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Chips' Fun House Forum Index  ~  Our Clubhouse - General Discussion  ~  CFH Hide :: Official Thread (information, feedback, etc)
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How good is this map?
5: Excellent!
27%
 27%  [ 12 ]
4: Good.
41%
 41%  [ 18 ]
3: Okay.
20%
 20%  [ 9 ]
2: Bad.
4%
 4%  [ 2 ]
1: Terrible!
4%
 4%  [ 2 ]
Total Votes : 43

Creamy White Sponge
PostPosted: Thu Dec 15, 2005 8:39 pm  Reply with quote
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IRC log from tonight (not that I haven't been in IRC for the last like, year).

(00:59:28) <+N1rv4n4_-XR> adam no more tfc man?
(00:59:39) <+[CG1]AdamLaptop> i've not played it for months
(00:59:47) <+[CG1]AdamLaptop> been playing natural selection and svencoop
(00:59:52) <+[CG1]AdamLaptop> i'm wireplay staff
(00:59:54) <+N1rv4n4_-XR> eeeeeeeeeeewwwwwwwwwwwww
(00:59:56) <+N1rv4n4_-XR> oh yea
(00:59:57) <+N1rv4n4_-XR> congrats
(01:00:04) <+[CG1]AdamLaptop> the big boss for wp svencoop
(01:00:07) <+[CG1]AdamLaptop> and an admin for wp natural selection
(01:00:11) <+[CG1]AdamLaptop> i also play age of empires 3 in a clan with fellow wireplay natural selection staff :)
(01:00:13) <+[CG1]AdamLaptop> although
(01:00:27) <+[CG1]AdamLaptop> i've not played tfc for like 6 months, possibly longer
(01:00:34) <+[CG1]AdamLaptop> i will be returning for the christmas maps
(01:00:38) <+[CG1]AdamLaptop> because they pwn so hard
(01:00:41) <+N1rv4n4_-XR> man you suck you should totlay ocme back
(01:00:42) <+[CG1]AdamLaptop> vidar2, xmaswell, etc
(01:00:45) <+N1rv4n4_-XR> yay!
(01:00:47) <+N1rv4n4_-XR> yup
(01:01:01) <+[CG1]AdamLaptop> during that time i may get around to updating cfh_hide
(01:01:08) <+N1rv4n4_-XR> kool
(01:02:04) <+[CG1]AdamLaptop> did you see my message in the forums about it
(01:02:06) <+[CG1]AdamLaptop> a couple of months ago
(01:03:16) <+[CG1]AdamLaptop> give me a link to the forum
(01:03:21) <+[CG1]AdamLaptop> hard enough typing on irc
(01:03:23) <+[CG1]AdamLaptop> in bed
(01:03:34) <+N1rv4n4_-XR> lol cool
(01:03:47) <+N1rv4n4_-XR> www.chipsfunhouse.com/forum

Most of that will be true, providing Wireplay get their christmas rotation server up. I may even pop along to CFH :) (probably will actually, this weekend).


Last edited by Creamy White Sponge on Fri Dec 16, 2005 9:23 am; edited 2 times in total

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Nerve-ana
PostPosted: Thu Dec 15, 2005 8:41 pm  Reply with quote
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HA! see aud!!

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Creamy White Sponge
PostPosted: Thu Dec 15, 2005 8:51 pm  Reply with quote
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As for the current mapping situation, I am working on a project for sven-coop entitled 'Adam's Dungeon'.

Description copied directly from the maps MOTD:
Quote:
Yet another maze style map, but set in some random lost dungeon
at the top of some really big mountain in the middle of nowhere.
Decide wherever you like this mountain is, I don't care.

Just watch out for traps, and make your way to the end. You will
know when you reach it.

The skill levels have been altered, so you may find enemies you
come across are stronger and more powerful than you expect. A hint,
the leap of a headcrab will take 50 hp off you without armor, yes
that is 50 hit points, plus they require over half a pistol clip
to kill.

The map consists of 99% high resolution custom textures. There are a wide range of traps and puzzles, none of which are repeated twice in the map.

Screenshots I took near the start of development are here.


As for updating CFH Hide, if I do return to TFC this christmas I will find some time to spare for updating it.

