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Red Eclipse • View topic - [MAP] Trespass v2

[MAP] Trespass v2

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[MAP] Trespass v2

Postby JDWhyte » 19 Oct 2014 02:18

Map that I would like to submit for v1.5 of Red Eclipse.

Title: Trespass
Mappers: Rabidbutton, Greaserpirate, JDWhyte
Version: 2.0
Notes: There was an earlier version floating around before other adjustments were made to the map to make it more polished work. This version It's playable not only for DM and CTF, but also time-trial and gauntlet, and if you choose jetpacks as a mutator it brings you outside the map for a Center-like match around the buildings.
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trespass.zip
Trespass Map Files
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Last edited by JDWhyte on 21 Oct 2014 00:31, edited 1 time in total.
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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby JDWhyte » 19 Oct 2014 02:50

Here's a demo file recorded by BruceW for anyone who wants to view...
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20141018121353.zip
BruceW demo
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Screenshots

Postby JDWhyte » 19 Oct 2014 03:20

Here are a few screenshots. :D

Also wanted to notate that this map does have a place for time trial which is inaccessible from other modes of play. Greaserpirate I believe had set the Time Trial to getting to the top of the arch, and there are a series of arrows that point you the directions to get there. Initially that outside world that you see in the screenshot: "Over Everything" was supposed to be eye candy only visual from inside of the map, but he had the idea to put time trial out there so we ran with it...
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Screen Shot 2014-10-18 at 10.03.06 PM.png
Over Everything
Screen Shot 2014-10-18 at 10.00.47 PM.png
Screenshot
Screen Shot 2014-10-18 at 10.00.32 PM.png
At the Bottoms
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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby Piggybear » 19 Oct 2014 22:27

Looks very fun. Downloading now to test.
01010000 01101001 01100111 01100111 01111001 01100010 01100101 01100001 01110010
The Ghosts are ALWAY recruiting!. Newbies welcome to apply.
Or apply
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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby qreeves » 20 Oct 2014 02:15

Note: I rely on feedback from the community, so everyone should review this map (and others like it) so I don't have to help them fix everything myself :P
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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby Duck » 20 Oct 2014 03:49

Just played it, it is very nice. I suggest everyone to try out the time trial mode on it as it feels epic to complete it!
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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby radiant » 20 Oct 2014 04:13

I get a bunch of "too many textures" errors in the log after loading the map.

But anyway, is this fast enough for you?
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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby shirepirate » 20 Oct 2014 05:45

it's an interesting one. the flags are very close together, even moreso than dutility. some d&c points are sort of floating, this might look weird in-game. it lacks a zapper still, and could probably use a 2nd of each weapon placed and more grenades. there's some default texture on one of the outside buildings that could be seen in time trial. some cheesey little blooper texts i see in a few spots, not sure what to make of that (assassins creed IV reference? lol). clip is used in a couple spots where maybe no-clip would be better (you can stand on top of the dollar sign on the safe). there are freestyle-defined affinities outside near the tall buildings, but isn't this area clipped off in non-timetrial modes? also i was able to get out to the surrounding buildings in deathmatch mode in multiple areas, so perhaps there are a few loose ends in the clipping with mapmodels.

i think it works best as a ffa deathmatch map, it's not very large. it works for time trial too but be aware there are many routes to take besides the defined one.
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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby JDWhyte » 20 Oct 2014 14:34

^ yeah i realized this last night... I was able to climb one of the first walls, jump to a building and skip like half the time trial that was initially put in place as thought. Greaserpirate was working on this with me last, but he appears unreachable right now so we are missing him, but that's ok I can make some more updates to this... I did discover where I think Jack had managed to fit an "Here Lies Handsome Jack" easter egg... -.- and... lol this is what happens when multiple people work on maps... lol. I'll definitely apply your suggestions shire, and try to patch it up a little bit more.

@duck: Well, not necessarily epic, I found quite a few shortcuts myself last night that cut out quite a bit.

@radiant I'll check out your demo when I get off work. Thanks for taking a crack at it... I'm willing to bet you found the path i found last night. Perhaps maybe I need to figure out how to add that mesh like what was done on that first wall to the left when you start. I've never put that into place, so I got to figure out how he did that so that it only came up in time trial.. I still got a lot to learn for mapping..

In reference to the zapper... please help this noob on the subject of zappers?
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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby shirepirate » 20 Oct 2014 19:55

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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby SylvieLorxu » 20 Oct 2014 20:04

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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby JDWhyte » 20 Oct 2014 20:50

Last edited by JDWhyte on 21 Oct 2014 00:27, edited 2 times in total.
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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby radiant » 21 Oct 2014 00:03

Among the entities in the top section (for jetpack/freestyle only), there are playerstarts for four teams, but only three flags (yellow is completely absent). Further, the "normal" section of level down below isn't equipped for four teams at all. Maps should not be designed so that "okay, you can play multi, but only if you take this other option with it too".

