jm_officespace
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jm_officespace
I have a new map in test. current name is jm_officespace. its about 90% done. I gotta figure out how I want to end it now.
btw, its hard.
http://inets.clanservers.com/jumpmaps/m ... espace.iwd
Im sure the good jumpers will find it challenging even at test stage.
Inetpub
btw, its hard.
http://inets.clanservers.com/jumpmaps/m ... espace.iwd
Im sure the good jumpers will find it challenging even at test stage.
Inetpub
It seemed to work ok when i tried it. But it might be a good idea to add the waittill ("movedone"); after each move.Inetpub wrote:btw,
Im having issues with the elevator. If someone saves on it and dies on it, it goes in an odd loop. has anyone seen this and is there a fix for it?
Inetpub
The map wasn't bad, a few texturing issues. The room with the hurt trigger on the floor was a bit random/annoying. The rest was pretty good.
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The random room was made for that. Its called KILLZONE. Hence the reasoning for that room. I fully intended it to be like that. If you look in that room, each jump uses different textures. 
But there is no randomness. Its intended so you can follow it but look crazy. LOTs of colors and bright! rather from the rest of the map where it looks normal. So, I know hte kill triggers are annoying but a KILLZONE with no killtriggers wouldnt be a killzone.
lol.
Inetpub

But there is no randomness. Its intended so you can follow it but look crazy. LOTs of colors and bright! rather from the rest of the map where it looks normal. So, I know hte kill triggers are annoying but a KILLZONE with no killtriggers wouldnt be a killzone.
lol.
Inetpub
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Can someone who knows how to elevator script fix my jm_officespace1.gsc file. its still screwing up. Basically what happens is that someone saves on the elevator and when they respawn on it it breaks. the elevator seems to pick up new settings from spawn. so anyone following cant get on it. PLEASE help as I dont really want to mess with it anymore. The map is a good chunk done. I just gotta make an end and fix afew jumps to make them harder.
Inetpub
Inetpub
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For a start, elevators are buggy, I personally do not recommend them.Anonymous wrote:Can someone who knows how to elevator script fix my jm_officespace1.gsc file. its still screwing up. Basically what happens is that someone saves on the elevator and when they respawn on it it breaks. the elevator seems to pick up new settings from spawn. so anyone following cant get on it. PLEASE help as I dont really want to mess with it anymore. The map is a good chunk done. I just gotta make an end and fix afew jumps to make them harder.
Inetpub
I havent looked at your gsc, but the problem is people saving on it and trying to load. If they load inside the elevator (not above it), the waiting time for the elevator keeps moving. Once the elevator has waited its full time, it will move back up/down from its current position.
What I would recommend is to use the "moveTo" function.
This will make it always go back to the correct position.
this is what you need to do.
Delete the script_brushmodel you have in the map atm...
Now, remake the brush. Now, copy the brush (spacebar) and retexture (change the texture to "origin" found in the tools textures).
Place the new origin brush over the top of the other brush. Select BOTH brushes and make them a script_brushmodel with the desired targetname...
Now once you have done that, that can be hard work inside the editor for some people, so here is simple solution...
Reaplce you entire old gsc with this (obviosuly do not delete your old one, this is temporary...
jm_officespace.gsc
Code: Select all
main()
{
maps\mp\_load::main();
brush = getent("brush","targetname");
origin = brush getOrigin();
while(1)
{
iprintln("Origin: " + origin");
wait 5;
}
}
The exact coordinates of your map will now be shown on screen.
Write these coordinates down.
Now, implement these into your old code...
Change the "moveZ" commands to MoveTo...
Now, this is how the layout is done..
Code: Select all
moveTo((x, y, z), <time>, <acc>, <dec>)
e.g
moveTo((5, 10, 15), 3, 2, 1)
Now you have all that, theres one other thing, use the "brush waittill("movedone");" then if you want the platform to stay still for 2 seconds, add the wait 2; after. It is a lot more efficient...

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No, i managed it. There was maybe 2 jumps that were tricky in that room.. a fairly big jump near the start and a crouch jump nearer the end. It didn't take that long thoughAtze69 wrote:same here ... its impossible to do that room without noclip :sDrofder2004 wrote:I couldn't get to the end of the "killzone" room, I am stuck at the same point as above I believe.

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testing now...
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
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Demo?Luke wrote:No, i managed it. There was maybe 2 jumps that were tricky in that room.. a fairly big jump near the start and a crouch jump nearer the end. It didn't take that long thoughAtze69 wrote:same here ... its impossible to do that room without noclip :sDrofder2004 wrote:I couldn't get to the end of the "killzone" room, I am stuck at the same point as above I believe.
It wasn't the jumps that got me, its the route. The only possible route to me seems is impossible due the fact something is not as it seems...

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