The screenshots you kindly provided:

http://img.photobucket.com/albums/v203/CfHBlade/WarhouseSpot.jpg

Can easilly be fixed by moving the big crate away from the wall a bit.

http://img.photobucket.com/albums/v203/CfHBlade/Truckspot.jpg

Again, just by moving the crate away from the wall a bit. You'd be supprised how small the gap can be, and players are still able to reach it -- you just need to try hard enough.

http://img.photobucket.com/albums/v203/CfHBlade/Truckwheelspot.jpg

Looks tricky, but my guess would be to create some awkwoodly positioned func_wall's to block items being thrown in such gaps. I'd like to know how often the bag ends up in such a tight spot. At the current time, I can not determine what effects these func_wall's would have on player movement around them.


Thanks for your time producing the feedback. Any more is welcome, however I'd rather have it sooner giving me more time to analyse the problem and determine a feasible sollution.

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Nerve-ana
PostPosted: Thu Dec 15, 2005 8:56 pm  Reply with quote
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Very nice map you got there man! all it needs is a nice huge banner saying "Nirvana Owns!"

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Creamy White Sponge
PostPosted: Thu Dec 15, 2005 8:57 pm  Reply with quote
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Only if it's high res Wink I won't be providing any further screenshots on it though, even when it is complete. Existing ones will simply be updated.

I want most of the map's content to be a supprise. One of the testers nearly died when he saw one puzzle later on Very Happy I hope your jumping skills are good, or you will quickly despise me.

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Creamy White Sponge
PostPosted: Mon Mar 27, 2006 2:20 pm  Reply with quote
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The 3 spots Channikth pointed out are being fixed as I write this. Any more bugs and suggestions for this map should be posted very soon, before I release a revised version.

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Nerve-ana
PostPosted: Mon Mar 27, 2006 3:56 pm  Reply with quote
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make it so people dont get such low fps drops on it. and make a map like axlvote but name it cfhvote kt hanx i love you adam<3<3<3

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Creamy White Sponge
PostPosted: Mon Mar 27, 2006 4:09 pm  Reply with quote
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You'll have to explain where and when people get low FPS drops, for me to fix it. I've not had any.

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Nerve-ana
PostPosted: Mon Mar 27, 2006 5:36 pm  Reply with quote
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i dono falcon was talking sometihng about it.

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Creamy White Sponge
PostPosted: Mon Mar 27, 2006 6:40 pm  Reply with quote
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Okay.

Falcon, I need to know exactly where FPS spikes are happening. I'm a better mapper now than I was when I designed CFH Hide, so it's most likely down to dirty blockwork.

I've finished fixing the 3 bugs that I mentioned above, but I'm leaving the map open for a week so you can all send me more bug reports or suggestions (when you discover them).

Expect a revised version of this map to be released in a week or so.

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Spider Man
PostPosted: Thu Apr 06, 2006 2:23 am  Reply with quote
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Creamy White Sponge wrote:

http://img.photobucket.com/albums/v203/CfHBlade/Truckwheelspot.jpg

Looks tricky, but my guess would be to create some awkwoodly positioned func_wall's to block items being thrown in such gaps. I'd like to know how often the bag ends up in such a tight spot. At the current time, I can not determine what effects these func_wall's would have on player movement around them.


I just started mapping myself, but I'm a VERY FAST learner. My sugestion would be to place small invisible func_wall around the base of the truck. Just fill the gaps between the truck and the ground, either just four, very thin, just out side the perimeter, or eight, leaving spaces where the wheels block it anyways.

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Creamy White Sponge
PostPosted: Thu Apr 06, 2006 10:36 am  Reply with quote
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That's what I already did ...

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Audhumla
PostPosted: Fri Nov 30, 2007 2:29 am  Reply with quote
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I'm only posting in this thread so i can see my name four times in a row on the right

sorry, dont mind me

love the map, cws

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The Howling Man
PostPosted: Wed Aug 27, 2008 7:55 pm  Reply with quote
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Audhumla wrote:
I'm only posting in this thread so i can see my name four times in a row on the right

sorry, dont mind me

love the map, cws


get out

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Audhumla
PostPosted: Wed Aug 27, 2008 9:06 pm  Reply with quote
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The Howling Man wrote:
Audhumla wrote:
I'm only posting in this thread so i can see my name four times in a row on the right

sorry, dont mind me

love the map, cws


get out

reported

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