And the landscape should probably be backed off a bit from the edge of the map (coordinates of 0 or 2048). It's not possible to place any geometry beyond those boundaries, but players can go there, and if there's a building that does go right up to be flush with the boundary, the player can actually enter what's supposed to be a solid block of wall, merely by going around to the back side. This demo (which was recorded on the 1.5 protocol, and can only be played back on a version compatible with that) shows one of the more ridiculous consequences of being able to do this. Likewise, the boundary makes it impossible for the DOOM Service building to have a solid roof that the player can stand on, at least given its current height.
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Re: [MAP] Trespass v2 (Would like to submit for 1.5)

Postby JDWhyte » 21 Oct 2014 00:26

Updated List...

Radiant, So wait, the Level Down not being equipped... Not Quite sure I understood fully what you meant there, sounded like if you play on multi that there is a forced option or something? I'm still learning the ins and outs of mapping so some of lingo is new to me... I'm guessing some option leg or something... this would have been something Greaser set up... I mostly just did textures and laying out, never was involved with entities or skyboxes, some entities I know how to set up and etc.. but not sure what modifiers or what are exactly in place or how they're set up etc... but I definitely want to hone in and learn about setting those up properly so definitely will check it out and see if I can figure out what Greasy did and fix it...
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Re: [MAP] Trespass v2

Postby shirepirate » 30 Oct 2014 03:45

i think this is a map worthy of inclusion for at least some game modes, but it will need to be finished up yesterday. join irc if you want to work on it in the next few hours online jdwhyte, otherwise push out a bug-less update ASAP.
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Re: [MAP] Trespass v2

Postby JDWhyte » 31 Oct 2014 00:39

Well here is the problem I've had. I can't compile SVN because I'm on Snow Leopard (MAC) which uses the older version of Xcode that had GCC as a compiler... the newer version uses Clang thus disallowing me to compile the SVN into anything playable. Because of this I have no way of updating the map with any new features... I'm stuck on 1.4 until the release of 1.5 is compiled, unless someone has a way of compiling me a version. I'm not trippin' I can always submit it for next version, there's a lot of new great maps, and I'm sure some people will upload the map to their servers anyways when they grab the files... But anyone is free to do anything they want just make sure you add your name to the author list so you get credit where it's due...
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Re: [MAP] Trespass v2

Postby qreeves » 31 Oct 2014 03:22

We actually don't have anyone capable of producing OSX binaries at the moment, and we may not even get any in time for the release.
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Re: [MAP] Trespass v2

Postby JDWhyte » 31 Oct 2014 21:43

What would it take to produce OSX binaries? I mean what would someone need to learn?
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Re: [MAP] Trespass v2

Postby JDWhyte » 31 Oct 2014 22:14

Other question.. who did this before? And What happened that nobody is capable of producing them?
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Re: [MAP] Trespass v2

Postby SylvieLorxu » 01 Nov 2014 01:23

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Re: [MAP] Trespass v2

Postby freezurbern » 01 Nov 2014 03:02

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Re: [MAP] Trespass v2

Postby qreeves » 01 Nov 2014 03:22

You're asking non-Apple users how to use an Apple product (Xcode), so I doubt you'll get very far. q66 used to compile the OS X binaries for us on a Hackintosh, but he no longer can do that. Before that, I did it on OS X 10.5, but Apple deprecated everything in 10.6 (and again in 10.7) making it impossible for me to produce backward-compatible binaries (for 10.5, 10.4 and earlier) using Xcode. Only q66 (or perhaps baby-rabbit/rpointon) really knows how to build on this platform.

I don't use OS X, at all. I can't re-learn a whole programming environment every release just because Apple decides to fuck everything up all the time. As with every release, unless someone else plans to do build it, I have no plans for future OS X support in RE. You can blame Apple for that.
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Re: [MAP] Trespass v2

Postby JDWhyte » 01 Nov 2014 03:49

Well I'm taking a stab at it.. I've played with Xcode a little bit... I opened the project up with Xcode and when I told it to build the project I was getting 2 errors...

on this line it said min was not declared in this scope:
size_t slen = min(strlen(s)+1, len);

then on this line it said decoded was not declared:
decoded = decodeutf8((uchar *)&commandbuf[commandlen], sizeof(commandbuf)-1-commandlen, cb, cblen);

I guess I should probably create a new topic as I have successfully hijacked my own thread... :?

edit. I should have made note that this is located in macutils.mm on line 9 and line 342.
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