrote:
And I give you slot 2 and 6 ? Is that ok Cybie? Or do you want to make more maps.

Uh... less actually.
I kinda didn't say I was making any for this... Sad


I know but I order you to make. Razz
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Geit-vd-plas
God like!


Joined: 27 Mar 2006
Location: Shoe salesman!

PostPosted: Thu Jan 22, 2009 6:47 pm    Post subject: Reply with quote

mm, but how many projects where still running? Why do you insist to start these community projects?!

I wanna see the other ones and fast a bit
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ZERO99
Unstoppable!


Joined: 23 Jun 2006
Location: lolololololol

PostPosted: Thu Jan 22, 2009 8:25 pm    Post subject: Reply with quote

Because community projects are the only thing that the community plays. No one gives a fuck about some random 1on1, dm, ctf, or coop made by a no body. The only people who care about those no body mappers are their close friends on zd. Community projects are pretty much the only things i plan on doing from now on since no one really cares about what I make.
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Ronald
Rontard


Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Thu Jan 22, 2009 8:45 pm    Post subject: Reply with quote

ZERO99 wrote:
Because community projects are the only thing that the community plays. No one gives a fuck about some random 1on1, dm, ctf, or coop made by a no body. The only people who care about those no body mappers are their close friends on zd. Community projects are pretty much the only things i plan on doing from now on since no one really cares about what I make.


Interesting view on mapping. Tell me, do you care about these people you call "no bodies"? If yes, how do you show that?
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spacepirate
AssPants


Joined: 25 Jan 2005
Location: que pasa

PostPosted: Thu Jan 22, 2009 9:51 pm    Post subject: Reply with quote

Geit. My harddrive has died one and a half year ago, there were all the other 'community' packs like the ffa wad and 4-way ctf. It really sucks that I cannot get to my old files, it sucks even more if people whine about those other packs. Razz

But sorry, shit happens.

If you do not have faith in this pack, I do not insist you make a map.

ZombieMachine, your maps look a little too small. Try to stay on the player limit.
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