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fozilla mirefox

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Everything posted by fozilla mirefox

  1. 14 amigo
  2. I'd need to get the .bsp, because when I decomplie the .bz2 versions it crashes hammer. If you could be link that'd be amazing.
  3. I am. I'm saying the same things because nothing but the amount of guns have changed, and at that point it feels the same. The only way I got people on the map at the time was to convince people to vote it so that we could play it. People that play when I am on haven't voted it in a while and I wanted to see the weapon changes. When I was going around, the gun spawns were pretty much the same. Since that was the only thing that changed, and people started RTVing, I saw no reason not to make a second post.
  4. I meant as though guns are actually placed around it. Once you leave spawn to get a weapon there are only small spots on the map where there is one AR surrounded by pistols. Polluting the map with pistols and not adding enough ARs for players to find isn't going to be fun, it's just walking until you find/get a gun or get killed. Yes, but as I stated, all those in the OP are the only strat that is reasonable and easy, because the entire map is dark. You don't need to hide in an area or a corner to avoid being killed, you just need to be in the fog. The darkness is just a giant corner that if you can run around in, there is no need to worry about being found(as long as you don't just stay in one spot). Flashlights can't be seen, and tracer rounds aren't on all gun.
  5. Like I said, when I was on, there were not enough guns on the map for the players when I was wandering. I wasn't sure about what happened, just that it was said there would be weapons added.
  6. Map Removal Full map name ttt_slender_slayers Type of map TTT Why should we remove it Map still is same boring strats. Kill people, run, use the lack of guns to your advantage by getting a good spawn, and hide in the darkness that envelopes the radar's donuts. Got RTV'd pretty quickly, we barely got through one round before the vote changed the map. If the map doesn't get removed this time, I think it really needs to be changed at the least. Remove the fog or the dynamic lights, because both are ridiculous. I think the dynamics being removed would look better and allow better clarity, but the fog removal fixes the radar bugs. If again, it isn't removed, guns need to be added. Either the map wasn't updated, or the guns were barely a change, because there are still nowhere near enough guns around to stop imbalances. Either the fight is one sided, or the fight doesn't happen. When another innocent has an AR, there is no need to trust anyone, because you can either kill them, or you will be shot at first by an AR and usually die. BTW, since flashlights are mostly client side, and the server side ones are just pointed at the ground, there is no way to tell who can see you. Currently, playing with a Glock/P250/Deagle vs people with AR's in a map where "darkness" and broken game elements is the advantage of players, isn't that fun. Not to mention that the table props in spawn, and anywhere else on the map, trap people all the time. They should be changed to prop_static's instead, so people don't get pushed into corners by them.
  7. If you are say killing someone with a weapon, in this case the AUG, and it happens to be the last kill you need for a steam achievement, it'll proclaim to the server that you completed that achievement for killing someone. So far this has happened twice to me, luckily no one KOSed me, but other people can for sure see the achievements. Not sure if the achievement update changed this, but I hadn't before ever seen this happen when it wasn't on, just wondering if there is a way to disable it. BTW the on-server achievements reset every map-change I think. I'm not too sure when they reset, but they do.
  8. Map Suggestion Full map name ttt_67thway_v7_csgo_small Type of map TTT Link to map download http://steamcommunity.com/sharedfiles/filedetails/?id=651876400 Additional Information I've made the map smaller by cutting off the barn. I attempted to centralize the main road by adding cars, and by making the vents below connected. The size has increased a bit drastically by about 30 MB from the previous version. It is now 120 MB uncompressed, but steam tells me that the uploaded compressed version is 60 MB. To my knowledge, everything is packed correctly. If not, or if there are any other issues, I would love to know. As always, the screenies are on the workshop. Screenshots attached Yes
  9. The map was removed for being too big, I was going to cut it down to just the Main Road with the underground, along with the moving cars. But along the way I got super sidetracked and lost interest for a long time. The farm area was too open and was far out of range of the radar, so that was what I was going to remove. The farm part was just a camping spot anyways, and it was really odd because the only people that I witnessed camp there was Ts. Then they would just lose because they never left the farm. If I decide to get around to it, I'll let you guys know, because I've been too interested in other games at the moment.
