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ok here is a video of what I did maybe it will help you?

 

http://www.xfire.com/video/575bbe/

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i got the red on my gun before btw thanx boomer that did the trick on mine except on lamp mesh that stayed red

 

you put in light grid volume right? how about reflection probes?

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Yeah I basically made prefabs for different tunnel sections - straight, curved, one that goes up and down, a long S and so on. Then I built a tunnel junction for 4 tunnels to meet in one room. I did the whole thing with terrain patches. Once I got the tunnels aligned to the grid it wasn't too hard. Now I need to build a few more junctions to use. And yeah, Blackjack Johnny's tuts on YouTube are priceless stuff.

 

Tunnel Junction:

 

123642265-3.jpg

 

I still have some texture work to do on the junction - it looks a little too boxy to me.

 

The map I am working on is basically three hills/mountains with a road/path running through the middle, and a tunnel system under it:

 

123642302-3.jpg

 

I have one more hill to build, then I have to go through the process of placing the rest of the entities and models, and put some cover (boulders, etc.) in.

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yeah hell that works too! the tunnel was the first thing I ever built and it was really long....just shy of 8 full grids...as you can see my problem was how do I add 2 more entrances without mucking up my entire tunnel so thats the way I did it... I like what you did there it looks real sweet!

btw watch that damned terrain editor with your tunnels underneath like that....it will go all the way through and rip your tunnels apart....I had to rebuild over half my tunnel because of that thing.....so be careful :)

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and yes I have been doing some scripting, I find it to be most FUCKING AGGRAVATING! Peoples tuts ALWAYS leave shit out and it leaves you hanging out to dry! Either they assume you already know everything or they assume you will know where they fuck up at and that you can fix it anyway.....HMMMMM BS!

 

Well... while I like to think I am quite good at scripting I am totally lost at mapping. Quite a few mapping tuts I see also assume alot. And yes Boomer is right its also a matter of how good somebody is at debugging stuff. Trust me its really agravating even to those who do it every day and you can spend hours trying to track down a problem that ends up being a couple of lines of code. Bah!

 

In any case, for those tunnels also add lots of explosive barrels like in Simple City. Loads of fun. :smoke:

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I hate tunnels add directions to get out please

 

hahaha no way you old fart, just use the force........ :rambo:

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hahaha

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Boomer, which ents do I need to place for ftag spawns? TDM? Do you put TDM and DM spawns in your maps or just TDM?

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ftag uses TDM spawnpoints. But you should always include all game types anyways for best compatibility. At a bare minimum the game wants DM spawnpoints as the last resort fall-back in case the spawnpoints for the desired gametype (sabotage etc) are missing on that map.

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Thanks Sammy!

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you MUST have Domination or Sab can't remember which now lol, so put them both in your game types, otherwise it will not go on a ftag server, yes it plays as TDM but truly isn't !

The more game types you have in your game, the more people will want it, but SAB & DOM are a MUST!

I haven't done CTF and HQ, but I plan to put CTF in all mine...

So, ctf, tdm, dm, dom, sab, s&d..........................hq if you want blah................

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G13 ftag mod uses Sabotage spawn points

 

I did not know this. Is there something that is specifically more efficient with sab points than tdm? Every mod is different. :hrhr:

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I personally think they gave it no thought when they did it. It took Snypir and I alot of time to figure that out. But still the more game types the more your map will get downloaded. Good luck it looks great from what I've seen.

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G13 ftag mod uses Sabotage spawn points

 

I did not know this. Is there something that is specifically more efficient with sab points than tdm? Every mod is different. :hrhr:

 

 

Sabotage uses 1 spawn point per team that way people can corner there opponents, with TDM spawn points its very hard to end the game sometimes when you have no idea where people are gonna spawn.

 

Sammy with your mod its working great the way it is, either it is using the sabotage spawn point or using just 1 TDM spawn point at each of the map. I wouldnt change a thing with it.

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Ah I see, that was my guess. OW/OW2 uses TDM. But yes the server is using the option to force starting spawns only instead of the usual weighted points. Using normal tdm spawn points instead of start spawns on certain small maps could be a fun diversion from time to time.

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Wow I tried that on our stock freeze tag server and it was a truly a painful thing. People can get funny about how they like to spawn on FT. However I do agree with you . Change can be FUN fron time to time.

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Wow I tried that on our stock freeze tag server and it was a truly a painful thing. People can get funny about how they like to spawn on FT. However I do agree with you . Change can be FUN fron time to time.

 

yeah don't be giving me some lame ass spawn point :banned:

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So how many spawn points are required? In my Q2 mapping days you basically had to have ten spawn points for each team (axis/allies). Is it the same with COD4? If the map could be played on a server with 28 people, do I need 14 spawn points per side?

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I would setup the sabotage spawn points, dm spawn points, TDM spawn points and S&D Spawn points.

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So how many spawn points are required? In my Q2 mapping days you basically had to have ten spawn points for each team (axis/allies). Is it the same with COD4? If the map could be played on a server with 28 people, do I need 14 spawn points per side?

 

 

 

You do not need a spawn point for every person, DM and TDM I would make 20. SD and SAB there is only 1 spawn point per side.

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  • I put 18 of each on each side & 36 dm spawn points :)

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