mp_bridge

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SkyLine_XD
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mp_bridge

Post by SkyLine_XD » December 23rd, 2013, 9:00 am

Map name: mp_bridge

Author: SkyLine

Download link: https://www.mediafire.com/?wldrird479kdplt

Screenshot link:
http://image.noelshack.com/fichiers/201 ... bridge.jpg

Game (& old school?): CoD4 NON OS

Description of your map: This is my second map, it has a lot of interesting things on the map there are three ways, easy, medium and hard!

P.S. link updated, fixed MAP, added MEDIUM way!
Last edited by SkyLine_XD on January 9th, 2014, 3:17 pm, edited 2 times in total.

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[SoE]_Zaitsev
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Re: mp_bridge

Post by [SoE]_Zaitsev » December 23rd, 2013, 3:33 pm

Kind of a weird placement a bridge in a huge ocean :D But not much you can do about that I guess. From a distance it looks pretty interesting, and already gets a big plus for not being a boring platform map but a map that has a theme.
matt101harris wrote:big cock was the first thing that came to my head lol

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Goro92
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Re: mp_bridge

Post by Goro92 » December 23rd, 2013, 5:52 pm

[SoE]_Zaitsev wrote: ... gets a big plus for not being a boring platform ...
actually it is
Image

F |Madness| U
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Re: mp_bridge

Post by F |Madness| U » December 23rd, 2013, 7:49 pm

I think if you look closely at the screenshot you can see a bounce platform with the black/yellow caution stripe texture?
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[SoE]_Zaitsev
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Re: mp_bridge

Post by [SoE]_Zaitsev » December 23rd, 2013, 9:32 pm

Goro92 wrote:
[SoE]_Zaitsev wrote: ... gets a big plus for not being a boring platform ...
actually it is
Still, it has a theme, which is a bridge. Always a bit better than just platforms in squared rooms.
matt101harris wrote:big cock was the first thing that came to my head lol

Vartazian
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Re: mp_bridge

Post by Vartazian » December 24th, 2013, 4:18 am

no one will ever finish this map on a server...its ridiculously hard and one of the hardest maps out there.....and super long.. shame..its a nice looking map..

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fre4kZ
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Re: mp_bridge

Post by fre4kZ » December 24th, 2013, 2:04 pm

Vartazian wrote:no one will ever finish this map on a server...its ridiculously hard and one of the hardest maps out there.....and super long.. shame..its a nice looking map..
I did it in one run in 55 mins (The timer shows the time when you finish.) :) So it's possible, but definitely one of the hardest maps out there.

I already put this map in my CoD4 jump map difficulty rankings : http://bit.ly/1bjMWHA
Last edited by fre4kZ on December 24th, 2013, 2:17 pm, edited 1 time in total.

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Tommy991
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Re: mp_bridge

Post by Tommy991 » December 24th, 2013, 2:05 pm

Alot of scripts, though some are buggy.

Here's error I get on linux server when changing map:

Code: Select all

******* script runtime error *******
getent used with more than one entity: (file 'maps/mp/mp_bridge.gsc', line 58)
 hardfinish = getent("finish_hard", "targetname");
              *
Error: called from:
(file 'maps/mp/mp_bridge.gsc', line 17)
 thread finish_hard();
        *
Error: started from:
(file 'maps/mp/mp_bridge.gsc', line 5)
main()
*
Error: ************************************
********************
Please fix that.

By the way, "easy" way is everything but easy ... but that's just my opinion.

Best regards, Tommy

SkyLine_XD
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Re: mp_bridge

Post by SkyLine_XD » December 25th, 2013, 7:28 am

Tommy991 wrote:Alot of scripts, though some are buggy.

Here's error I get on linux server when changing map:

Code: Select all

******* script runtime error *******
getent used with more than one entity: (file 'maps/mp/mp_bridge.gsc', line 58)
 hardfinish = getent("finish_hard", "targetname");
              *
Error: called from:
(file 'maps/mp/mp_bridge.gsc', line 17)
 thread finish_hard();
        *
Error: started from:
(file 'maps/mp/mp_bridge.gsc', line 5)
main()
*
Error: ************************************
********************
Please fix that.

By the way, "easy" way is everything but easy ... but that's just my opinion.

Best regards, Tommy
link updated, fixed MAP

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Tommy991
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Re: mp_bridge

Post by Tommy991 » December 25th, 2013, 12:10 pm

Well, the map loads now, but theres bunch of other bugs that causes laggs so bad, that map is unplayable. I'm talking about linux server. On windows server there was no problem even with 1st version ...

here's some log:

Code: Select all

(file 'maps/mp/mp_bridge.gsc', line 74)
       info waittill("trigger", user);
            *
(file 'maps/mp/mp_bridge.gsc', line 138)
 message thread doText(self);
                *
(file 'maps/mp/mp_bridge.gsc', line 130)
 self thread MessageOMG( advance );
             *
(file 'maps/mp/mp_bridge.gsc', line 79)
   user thread infomessage();
               *
(file 'maps/mp/mp_bridge.gsc', line 74)
       info waittill("trigger", user);
            *
(file 'maps/mp/mp_bridge.gsc', line 138)
 message thread doText(self);
                *
(file 'maps/mp/mp_bridge.gsc', line 130)
 self thread MessageOMG( advance );
             *
(file 'maps/mp/mp_bridge.gsc', line 79)
   user thread infomessage();
               *
(file 'maps/mp/mp_bridge.gsc', line 74)
       info waittill("trigger", user);
            *
(file 'maps/mp/mp_bridge.gsc', line 138)
 message thread doText(self);
                *
(file 'maps/mp/mp_bridge.gsc', line 130)
 self thread MessageOMG( advance );
             *
(file 'maps/mp/mp_bridge.gsc', line 79)
   user thread infomessage();
               *
(file 'maps/mp/mp_bridge.gsc', line 74)
       info waittill("trigger", user);
            *
(file 'maps/mp/mp_bridge.gsc', line 138)
 message thread doText(self);
                *
(file 'maps/mp/mp_bridge.gsc', line 130)
 self thread MessageOMG( advance );
             *
(file 'maps/mp/mp_bridge.gsc', line 79)
   user thread infomessage();
               *
(file 'maps/mp/mp_bridge.gsc', line 74)
       info waittill("trigger", user);
            *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
There's more of that, but would be pointless to put all here. The timer loop also laggs at "wait .1;" line.

So I'm not putting this map on my server until all those bugs are fixed.

Best regards, Tommy

SkyLine_XD
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Re: mp_bridge

Post by SkyLine_XD » December 25th, 2013, 8:01 pm

Tommy991 wrote:Well, the map loads now, but theres bunch of other bugs that causes laggs so bad, that map is unplayable. I'm talking about linux server. On windows server there was no problem even with 1st version ...

here's some log:

Code: Select all

(file 'maps/mp/mp_bridge.gsc', line 74)
       info waittill("trigger", user);
            *
(file 'maps/mp/mp_bridge.gsc', line 138)
 message thread doText(self);
                *
(file 'maps/mp/mp_bridge.gsc', line 130)
 self thread MessageOMG( advance );
             *
(file 'maps/mp/mp_bridge.gsc', line 79)
   user thread infomessage();
               *
(file 'maps/mp/mp_bridge.gsc', line 74)
       info waittill("trigger", user);
            *
(file 'maps/mp/mp_bridge.gsc', line 138)
 message thread doText(self);
                *
(file 'maps/mp/mp_bridge.gsc', line 130)
 self thread MessageOMG( advance );
             *
(file 'maps/mp/mp_bridge.gsc', line 79)
   user thread infomessage();
               *
(file 'maps/mp/mp_bridge.gsc', line 74)
       info waittill("trigger", user);
            *
(file 'maps/mp/mp_bridge.gsc', line 138)
 message thread doText(self);
                *
(file 'maps/mp/mp_bridge.gsc', line 130)
 self thread MessageOMG( advance );
             *
(file 'maps/mp/mp_bridge.gsc', line 79)
   user thread infomessage();
               *
(file 'maps/mp/mp_bridge.gsc', line 74)
       info waittill("trigger", user);
            *
(file 'maps/mp/mp_bridge.gsc', line 138)
 message thread doText(self);
                *
(file 'maps/mp/mp_bridge.gsc', line 130)
 self thread MessageOMG( advance );
             *
(file 'maps/mp/mp_bridge.gsc', line 79)
   user thread infomessage();
               *
(file 'maps/mp/mp_bridge.gsc', line 74)
       info waittill("trigger", user);
            *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
(file 'maps/mp/mp_bridge.gsc', line 477)
    wait .00003;
    *
There's more of that, but would be pointless to put all here. The timer loop also laggs at "wait .1;" line.

So I'm not putting this map on my server until all those bugs are fixed.

Best regards, Tommy
All fixed, had to change almost the entire text

P.S. Vartazian specifically to be able to pass it on the server I have done that, you can save the position and out of the game and then load!!!

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Tommy991
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Re: mp_bridge

Post by Tommy991 » December 26th, 2013, 12:09 am

You mean almost all fixed.

Add some "self endon("disconnect");" at start of:
- doPlayingTimerEasy( s, m, h )
- doPlayingTimerHard( s, m, h )
- fixbestrecord() - add "self endon("death");" too
- UnderMap() - add "self endon("death");" too

I fixed that myself for my server and works ok. I guess that would be it ...

Advice: next time have map properly tested before finnal release.

Best regards, Tommy

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Re: mp_bridge

Post by F |Madness| U » December 26th, 2013, 12:39 am

Also just a note for your future scripting (in CoD4), wait 0.00003 is unnecessary, it does the exact same as wait 0.05 (the smallest wait time possible for CoD4 Servers).
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SkyLine_XD
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Re: mp_bridge

Post by SkyLine_XD » January 9th, 2014, 3:18 pm

added MEDIUM way!

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Re: mp_bridge

Post by MuumiMuk1 » January 11th, 2014, 4:35 pm

nice map

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