  10. Map Suggestion Full map name ttt_minecraft_b5_csgo(_fixed) AGAIN Type of map TTT Link to map download http://steamcommunity.com/sharedfiles/filedetails/?id=627382043 Additional Information FINALLY GOT THIS FUCKING MAP TO HAVE TEXTURES. FUCK VIDE OKAY? Anyways, its just a minecraft map to spice up the current one. It is open, has 2 places. The overworld, and the Nether. Lots of the guns are rifles because the map is sorta long distance, but also close range so there are also SMGs and shotguns. Guns are there, they just don't work offline. Screenies are on the workshop page. Screenshots attached Yes
  11. I've made some changes to the map I've ported to better fit the map, but I'm not sure what to do. Map is ttt_terrortrain_v1_csgo btw and is currently on the rotation. The changes add ambient sounds, reduced flashbang amounts, and easier to open doors, but I'm not sure if I need to repost a request thread, or just update the workshop version(or anything else that I wouldn't know about). Wut do?
  12. Map Suggestion Full map name ttt_terrortrain_v1_csgo Type of map TTT Link to map download http://steamcommunity.com/sharedfiles/filedetails/?id=618738543 Additional Information Simple Train Map This one was a very quick port It has guns, no need to worry It moves Jumping off kills you Screenshots are on the workshop page The textures for this one are actually packed this time Screenshots attached Yes
  13. On the menu the third button stops the menu from keeping itself open and closes it. If you press the third button the menu disappears until the next round or until and RTV menu appears, making spectating a hassle. There is no way that I know of to reopen it. A command to reopen it would be nice, and if there exists one, it would be even better to know what it is since it isn't listed in the TTT changelogs.
  14. Well damn, I'll see what the problem is. Looks like all the grass and nether textures aren't packed. I'll see what VIDE messed up. EDIT: Lol the grass vmt is there but the vtf isn't rip me; same with netherrack textures VIDE is just ignoring the textures, and I don't know how to force it to recognize them I found out how to manually add the textures Additionally are there any textures that are missing anywhere besides the grass_top and the netherrack? I think I got all of them in, I'll try to reupload it. Updated, same link but reposting it down here: http://steamcommunity.com/sharedfiles/filedetails/?id=611470945 If the texture problems persist I'll just remove it for now. Apparently the issue is still occurring despite the textures being packed. If I can be 100% sure I'll just remove it until I can get this to work. I'm removing the map from the workshop because the map won't put in the textures. I'll resubmit it when it will decide to work. For now just deny the thread and I'll get it working in the meantime. Right now I just want to play some Fallout 3.
  15. Map Suggestion Full map name ttt_minecraft_b5_csgo(_fixed) Type of map TTT Link to map download http://steamcommunity.com/sharedfiles/filedetails/?id=611470945 Additional Information Spent the last few days porting this map. The compile was a bitch to deal with, but I finally got it to work. I know that the map is minecraft based(ugh), but the map was fun to play in Gmod and should hope to spice up the other minecraft map selection. To my knowledge, the map works and the content is packed. Message me if there is an issue. And running the map with deathmatch settings results in the map creating spawnpoints outside of the playable area. This is a result of the way the engine made deathmatch work and the amount of open space in the inaccessible area. So if you want to play it, run it in a classic gamemode where the spawnpoints will work properly. The workshop has more info on the map and screenshots, so give it a whirl. Screenshots attached Yes
  16. Minecraft is very constantly played and gets annoying after playing it a round after just having played it. An increased time for recently played maps would be nice, like ZE. Plus lots of times this map is just the first map in the RTV vote so when people just spam 4 to get the thing off their screen they autovote for 4. Happens a lot because most of the time to first map is spammed to get the RTV off the screen, unless someone starts yelling for another map.
  17. Except that most of the time detectives can't do anything besides taser people and spawn health stations, can't really do anything else since Radar and DNA don't work beyond the fog. Tasers just make them targets, and health stations just make them camp, there is no need to try and hunt down the killer of a body because they most likely died too long ago for the killer to be anywhere near there. And innocents don't trust anyone but the detectives, so they will just lurk until they get solo'd out. T's don't need to make strategy, they just have to have an assault rifle and be far enough away to not be seen by the flashlight's limited view distance. If this doesn't happen then most of the times the innos win because the Ts are stuck with pistols.
  18. These are the legit reasons that the map is bad. The lessened weapons don't require anything, they just give the players with rifles huge advantages. All the rifles and pistols have enough ammo so the conservation part is ridiculous defense; Only the P250 has the issue of lack of storage ammo, but pistols are scattered around, so finding more isn't the issue. The map gives the Ts more advantage than a normal map, so they are supposed to be winning. But they can't even win properly because of the lack of weapons to kill anyone. Most of the players on the servers wait for their target to hold still to get an easy kill, but with pistols they delay because no one will hold still if they have a pistol and can strafe to defend themselves. The Ts will just either delay because they can't actually do anything or destroy the round because they all got the rifles. Not to mention the third result where 1 innocent can hide even when the Ts have radars because of the black fog. Even maps like MinecraftCity have this issue because of the fog, but the white fog just makes the ring white. On a dark map, with black rings, there is no way to even be sure you can win as a T even if you have a 4Tv1I because of the setup. The map doesn't help either side and the results are frustrating because nothing can be done to stop them. Open maps without fog and variety of guns means that there is still an open chance for both sides to win due to actual skill. There is no need to have the map just because it is scary, and the map is rarely picked out because of other more popular maps like Minecraft, Canyon, Rooftops, etc. Biocube suffers from the same issues, but has no fog, and plenty of weapons so the Innocents and Traitors have fair chances of winning. Mini rant over, but the map doesn't work because of the way it is setup. Not to mention that the map can be made even darker with a switch and flashlights are a client-side based thing, so being able to distinguish when you are visible is near impossible.
  19. Map Removal Full map name ttt_slender_slayers Type of map TTT Why should we remove it Map prevents vital game assets such as DNA and radars, along with T rings. Also very dark and not very innocent friendly; Ts have huge advantages on the map from the get go. Not much more to complain about since these all should just send red flags anyways. Also, the map doesn't have nearly enough Rifles to go around so lots of the players are stuck with the pistols scattered on the map, slowing gameplay.
  20. I'm having an issue uploading the map to the workshop. It keeps closing the game to the desktop giving the Error opening mapname error. If I can't get this to work, where else should I upload the map? The map wouldn't allow me to upload it as a new map, so I went last resort and just updated the existing workshop files(which has never worked for me before). Here is the link to the map, although it should just be the same at the one in the OP http://steamcommunity.com/sharedfiles/filedetails/?id=587592104. Now it should be under 150 MB when unzipped from the workshop. If not then I'll just do what I can tomorrow.
  21. Alrighty, perfectly what I needed to know. I'm also using VIDE 0.45 to pack. I'm just using the THW tutorial on his website to use VIDE since he said most other packing programs don't work. I've tried PakRat and it didn't work. VVIS and VRAD take the longest time to compile obviously, but what would optimizing on those fronts do to the map size? Edit for lols: The largest item packed into the map was a water texture call water_normal that took up 10 MB, wtf.
  22. As for hunting down things, what occupies the largest filesize, and what would hint and skipping do to the size? I'm guessing models take up the most space. And LDR just reduce the size about 13 MB from 192, so not worth the loss of visual quality. Additionally, what does BZ2 do to this filesize?
  23. Kinda a noob to the whole map making thing for the most part, so other than optimizing the map, how would I go about making the file size smaller? The map also uses a lot of ported HL2 and CSS models and textures, so theres that. I am currently compiling it with LDR only to see the effect on file size.
  24. Map Suggestion Full map name ttt_67thway_v7_untextured (ttt_67thway_csgo_v7) Type of map TTT Link to map download http://steamcommunity.com/sharedfiles/filedetails/?id=587592104 Additional Information Spent the past week porting this GMod map that I love playing to CSGO. To my knowledge, everything should be packed correctly. The map might be a tad large for the player count, but I think it shouldn't be much of a problem with the teleports at the barn and the drops in several buildings. Any issues found in the map would be great to know about. EDIT: The map won't load the weapons when launching it with Offline Bots. Rest assured, there are guns on the map. Screenshots of the map are in the workshop page. Screenshots attached Yes
  25. Sorta beating a dead horse here and reviving a half dead thread, but thinking a map should stay because it is "good" and "fun" aren't really reasons to keep it. The map design is horrible and defending the map with the argument that it is only requested to be removed/rtv'd because it requires the basic knowledge of how to surf isn't defending the map. This argument is the most bullshit part of the defense of the map, and people don't understand that just because the map requires the player to surf for 10 seconds doesn't make it impervious to criticism. The map doesn't retain anything about zombie escape until the final hold point which is horribly CT sided as it can be, and the surf skill ceiling is non-existent. There is no reason this map should really even be in the map vote unless it is entirely revamped to the point where the CTs actually have to do something, and that is unlikely. The map has no place on the server. That is just it. And as for Helms Deep, the map is rarely played anymore so I've put my mind off of it. The thread is basically about the removal of Surf now until there is a sudden increase in activity in Helms Deep.
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